Windows 10, Russia."Input string was not in a correct format"
What's your OS' language and/or culture settings? Parsing need to take language into account and it look like I forgot to cover something.
I am also from RussiaWindows 10, Russia.
When I changed the region to English (USA), everything worked.
I think that half of the entire site is from Russia, I'm also from there by the way)I am also from Russia
Off topic questionAccording to the documentation, Russian shouldn't even be a problem to begin with, but I did find a few spots that weren't fully protected against local language shenanigans so maybe those were the culprits. Hopefully that will be enough and next update will work correctly for everyone.
I see, thanks for the clarification.Ponies (mare, stallion, fillies, colts) are all ReVamped V6. Everyone use the same skeleton - being male just change which head mesh is displayed.
Can't help you with Unity Explorer, but what exactly are you trying to achieve with it?unity explorer
not anything in particular, i just like to use it to explore around and try things on a whim.Can't help you with Unity Explorer, but what exactly are you trying to achieve with it?
'cause nearly all the assets used are already publicly available, and if it's just to know how I did some stuff those aren't really trade secrets.
If you select two females, it'll add a dick to one of them for scenes.wtf, and why does it look good? Does it have males, I only see females from the screen shots?
Yeah, tons of basics fetishes don't have any content yet.
Kinda why I'm focusing on modding right now: I'm just too slow as an animator to ever cover everything that deserve a bunch of animations - or at least not before the heat death of the Universe. The fact that foalcon is the most request by a large margin doesn't help diversify either.
Hopefully with modding now possible, people will be able to just make the stuff they want to see, instead of having to wait years for me to slowly carve away at my ToDo list.
Technically you can already have male/male (or futa/male) stuff with Fillydom's futa version: the "filly" can be male here if you pick a male character - but that's because having a dick or not wouldn't change anything to the animation. Same with "Filly blowjob", although I just checked and it look like I forgot to enable it there. This is also present by default in custom animations, although it can be turned off in the config file if needed.
Yes, the animation works exactly as I wanted (I tried to do something even remotely similar to thisOoh, nice!
I made a lot of extension/adjustments/redesign to the custom animation system, and hopefully got it running as you intended:
You must be registered to see the links
>Tail: Looking at the file, your FBX animation doesn't seem to attempt to use TailBase: only Tail1/Tail2/Tail3/Tail3_end - and those can't be used because they are placed differently from one horse to another - TailBase is the only bone that's common to everyone. Are you sure Rigify didn't just overlook TailBase or something like that?
>Facial bones/ears/tongue: you used "excludechildren:Head", which filter out all of that. Also the "Jaw" bone is named "Javv" in pony models, for some reason.
For the rest:
>Tongue: Forgot I was using an external tongue. Changed it so custom animations use the original SFM tongue instead.
>Jaw/Mouth/Tongue: default position for those can change drastically between models, and that messed the mouth offset in your anim. I uplodaed the exact models used in-game - hopefully using those as reference will reduce the problem:You must be registered to see the links
In the meantime, I added two new config commands:
"Animation-Ramage test anim-excludechildrenposition:Mouth"
"Animation-Ramage test anim-includeposition:Tongue"
They prevent everything parented under the mouth from being moved out of its default position, while letting the tongue do whatever. Not really elegant, but at least this way it work without having to redo the animation.
> Eyes: Added a new config command: "Animation-Ramage test anim-eyetracking: pelvis". You can use it to lock eyes to any existing bone. It seem a few bones like "LeftButt" and "RightButt" don't affect any meshes, so an animation could probably repurpose them as eye targets.
> The giant pony outside: animation file was baked with a low-poly mesh inside, which was loaded as is and standing outside, towering over the map. Added a new config parameter "Model-Ramage test anim-loading:0", so you can tell the system to ignore any model inside.
All of that will be available in the next update, hopefully next Monday if I can get Custom Characters to work properly by then.