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FurryVNE Build 2024-02-11

🕑 Added 2024-02-11 07:12:27 +0000 UTC

Comments

Omnoproxyl337

Thank you!

FurryVNE Team

You can add a timeline to the steps, give it a duration, and then at the end of the timeline you can add a timeline event. To the timeline event, add a Goto step action.

Omnoproxyl337

How do I connect steps to play in sequence again?

FurryVNE Team

Yes. However, character made in future versions won't work in previous versions of FVNE.

K.O.

If my membership ends, am I still able to use the version of software I have downloaded?

FurryVNE Team

The blender addon hasn't been updated for Blender 4.0 yet. You'll need to use a 3.x release.

durzac

Whenever I try to Import an offset from Furryvne, an error code on blender pops up saying it could not locate bpy.ops.import_scene.obj, I'm using blender 4.0 if that matters

ProntonSoup

That's fair. Thats half of why I'm asking tbh. I was curious why the choice was made. But if the reason why the physics look this good in real time is the same reason the thing I was talking about isn't feasible, I can deal with that. I appreciate the quick response. Tax money can't come fast enough lol

FurryVNE Team

That would be challenging as there is a lot of background, asynchronous stuff going on all the time. SDFs are being updated, and those take a while to do. If we were locking framerate to their generation, then framerate would be down in single digits.

FurryVNE Team

It's a known issue, will be fixed.

ProntonSoup

Since I don't know the exact way the physics are implemented I'll just describe what I'd love to have the ability to do. I LOVE the softbody interactions you all have done for this app. It'd be really nice to be able to sync/lock the game speed and/or framerate of the app down to the physics tick rate. Ideally, an option to turn on a "full sync" mode where gamespeed, framerate, and physics tick rate would be fully synced would be super nice. It would stop clipping, juddering, and rubber banding in scenes where the framerate is much higher than the physics ticks can keep up with. Maybe this is already the case and the issues I'm having are something else, but I know the game speed, a least, is independent (meaning how many seconds it takes for an animation or cycle). If I could at least lock this to the framerate or physics tick-rate (whichever is lower), the framerate might have to suffer, but that's fine with me if the physics will still look great. (To be fair, this is probably just life's way of telling me I need to use my tax returns on a CPU upgrade lol.)

thirteeenth

There is no pov camera at the moment. The tab button is for changing the camera controls to those closer to that of an fps for easier navigation through the level. That way you can just fly through and don't have to awkwardly drag the camera to find the area you're looking for.

Biscuit

It looks like mouse clicks on keyframes in the timeline go through to the surface underneath. Often when I'm using ctrl-click to select multiple keyframes it parents the currently selected node in the scene to the surface underneath the keyframe window.

Oderaa

is there no first-person camera? when i press tab it doesn't take me to a male or female pov. or am i missing something

FurryVNE Team

I think a lot of it will get easier over time as you see more how it's done. Also consumption of interactions is going to get way easier for sure.

FurryVNE Team

Great, thanks for sharing! I'll add some more error handling next build so it will clear cookies automatically if this happens again.

Harmae

Worked, thanks! :D

Noctis Lucis Calem

Im curious if sometime down the road you guys are going to simplify the way you can make interactions, cause right now it seems SUPER intimidating even with the guide provided.

FurryVNE Team

Forwarded to the audio guy.

FurryVNE Team

Are you sure you're running the latest build? That response would make sense if you were running an older build, but not the new one. If that doesn't work, try removing "ZFBrowser" and "cache" from %appdata%/FurryVNE. Please let us know how that works!

CodeHungry

I noticed that the volume for the playsound time line event is rather low when compared to the regular coupling noises, which are much louder by comparison. Makes it kinda immersion breaking when the ball slaps are louder than the spanks lol Is this normal or am I missing something?

Harmae

I keep getting an invalid server error when trying to authenticate patreon 8(

Zexiara ✨

noice, im just happy the MouthPointIK has been patched ASAP. Kissing is really underrated in the yiff industry.


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