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Hi all!

Work on the new interaction and animation systems continues, and this past month we've been very busy working on simulation of shafts as well as a new LookIK system. Built using our new custom made physics framework, we have managed to create something we believe to be the most advanced shaft simulation system in any real time application (at least to the best of our knowledge).

Read on for the full details!

LookIK

Starting with the less naughty bits.

As you may know, we're in the process of implementing our own IK (inverse kinematics) system, built on our own custom made physics engine. This approach has many benefits, which is something we've covered before.

Naturally, a system for controlling the characters' gaze is something that needs to exist, and that's what we've spent time implementing this past month.

Our solution works on multiple neck setups. The characters will act naturally for that setup:

https://gyazo.com/846ccdf0f0fc545ed98abeb9c57d6156

https://gyazo.com/6fef1f921c2203e85de022865c2623d5

https://gyazo.com/3f8626b5021d391e12bcea9d3ec439e8

https://gyazo.com/cece65cea432e61cbeae6e64e94c54ae

(Neck and head adapt to look in the direction of the IK target.)

(NOTE! The movement of the eyes has not been implemented yet, since the eyes aren't physical (simply a transform).)

Note that this is not a system operating on transforms. It's actually doing the physical calculations to move the entities that make up the physical representation of the neck and head, which in turn will affect the transforms (not the other way around). What's the point of this? Well, the whole point of our system is that it blends animation, IK and physics in one single system. So rather than using several different systems, we have a single one in which all the computations happen. This means implementation and consistency becomes much easier, and you'd be able to set up a greater variety of interactions without separate systems breaking down or interfering with eachother.

Imagine, for example, that a character (A) has parented a hand to the head of another character (B), and that (B) is moving its head in order to look in a certain direction. This dynamic will solve itself naturally and physical equilibrium will be reached. This LookIK system is essentially just a bunch of constraints that operate within the same framework. So the head of (B) won't be able to turn more than the arm of (A) is able to stretch, for example. At least, that's the idea (we haven't gotten that far yet to have multiple character interaction, but this is what we're trying to accomplish among many other things with these custom systems).

Shaft simulation

As I perhaps boldly stated in the opening paragraph - I believe we've managed to implement the most advanced shaft simulation system of any real time app.

Animated shafts is something you see quite often, but their implementations are often very specific (limited). While the may excel in one area, they lack in others. Rigs may be impressive and have all sorts of features built into them, but they require a skilled animator to actually make full use of, and they aren't truly physical or interactive. Others may have physical features, but only to an extent (usually only in the shafts' fully erected forms). Or, sometimes you see a shaft simply morphing between two targets, and that's all there is to it.

Built using our own custom physics framework, we've manged to create a system that is truly physical throughout the whole process - not only able to simulate flaccidness and erection in a physical and interactive manner, but also actual, physical growth as well as emergence from body. At no point during this whole process is it in a pre-animated state - it's always physical and interactive.

The body is also simulated, properly adapting the sheath to the shape of the shaft.

The way we have implemented our shaft technology is through the distinct implementing of 4 different features that are all able to operate simultaneously. Making all of these things work together has been challenging.

Let's take a look at each one of these systems in separate before seeing them all come together in an appetizing display.

Growth

This is in a way perhaps the easiest system to understand.

Growth is simply an interpolation between two states of the shaft. These two states can be configured manually. The erected state is what you're already familiar with in the shaft options object. What's new, however, is the unerected state, which has it's own object that you can configure. It's located underneath the shaft options object:

Simply configure what you want the shaft to look like when erected and when unerected, and you'll have your two states for this growth feature to function.

The way the growth is applied is simply through a slider, which is located in the physical character object.

(Growth with zero erection.)

https://gyazo.com/41ca34aa2b939627ce7917ac34b388cb

(Growth with full erection.)

https://gyazo.com/7b2d65eb33f9173ff831ff71a13db0fd

Erection

The erection slider forces the constraints to align according to the configured shape (in shaft options).

https://gyazo.com/73cdd956d8d33a50260b6291c1dfee30

Emergence

Emergence was by far the most tricky system to implement, especially with how it's supposed to operate with the other systems.

(Emergence with smallest growth.)

https://gyazo.com/f8e391c0e49ccf6ebdb333ef84d53ccf

(Emergence with full growth.)

https://gyazo.com/3533181cd00842b66b554af237e18b68

I might point out that emergence is compatible with ANY configuration of the other sliders, meaning you can animate both growth and emergence, for example.

(Close up of the body adaptation tech.)

https://gyazo.com/fe7557fe32ccb8b65a68185ae65f234f

All together

https://gyazo.com/00a12d5624ab86ca20b3d8c7fd01afbc

As I explained earlier, throughout this whole process, the shaft is fully dynamic and interactive. There's no pre-animated state.

