RELEASE NOTES - 2024-02-02

New features

Interactions

Physical IK

We've implemented a new inverse kinematics (IK) system. This one is based off physical calculations, making for more interesting posing.

We've also created something we call a MouthPointIK, which is an additional point you can place in the scene in order to give more options to character posing.

Procedural coupling

Penetration mechanics

Our orifice dynamics solution runs on the GPU, offering very detailed simulation and great performance.

It's possible to achieve pullout scenes like this by animating character posing in combination with orifice dynamics. (No tutorial yet, sorry.)

(Pro tip - learn the PenetratorWeight, ShaftDetachmentThreshold and MaxPenetration properties.)

Particle fluids

Use timeline events to cause cum.

Soft body engine

Our totally fake soft body approximation method. Does not actually compute soft bodies. Instead, uses vertex and SDF trickery. Still, can create some compelling results. Much more performant than real soft body physics.

Shaft dynamics

Emergence controls how far out of the body the shaft is:

Growth interpolates between authored flaccid and erected state.

NOTE! Requires user authoring in character editor.

Erection controls physical joints to achieve this result:

Shafts, like other physical objects, are possible to manipulate in real time by pressing and holding control while dragging objects.

Shafts are able to collide with the environment:

Physical balls

Physical behavior for balls. Ctrl + drag to drag.

You're also able to configure inflation.

NOTE! Inflation requires authoring in character editor.

Physical bones

SDF Collision

Our custom collision system uses Signed Distance Fields (SDF) instead of crude colliders. Provides a much more accurate representation while also being performant.

Due to the nature of SDFs, we are able to update them in realtime with relatively low cost, making it possible to adapt them to changes in character:

Hand placement system

Press and hold Ctrl with a hand node selected to snap it onto a surface. Fingers will automatically adapt. (May require some manual tweaking though, see the properites of the hand node.)

Looking

Define how characters are looking.

Progression system (Steps)

Define how the interaction changes over time.

NOTE! You'll most likely want to duplicate a step rather than creating a fresh one. To do that, right click the current step and select duplicate.

Keyframe editor (Timelines)

Animate properties over time.

Timeline events & actions

Right click in the event area of a non-default timeline to add events. Attach actions to the event to make something happen when the time marker passes the event.

Drivers

Drive the values of properties from some kind of source.

  • LFO (Low Frequency Oscillator)
  • Source
  • Perlin

Random movement

Most nodes have the option to have "random movement" enabled on them, causing them to move and rotate randomly.

Character builder

Update screenshots

You're no longer required to remake screenshots every time you update a character. Instead, just click this button and it will automatically update all screenshots.

NOTE!

Does not work for old screenshots. You will have to make new ones.
Once you have new screenshots, all you need to do is click the button to update all of them.

General

FPS Camera

Press TAB to enter camera FPS mode (WASD-QE). Press and hold Mouse 2 while in FPS mode to look and move around.

Also works in character builder.

New content

Alley map

Only available in interactions.

Improvements

Tit dynamics

Simulation

Inflation

General

Garments

  • "HidesBalls" garment option.
    • Similar to "HidesShaft", but for the balls.
    • Balls will not be rendered for this garment shape when garment is bound and enabled.
    • Balls will not be considered during the binding process if option is enabled.
  • Garment shapes can now define bra physics to be used together with the garment when that shape is active.

Fur

  • Fur now renders about 20% faster.
    • (Fur shells are now rendered top-to-bottom rather than bottom-to-top, causing bottom layers to fail the ZTest, significantly reducing the total amount of fragments having to be rendered.)
    • (This is only possible to do due to our faked transparency implementation in the deferred renderer.)
  • Fur on character bodies is now rendered with motion vectors.
    • (Fur on parts are however not rendered with motion vectors yet.)
  • Additional properties in Fur options:
    • "Type":
      • Set to "Soft" or "Hard" (defaults to "Soft").
    • "Clipping":
      • Controls at what point the a fur shell is clipped.

LPPV

Characters now use Light Probe Proxy Volume (LPPV) instead of blend probes, meaning that the lighting of characters is more consistent with what you'd expect.

