Thanks for bringing this up. This was already fixed on dev-server some weeks ago, but not yet deployed as there are other changes that aren't ready to go live.
Hopefully we should be able to have the fix out for the next major release.
Thanks agai…
Really nice work on Piper! Her hair work is amazing!
placing fluff around certain the back of the neck can show undesirable results when tilting the head up
Does that still happen? I think it should have been fixed in the last release(s)?
And from …
Might be that it's trying to load an interaction that you tried loading earlier, and that interaction may be using a level that's too heavy for your system to load (your computer isn't very powerful).
You can try the things suggested in this post t…
@Ev0_lizzy
I dislike giving estimates because if I'm unable to keep it, it feels like breaking a promise.
All I can say is that after the next major release (and potentially some patches), we'll start working on interaction systems.
Sure, but "finalized" is ways off still. Interaction systems will be released incrementally with more and more features. It's going to take time to do this.
In terms of public release, nothing has changed yet.
Right now we're working on the last (for now) major release of the character editor before moving on to the interaction systems.
Man, I wish I still had those. Exceedingly rare these days.
Anyway, thanks for sharing this story and thanks for sharing this character. She's beautiful.
Not at all! It's good that these things are brought to the light.
A thing to note is that the fur authoring affects the cover map, and the cover map is used by appendages too. Appendage authoring however does not affect fur map - they simly just us…
Thanks for sharing that character.
I've found and rectified some bugs.
I've also added a mask option to cover, so you can force remove fur/appendages in certain areas for the cloth.
I need to go through the code because A LOT of stuff has changed…
Really would like to solve this before the next build, and this is the only thing missing from it. So it would be great if you could share this character file with me ...
Currently, nipples and areola is done in shader through texture (VDM projection). However, we're reworking this to be real geometry. So in the future, you will be able to, but it's currently not possible since the shape lies in shader and not in geo…
I might be wrong but I think there's only two things that affect head rotation in YL1:
* Default behavior with looking around at POIs (genital area, other peoples faces).
* Look at camera.
Other than that, you can only affect up/down (in addition …
Hi there Windfaker!
Thank you!
YL2 or FurryVNE as it's called right now doesn't have animations implemented yet. We have 1 more major release for the character creator before moving onto that!
How long it will take only time will tell, as we have…
I want to point out that custom offsets directly on body mesh is very likely to happen, so while adding custom body parts through the clothing system will still be useful, the future body offset system may be a better fit for some of these things tr…
Never mind, I found the issue.
For some reason, the areola nipple material was explicitly setting blurred normal (SSS feature) to 0. That is not correct. It's not doing that anymore.
Will publish patch release soon.
I've been trying to figure out what exactly is going on here, but I still don't quite know for sure.
The areola is drawn separately from the body due to the areola/nipple projection tech.
It's essentially drawn using an identical shader, but with …
This was a regression. Introduced in 2021-03-30 release due to cover map system for fur. Parts cannot have cover, but the fur shader still expects it to be present, and as parts can have fur, we injected a white map into the texture. But this overro…
Really cool character!
Loin cloth is one of those things our clothing system is not well adapted for atm. I intend to add simulation to clothing so this type of clothing will work well in the future.
Pretty cool method for creating fish net! I tried doing this in blender:
It works fine, but the triangle count is quite high! (16k)
A way to reduce triangle count is to remove the wireframe modifier, and then use inset individual (I) and then re…