This is a very strange problem. I can't find anything out of the ordinary in the logs. You are using a rather potato graphics chip though, so that might have something to do with it.
All I can recommend is updating your gfx drivers:
https://downloa…
Ferals are currently not planned. However, if we ever do get to implementing it at some point, dragons are probably only as far as we'd be willing to take it.
Be sure to make your suggestion heard once we get to implement our user suggestion and vo…
@White_Lion
Thanks!
No, it's a custom shader. I whipped it up just that moment. I had planned to do one at some point, but not so soon. Of course, more work still remains, as this is just the shader. There still needs to be tools for manipulating th…
There's a bug in the current build where fluff won't load properly, causing them to look like triangles rectangles. This has been fixed for the next release.
The fur shader isn't available yet but most likely will be at some point.
@Tourlist
When bone options is changed, it fetches all relevant bones and processes them. The code for fetching the forearm bones* was lazily written though - it simply just selected all transforms residing in the forearm. Needless to say, if there…
Excellent bug report. The best bug reports are those that have a character file and steps involved to reproduce the issue. This was the case with this report.
The bug is solved and the fix will be included in the next release.
I couldn't contain myself, so I started experimenting with this fur shader. It's using more modern techniques to render much, much faster than in Yiffalicious:
As you can see in the video linked here, increasing the amount of shells hardly affe…
@Craket
I mean, both techniques (finns or shells) work fine. They're just different approaches that give different looks, with the finn one (the current one) looking more stylized. I don't think you'll have to update anything, but if you wanna do n…
These are good ideas.
About the color index - you can do that already by right clicking the color when accessing it through a proxy (like a fill layer for example).
You don't need to do any regular modelling at all. You can literally just load in your high poly file into that retopology tool, and get a low poly mesh from it.
I think a mesh in Unity can only have 64k verts.
Those obj files are crazy. For comparison, our character has ~22k verts in engine. Your single claw has nearly 24k verts. That's insane. There's no reason for an appendage to have that amount of vert…
@Eiffel66 and others
There seems to be some frustration/confusion regarding YL2 not having interaction systems yet.
Just to be perfectly clear - interaction systems will be implemented, and they will be improved upon from Yiffalicious.
It's not l…
@MegaGarchompXY
abandoning projects for money
Yiffalicious wasn't abandoned for money. Are you kidding me? We've been losing money ever since we decided to pursue the highly risky and challenging but exciting project YL2. If money was wha…
I think some here don't understand everything that goes into developing an application of this scope and complexity, and I think some also forget that we're essentially just a two man team. Yes, we do have some people such as Pegashis working on the…
Hi there arrkhal,
The offset bug has been fixed.
Can you share a file where this undo bug happens? And explain how exactly to make it happen. That would help us tremendously. (You can send me a PM if you don't want to share the file here.)
I used a whole day to fix this issue. You're now able to scale chest in a way that won't cause distortion. I've also added an upperchest and breast sliders (for scaling). These will be included in the next build.