Curve editor

Curve editor commands & predefined curves:

Miscellaneous

  • Balls can now be scaled uniformly with the new transform gizmo.
  • Added a system that tries to detect if last character failed to load, and offers to load the default one instead if it did.
  • Added "File > Save to default folder" in Character Builder.
  • Head expressions are now scaled along with shape changes.
    • (E.g., if you increase head scale 2x in custom offsets, then expressions will be applied 2x to compensate.)
  • New/Updated screenshots are now guaranteed to always be unique (to prevent hash collision when uploading).
  • Added GLB file type for model import.
  • Shoulder areas now has improved skinning that won't give them sloped and droopy poses anymore.
    • Important note : Readjusting poses in character builder may be required as shoulders now properly form up
    • Users' own artistic judgment and discretion is advised.

Additions

  • Female Muscular (bt_f_muscular).
    • Shapes:
      • Assdeflation
      • Upperbodymass
  • New expressions.
    • Expressions:
      • face_Brow/Brow/Up
      • face_Brow/Brow/Up/Sides/R
      • face_Brow/Brow/Up/Sides/L
      • face_Brow/Brow/Frown
      • face_Brow/Brow/Frown/Sides/R
      • face_Brow/Brow/Frown/Sides/L
      • face_Brow/Brow/Anger
      • face_Brow/Brow/Anger/Sides/R
      • face_Brow/Brow/Anger/Sides/L
      • face_Brow/Brow/Relive
      • face_Brow/Brow/Relive/Sides/R
      • face_Brow/Brow/Relive/Sides/L
      • face_Brow/Brow/Sad
      • face_Brow/Brow/Sad/Sides/R
      • face_Brow/Brow/Sad/Sides/L
      • face_Brow/Brow/Happy
      • face_Brow/Brow/Happy/Sides/R
      • face_Brow/Brow/Happy/Sides/L
      • face_Mouth/Emote/Grin/Grin
      • face_Mouth/Emote/Grin/Sides/R
      • face_Mouth/Emote/Grin/Sides/L
      • face_Mouth/Mouth/Smile
      • face_Mouth/Mouth/Smile/Sides/R
      • face_Mouth/Mouth/Smile/Sides/L
      • face_Mouth/Mouth/Fear
      • face_Mouth/Mouth/Fear/Sides/R
      • face_Mouth/Mouth/Fear/Sides/L
      • face_Mouth/Mouth/Sad
      • face_Mouth/Mouth/Sad/Sides/R
      • face_Mouth/Mouth/Sad/Sides/L
      • face_Mouth/Mouth/Anger
      • face_Mouth/Mouth/Anger/Sides/R
      • face_Mouth/Mouth/Anger/Sides/L
      • face_Mouth/Mouth/LipBite
      • face_Mouth/Mouth/LipBite/Sides/R
      • face_Mouth/Mouth/LipBite/Sides/L
    • (These expressions are made for the baseline head shapes they come with and may not work perfectly with characters that have custom_offset shapes applied to them.)
    • (Users own artistic judgment and discretion is advised.)
    • Affected heads:
      • heads_bigcanine
      • heads_bigfeline
      • heads_bovine
      • heads_canine
      • heads_canine2
      • heads_croc1
      • heads_croc2
      • heads_deer
      • heads_dragon
      • heads_eagle
      • heads_hyena
      • heads_feline
      • heads_fennec
      • heads_fox
      • heads_gazelle
      • heads_giraffe
      • heads_horse
      • heads_horsefantasy
      • heads_mink
      • heads_mouse
      • heads_otter
      • heads_rabbit
      • heads_scalie
      • heads_shark
      • heads_snake
      • heads_stylized
      • heads_stylized2
      • heads_stylized3
      • heads_stylizedbird
      • heads_stylizedkobold
    • The following heads have gotten expressions added before internal testing begun and due to time constrain to meet deadlines was deemed not important to get the categorized facial expressions for this initial release. They are however marked for getting the categories added to them in future bugfix releases and/or content releases.
    • The following heads are:
      • bear
      • bearstylized
      • cartoonfox1
      • cartoonfox1b
      • cartoonmink
      • panda
  • Rigged tails for interactions:
    • bird
    • bovine
    • bunny
    • cat
    • croc
    • deertail
    • dog
    • dogdocked
    • fox
    • horse
    • mouse
    • otter
    • scalie
    • scalie2
    • scalie3
    • shark
    • shark2
  • Rigged Ears for interactions:
    • bearear
    • bearear2
    • bigfelineears
    • bovineears
    • canineears
    • canineears2
    • cartoonfoxear
    • earfluff
    • felineears
    • fennecears
    • gazelleears
    • goatears
    • horseears
    • hyenaears
    • mouseears
    • pandaears
    • rabbitears
    • sharkear
    • sheepear

