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Problems & potential solutions

🕑 Added 2024-02-05 12:51:42 +0000 UTC

Comments

BeerCookie

In the mean time, no size difference sex on the bed lol.

FurryVNE Team

Compiled files take a lot of space. We may offer the option to keep compiled files compressed to reduce disk usage. However, that would increase load times since we'd have to decompress the characters before use every time.

FurryVNE Team

It's good that this is brought up so we are aware of it, but unless we have a reproducible with interaction + compiled character files and/or video with steps to reproduce, we can't really do much with it.

Biscuit

Sometimes mouthpointik seems to throw the characters into an IK tornado lol!

tyj

One thing I forgot to add is that the interactive version takes up a lot of disk space when generating files. I just created three scenes with two characters in one file format? (Or a timeline? Frames?) It takes up more than 600MB of space. If we keep going like this, it's gonna get really messy. Because of the frequent transfer of large files, this itself is very time-consuming

TYJ

It took me one night to roughly understand some of the features of the interactive version without being familiar with English. Here, I would like to make some comments or feedback: 1. When dragging the character, it is very soft, so that it is difficult to edit the posture. 2, press the "TAB" button to enter the free view, but the "a" button seems to have a priority conflict with a shortcut key, I have to press the "ESC" button very frequently to cancel, otherwise it is easy to happen very chaotic things, even if the "CTRL+Z" undo button, can not be restored. 3, considering that this is the first interactive version of the test content, there are a lot of inexplicable "bugs" is also a normal thing. For example, the character's limbs will suddenly twist, twitch, and even teleport. 4, for the current interactive version of the scene, the light is too dark, you can from the edit mode Is the scene transported here? 5, the current interactive version, there are many powerful features, but in operation, simple things have become complicated. If it could be like "yiffalicious." But no matter what, please come on, I will continue to support you.

WorselTheV

I found that if you check 'Enforce Direction' on the MouthPointIK that it seems to keyframe. Placement is kind of wonky but it can be worked with.

FurryVNE Team

Thanks for the kind words! About characters disappearing - sounds like an issue with soft bodies causing error, so vertices become invalid. Does it also happen if you have character breasts/belly/ass near environment?

Zexiara ✨

i appreciate the clarification, goodnight precious god-tier devs

Professor Mering

I did notice on linux only that when two characters are placed near eachother their textures disappear (eyes and other parts remain visible) and that the performance is worse than on windows :c The authentication problem on linux that after logging in in the browser and then alt tabbing back, nothing would happen, can be fixed by making the game windowed hsing alt enter and clicking on the title bar (I don’t think this is the game’s fault, either unity’s or kde plasma’s) I noticed that balls can’t be animated, or have hands parented to it. I’ve spent like 10 hours in the interaction builder already and with prior knowledge of the char editor it’s relatively intuitive to use, I didn’t know you can ctrl click to parent hands onto surfaces though. But great job! Can’t wait to see more coupling options though like hand and mouth.

FurryVNE Team

Once you have exported a character for interactions, the scale is set and cannot be changed. (You are however able to use custom offsets to make the character appear bigger. Do know however that bones will not be altered to fit expressions.) MouthPointIK not being possible to keyframe is a BUG. We'll include fix in next release. Currently no way to hide interface, but it's something we'll add at some point.

Zexiara ✨

Having fun so far... I'm wondering if there is a way to root-scale characters within the interaction? And also sequentially attach/detach MouthPointIK/Coupling? Plus hide the interface for full screen view? Its totally ok if it's not in this build but I'm just trying to ensure I didn't overlook a solution


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