TLDR- YL1 was easy to make a sexy scene, keyframe animating is hard, a few "it be cool if...", with a final "man you guys are awesome".
First I know from the released updates it is implied that you have a plan for what YL2 will have, but aren't ready to tell us what that is. It is a bit implied that you will have keyframe animation or the like. Your current system though allows for easy sexy time scene making though. Pose the character how you want, press play, and BOOM! you have something that scratches the porn itch. Most of the follow up is just working the details, and giving it those little touches. With talk of keyframe animation, that involves a lot of work. In a similar product, Virt'A'Mate has that full range, but it is rather intimidating to an average user to even start messing with, and really I just want to make something in a few minutes to fap to. In this regard, YL1 is unique, makes for an easy platform to get into, which in turn has more user content, which motivates to make more as I am inspired, and it all seems way more achievable to try.
My only hope is that a few tweaks happen for this system with an extra button to go full animator if the keyframing system is going to be a thing. I guess it would be helpful to have a basic edit button, then a follow up full edit button. This would be helpful for users to take that first step down the twisted and deep rabbit hole that animation is.
As for the tweaks-
Negative values on drivers. As in making a means to make it so the applied values start shown at no thurst, and then revert to not having it applied on full thrust. It wouldn't clutter up the existing UI setup if used on bar similar to the head driver. It is hopefully relatively easy to implement. It would also allow a means of doing a more specific face transition.
Face animation sub-categories. I would love to have further drop menus on the expression tab that is "Left Eye", "Right Eye", "Mouth", "Full" (So the modelers can show off those cool expressions they have made for us), and an "Other/Misc" (for those random/naughty bits). All the "Full" expressions have in their tooltip "Hey this is Left Eye-X, Right Eye-Y, and Mouth-Z". While this somewhat already exists, there are quite a few expressions that are "OOOooo, like X's eyes, and the mouth from Y's!", but you then combine them and it makes some weird deformed expression. With it broken down, one hopes this happens less. It would also cut down on scrolling through the menu. I love options for Charlotte, but man is that menu long.
Scene cuts. Just a simple fade to black, program repositions models, fade from black. This option would make for an organic way for people to go full animator if that is the route you want to take it. The user would go "I want to make a doggy style scene", "oh it would be cool if there was a standing hitting it from behind scene beforehand", to "Oh, what if I try animating her/him being thrown down for that doggy style position!" I am under the impression that be an easy way to motivate people to go down that mentioned rabbit hole without it scaring a person off, and importantly easy-ish to implement. It would also help make a larger planned project being functional sooner, with the User then being able to section off scenes, or rough draft a story (hope those speech bubbles make it in).
Love what you guys are providing, and I am excited to see where it is going.
Comments
We hear your concerns, because these are things we are concerned with too - the balance of simplicity vs depth. In Yiffalicious 1, we basically only had simplicity and very limited depth. In YL2 we want to remedy that, which is why we began developing a keyframe based animation engine.
That's actually an interesting idea - having an "easy" mode and a more "hardcore" mode. Having access to the animation engine while also abstracting its features into an easier-to-use interface is definitely doable. I think that may be the best of two worlds. Thanks for sharing this thought.
I reckon such an interface would be using some sort of a driver system, so instead of animating properties of entities directly, you'd edit the values of a driver connected to a property. For example, a sine curve could be connected to a thrusting character, so instead of animating the thrusting distance manually, you'd simply adjust the frequency, low and high interval (amplitude) inside the driver. Using such a generic driver system would also open up for negative values.
We already have sub-categories in YL2 implemented in the inspector as well as a property filtering system.
Scene cuts are definitely a thing that will be implemented, in addition to being able to change a pose during a playing animation (step vs scene changes). More details about this will be shown later.