Changes

  • Parts cannot reference clothing models anymore.
    • (Unintended consequence of cloth being subclass of model.)
    • (If you want to use a cloth in a part, import it as a regular model instead.)
    • (Previous parts referencing cloth will be unset.)
  • Bones in lower arm now always orient themselves according to the position of the hand.
    • (Previously this was not the case which could cause some odd looking forearm deformations.)
    • (This change makes arm deformation better.)
    • (Might affect part placement near lower arm area of characters made prior to this change.)
  • Hiding a part in pose mode now also recursively hides its children.
  • Dropped support for DAE files.
    • (DAE import is causing issues.)
    • (Old assets using DAE will still be attempted to be imported, but you cannot import new DAE files.)
    • (Use the new GLB importer instead.)
  • Users are now required to authenticate themselves in order to use the app.
    • (Experience is seamless - works the same as cloud login.)
    • (Valid pledge is required to pass the authentication.)
    • (Requires internet access first time.)
    • (Once authenticated, you can use the app indefinitely, even offline.)
  • Display settings are now inside the build itself rather than in a launcher (the launcher has been removed).
  • Updated to Unity version 2021.3.22.
  • Almost all shafts now has gone from -Z to +Z for each bone.
    • User are advised too look through characters that has shafts and readjust curve as they deem necessary.
    • The affected shafts are:
      • canine2
      • dragon
      • dragon2
      • dragon3
      • featureless
      • horse
      • humanoid

Bug fixes

  • Transform gizmo now resets position after undoing a transform action.
  • Fixed an issue where changing target type in a fill target layer wouldn't update the previous target's textures.
  • Fixed an issue where 3D previews wouldn't render for local assets on some systems.
  • Fixed an issue in curve editor where the last point's tangents would behave incorrectly.
  • Fixed an issue where fur for exposed parts in pose would still be rendered even when disabling part.
  • Fixed some issues in regards to order of items inside folders.
  • Fixed an issue in pose mode where tits would spass out when switching poses.
    • (NOTE! Moving into a pose saved previously will still spass the boobs out.)
    • (After moving into a pose, let the boobs come to rest. Then next time you switch to this pose, the boobs will not spass out.)
  • Fixed an issue where pose clothing override would not update when switching poses unless activated.
    • (For example, if you switched to a pose not using override from one that did, it would stay activated despite being deactivated.)
  • Fixed an issue where disabling pose clothing override wouldn't update the physics.
  • Fixed an issue where appendages that were disabled would get enabled when switching to another appendage group.
  • Fixed an issue where empty character cache files could cause the app to get into a corrupted state.
  • Fixed an issue where appendage instances could get distorted if attachment surface was deformed.
  • Fixed an issue where some surface points wouldn't load properly in some circumstances.
    • (Requires re-save of character.)
    • (Affects appendages & decals etc.)
  • Fixed an issue where eyelash textures would repeat on Y-axis, causing undesired artifacts at tip.
  • Fixed an issue where flipping a part would cause fur to work incorrectly.
  • Fixed an issue where fur coverage wouldn't be re-baked when removing garment.

Known issues

  • Smoothing masks authored in previous versions of FVNE will not be compatible with this version.
    • (This is due to us having to update to a newer model importer, which unfortunately is not compatible with the old one.)
  • New model importer may flip normals of models, requiring you to flip the normals in Blender and re-import.
  • DAE files import incorrectly in some circumstances.
    • (Try using the new GLB importer instead.)
  • Motion vectors for fur on parts are not rendered, causing blurs in movement.
  • Some fingers posed in pose mode will not load properly from previous save (due to changed finger names).
  • Some heads are missing new expression categorization:
    • bear1
    • bearstylized
    • cartoonfox1
    • cartoonfox1b
    • cartoonmink
    • hyena
    • panda
  • Moving physical characters through walls and other obstacles can cause undesirable behavior.
    • (If you want to move your character, return it to pool and then place it where you want it.)
  • Eyes on some heads are severely limited in allowed rotation.
  • Soft bodies can balloon if improper intersection occurs.
    • (Try to avoid intersecting limbs with soft bodies in ways that are physically impossible.)

Other

While we've implemented many of these systems with performance in mind, we haven't done any performance optimization for this release. All time has been spent on trying to make things as stable as possible. So a lot of work there still remains.

This is, after all, a pre-alpha release.