(The shaft is always fully dynamic. No cheating. No pre-animation.)

https://gyazo.com/6d480e154bca7f5946fca2d9a819bc47

What allows us to blend these properties and constraints so seamlessly is our own physics framework. We can interpolate not only the properties of joints, but also their anchors, their orientations as well as their influences (as in blend it back to before constraint was applied according to a value). Without these features, it wouldn't be possible to achieve this.

(A view of what's happening internally. Anchors, properties and influences are blended seamlessly.)

https://gyazo.com/0b349fa0de86c44e26559f8c02711970

Collision bridge system

We have implemented a system that acts as a bridge between our physics engine and unity. This is great, because it means that the environment artist can work as usual and use regular unity colliders. Our system will properly consider these colliders when doing collision checks. Furthermore, friction is also computed.

(Our system can collide with unity colliders. No extra setup needed on behalf of the environment artist.)

https://gyazo.com/e08d8375b63f3366549f95e926b28fc8

Thrusting the wall will make the shaft bend and adapt, as expected. I can imagine some interesting scenes here with windows!

Please note that the collider sizes of shaft haven't been configured and it's very much WIP.

https://gyazo.com/4d71eb04d3cd9e7551e4fe8a37dd4a0c

Constraint

A great benefit of implementing our own physics engine means we have full control of everything that goes on in it at all times. This has allowed us to play with the idea of a "shaft slider".

The shaft slider is a custom constraint that acts as tunnel for shafts to slide into. It's still very much a thing we're just testing with, but initial tests are looking promising.

Rather than relying on intricate setups with colliders configured in a complex fashion to try and give the physical behavior of a tunnel, we simply have this one constraint that we have coded to simulate the tunnel.

The shaft will be attracted to stay within the tunnel, and will bend and turn in order to fit into it.

None of that is animated, it simply happens as a consequence of the constraints doing their work.

https://gyazo.com/51fc62609140a7561d26fe9561044d2d

https://gyazo.com/656b6ef6a397df2d15c410bf5175d6cc

https://gyazo.com/4c3e344a0d209fecb8a4a1d1cb3a9cf8

https://gyazo.com/ba4c54ac822dbab693400d7b68a51489

https://gyazo.com/57f89ef1f7f5e9228aa542a9905485cd

As this system is based on physical calculations rather pre-animation, it means that if we move the body in such a way that the shaft can't stay within the tunnel, it will plop out of the constraint. The sudden released energy will give it a characteristic spring behavior. I think this could come in very handy for pull out scenes! All fully dynamic!

https://gyazo.com/de2ceafb0528de5f21bac27cebcaa5f6

Imagine certain white liquid gushing out from tunnel as well as shaft in the above image. I think it could become very engaging!

(Another angle.)

https://gyazo.com/793c4e7292b502cf0c1a8c549ba245bd

Summary

Work on animation systems is progressing. This month we implemented shaft dynamics as well as a look IK system. Things are looking promising and we couldn't be more excited!

Enjoy your weekend!

All the best.

- odes

P.S.

Special thanks to The GERio for allowing us to use his character!

Files

Comments

addy

This is awesome!

Anonymous

Bless my heart these poor boys are singlehandedly pushing dong physics to the next level

THe GERio

wow that looks very good !!

THe GERio

Odes I'm curious what it looks like with piercings ?!

yiffalicious

Thank you! Wow, I just realized I forgot to credit you for the character. Adding it to text now!

yiffalicious

I don't think we currently support sub parts for shafts, but it's something we could add. However, those parts wouldn't be considered physically. Only a decoration.

Anonymous

This is amazing! Can't wait to get my hands on this!

Anonymous

That is phenomenal! I can't believe how much you've been able to accomplish!

Craket

Dear Lord! This is Awesome! Im really happy that you thought of leaving us to edit an "Unerect" state ourselves. Also, weird but as much as im in awe at the pp physics, im actually really giddy about the head look and how the body moves with it. That is something im very happy about seeing. Amazing progress, and thanks again!

BadOmen113

This is very exciting. The possibilities only multiplying from here. I can't wait.😁

Anonymous

Thank you for taking the time to smash horse dick into concrete for the advancement of game physics.

S A L T A

Will controllable POVs be a thing with the wangs?

yiffalicious

I don't see why not. It's not difficult to do. But as with all things, priorities ... Try creating a suggestion ticket for it on the cloud platform so we can gauge interest.

Deimos

Hui! Something big is coming! Similar physics could be needed with the hands to touch and caress a body.

