The mask items visible are not the asstes themselves, rather sub objects of the actual asset.
You can go to the parent object by clicking the three dots "..." in the properties with a mask selected.
I'll change this for patch release so the extrac…
@Vandred
If you want to reset vertex areas to their default location, you can just select those vertices and then press Ctrl + V > Blend from shape. In the operator (lower left), select "Basis" and uncheck "Add".
How long it takes to process t…
It is indeed intended, but it's also indeed bad that user is left with 1 less slot, so I'll add 1 additional slot for patch release.
Thanks for bringing this up.
I've seen this happen before. I don't know why it happens, but in order to solve it, just go to basis shape, enter edit mode, and then exit (WITHOUT MAKING ANY CHANGES).
Then, when you create a new shape, it should be fine.
Remove the shape that i…
You can view local assets by going to "View > Local Assets" in the top menu bar.
Then, simply select a local asset you want to extract.
In the case of extracting masks, since each mask is a channel, you will have to select the mask's parent sin…
@Brownmane
I have a philosophy of trying to do one thing at the time and do it good, rather trying to do everything at once. At this point we don't know how penetration mechanics is going to work exactly. We have ideas how to improve and implement …
I reckon it's just the model they've exported and then imported again as a part. This would require some trickery with texture though since textures are exported on a per part basis.
Generally it's something I frown upon, because it's not what the …
Up until the first release of FurryVNE, we were posting progression updates on patreon and two weeks later here. Now, since we have release, it's better to follow the progress through release notes:
https://www.furryvne.com/notes
You can also foll…
@Gunner_K9
Might be that you were on another account on the computer?
Local interactions are always stored in "%appdata%/Yiffalicious/interactions/local".
I saw your files in PM. Unfortunately I couldn't find any clue as to why this happens.
What version of FurryVNE are you on? Are you using an older version where you crop images?
I've tried running FurryVNE on similar hardware (GeForce 760) and I c…
They're stored directly in the screenshot handler as sub objects. They're not meant for high quality screenshots to store, rather only for uploading characters in the cloud. You could extract the images if you go into one of the sub objects and clic…
I can give you the GameAssembly.pdb but afaik UnityPlayer.dll is something precompiled that is simply shipped with Unity, so you can't access its pdb.
I'll send GameAssembly in PM.
edit:
Actually, since build has changed I'm sending a whole new bu…
Some users responded in the Patreon thread who have similar GPU hardware to you, and it seems to work fine for them. So I don't think it's the GPU.
I'm sorry, I really don't know where to go from here since it's seemingly a Unity engine issue, and …
Yeah it seems like illusive issue tied to hardware somehow.
I made this post on Patreon. Hopefully someone can give their experience:
https://www.patreon.com/posts/52739425
At least then we can rule out the GPU.
Did the FurryVNE crash also have a "error file"? It seems to contain some useful information.
It's weird because this crash seems to originate from Unity engine itself.
I did find this line in the error log:
Write to location 623f5a40 caused an acce…
I might add it's a bit worrying that Yiffalicious crashes for you. That definitely shouldn't happpen, and might point to a more serious issue in your system, either software (OS) or hardware.
Thank you for making us aware of this issue.
Unfortunately, the logs don't tell us anything useful. I suspect some kind of incompatibility with compute shader, but without further testing, it's impossible to know what is wrong.
From experience, I …
@Brownmane
afaik, as long as the cloth has been bound to the body, you'd be able to have it follow the body even as you edit bones/shapes etc. However, the further away from the initial shape you go, the greater the risk of undesired deformation i…
You're never "IN" a snapshot. Snapshats are just that - a snapshot of the current state in the editor. You can update a snapshot by right clicking on it and then click "Reset to current". You can also update snapshots from the property gear menu.