Anonymous

Hi, new patron here, I've been following your work for a bit, do you think this will ever get a steam release upon completion? I could see workshop content benefitting this greatly.

yiffalicious

We haven't ruled out steam release. We sort of already have our own workshop. We call it the cloud. It's integrated into the app, so you can share characters. Animations will also be possible to share on this system. I'm a bit reluctant to invest myself into a vendor specific content distribution system. By building our own cloud agnostic system, we'll remain independent.

SteelCrow13

The biggest advancements in big dick technology! I'm already imagining how I could use this to deliver some cock slaps!

XenoPsycke

First off, this looks phenomenal! I am curious about the entrance process though. Of all the 3d porn sims YL1, to quote Todd, "it just works" when it comes to sex. Your main competitors (ones like Virt-A-Mate), the darn thing flops around. It is harder to get it in those simulations than IRL. I have faith that if anyone will do it right, it will be you folks. One question is will those constraint boxes allow for hiding? I would guess most creations have members that physically wont fit in the receiver's geometry. Unless you are fulfilling a certain kink, the penis popping though would break the illusion.

yiffalicious

Hey there XenoPsycke! Thank you! I don't see why entrance would be a problem, especially not now when we have full control of everything that's going on thanks to our own physics engine. The shafts will do what the scene author makes them do. That's all there is to it. The box was just a placeholder. It would be confusing if the shaft was just doing stuff in mid air w/o reference. As for making shafts fit within receiver - we'll think of something. We did have a shaft hiding tech in our previous project, but I'd try to implement something better. A huge shaft inside smaller character would look strange regardless if the shaft is hidden or not. The best thing would be if the geometry adapted no matter what. It is a fun challenge. All the best. - odes

Anonymous

I'd suggest giving the user control of how the shaft hiding works, because while it would indeed be impressive and very useful to have the receiving character accurately deform in response to the comically over-sized intruder, there are some scenarios where you might not want that to happen. Pussy portals, anyone? Outside of that, some people might prefer to able to tone the stomach bulging down without compromising on dick size, but that might require a bit of extra work to make the dick’s effective size shrink only when inserted. Maybe not that much extra work, though, seeing as you’ve seemingly already got the general size-changing mechanism down pat here. Hmm, come to think of it, this potential evolutionary avenue of the tech would also be very handy for various types of vore scenarios and wouldn’t, presumably, require that much adapting to make functional for such. Say what you will about that kind of fetishistic content, but bringing as many under-served niche audiences into the fold as realistically feasible given time and budget constraints will make for a nice financial boon in the long run, especially as they’ll handle the finer points of producing the actual content themselves with the tools provided.

Anonymous

First of all, heh, all that bouncing and flopping around is making cartoon sound effects play in my head. This stuff has a lot of comedic potential just waiting for someone to take the opportunity to exploit it. I’ll bet, too, that there’s a lot of other lewd game devs casting a jealous eye in your direction and quietly hoping they could license this kind of tech for their own projects. Second, that head control is much appreciated. One of the biggest gripes I had with Yiffalicious was the frustrating futility of attempting to wrangle where the characters were focusing their gaze at any given moment, so I’m quite happy knowing that won’t be an issue this time around. Third, looking promising on the pull-out game, there. Will be interesting to see how you’re envisioning insertions to work later on, too. The expanded interaction functionality this all implies should easily win over any skeptics still left on the fence because of YL’s shelving; once these features are delivered, I doubt many would claim the wait hasn’t been worth it.

JAF1320

Man i'm so excited for this! Quick question, with this 'tunnel constraint', would it be possible to create animations with varying thrusting angles within one/more scenes? Likewise, while pulling out is possible, would inserting the shaft back in be possible afterwards? Also, I do have a slight kink for air humping, so I was wondering if such animation would be possible as well! Keep up the awesome work, I'm so excited for this!

BlackTH

Killer app in the making. Thank you, FurryVNE Team. I wish y'all the best of luck and the best of vibes and good feelings for the upcoming year. I've been following you for nearly 7 years (hard to believe, feels like it was just yesterday I began using Yiffalicious) and I'll keep believing in you guys: you're gonna deliver it and it's gonna be great!

yiffalicious

Hi there JAF1320! Yes, of course it will be possible to modify at what angle thrusting characters penetrate receivers. You'd also be able to pull in and out. Air humping will indeed be possible since keyframing will be possible. All the best. - odes

Vercalos

I just recently joined, and I'm not even seeing any of this in the latest build. Did I miss something?

yiffalicious

Hi there Vercalos! These things are WIP and will launch later the coming year. The current releases are content only until the new interaction systems are in place. You can always read release notes here: https://furryvne.com/notes If you pledged believing these systems are already available and would like a refund, let us know in PM. All the best. - odes