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FarmDNews[Supporters] FarmD v1.7.2
Esports

[Supporters] FarmD v1.7.2

FarmD · published 13 Dec 2024, 14:40 UTC

All newsPlayers around this dateRead on Steam

Interaction Studio mode for creating custom interaction animations.

CHANGELOG

ADDED
- Added a "Reset Characters" button to the pause menu which cancels any active interactions, in order to get out of a softlock from a misconfigured interaction. This button also resets characters to the spawn point of the current scene in case they get stuck.

CHANGED
- Character animation rigs have been fully reworked. Some animations may look a bit different.
- Updated a number of UI elements and styles for a nicer look.
- Tweaked the character selector controls in the character menu. Also, the character menu will now open to the previously selected character, instead of always resetting to the player character when re-opening.
- The radial menu for starting interactions has been replaced with a popup scrollable menu in desktop and VR, to prevent the desktop screen or radial menus from getting too crowded with options. There is now a single "Change Interaction" button / radial option for opening this menu.

FIXED
- Improvements to the spine/neck/head IK rigging for feral characters that should resolve some issues on custom feral models that didn't match the built-in models well.
- Fixed a bug where characters with configurable cock types that used different cum emitters would not bind the emitter to the cock properly, such as the Equine cocks on the Drake model.
- Resolved a handful of memory leaks that could pop up after playing for a while.
- Fixed some errors that could appear when loading a save file that has both characters standing in the same place, or at least near enough for some of their triggers to overlap.
- Fixed some animation issues that could occur with cock actions like blowjobs/handjobs on custom characters that were scaled significantly to match the built-in characters' size.
- Fixed some near-clipping render issues with anthro partners that would cause them to be clipped too far away from the camera, mostly noticeable in VR mode when getting your face close to their body.
- Fixed some overlapping UI elements in the Character Menu for characters with lots of body part options.

REMOVED
- The Saddle Riding and Belly Riding interactions have been temporarily removed.

KNOWN ISSUES
- Slight differences in proportions between models can cause some inconsistent animations with the anthro characters' hands when gripping / attaching to objects.

CHANGED
- There is no longer a "Trade" option when interacting with your partner's body - instead, both characters' inventories are available at any time when opening the Inventory menu.

FIXED
- Fixed some odd camera behaviour when opening the Character Menu for the first time, and in some other scenarios.

CHANGED
- Instead of the A button on both hands opening a radial menu for the player, only the left-hand A button is for the player, and the partner radial is now assigned to the right-hand A button. The right-hand B/Y button is no longer bound to an action.
- The "trigger zone" setup for starting interactions as the player in VR has been replaced with an interact pointer for the player's radial menu, similar to the interact pointer for the partner. Simply aim the pointer at the interactable you want to use and pull the trigger to start interacting with it.

FIXED
- Fixed a bug where launching the game in Standing play style with full-body tracking disabled would cause the player's fingers to not respond to grip/trigger inputs until the play style or full-body tracking settings were toggled.
- Fixed some physics/collision issues that could occur with fingering/fisting your partner's holes.

REMOVED
- The ability to grab partner's limbs, and to pick up anthro partners by the hips and carry them have been temporarily disabled.
- The partner's inventory is currently unavailable when in VR mode.
- The "Swap Menu Hands" option has been removed since button bindings were updated.

NOTES
- Due to changes in character rigs, any saved hip or foot tracker calibration for full-body tracking will need to be re-assigned.

ADDED
- Added an Interaction Studio which can be accessed through the pause menu. This is currently only available in desktop mode.
- The Interaction Library is the entry point for the Studio, where all the interactions in the game can be seen. Custom interactions can be created and edited here, and can be copied from built-in interactions as a starting point.
- The Interaction Studio has many functions for configuring the interaction itself, the roles (characters) involved, entry points and camera planes, and other properties.
- The State Machine Editor controls the flow of the interaction, from the entry point to any number of States (poses), and also supports layers for implementing actions for different body parts like the head, hands, and feet, to be layered on top of the base pose. Here you can also define the action buttons for transitioning between states, and the type of animations used in states and transitions.
- The Animation Editor allows you to pose the characters in each state or transition by positioning their body, head, hands, and feet, among other properties like finger curls and penetration depth. You can set Keyframes for moving limbs from one pose to another over time, and use Events to trigger special actions like changing the alignment of a body part, such as attaching a hand to your partner's body or starting penetration.
- Documentation and guides for using the Interaction Studio will be available soon.

KNOWN ISSUES
- Some animation events don't take effect when scrubbing in the timeline, such as the Set Expression event, but do work properly during actual gameplay.

ADDED
- Added a "Sheath" penetrable type, which is used for alignments for the nuzzling/fingering actions in the Servicing positions. This should be added to sheathed characters to support these actions.

CHANGED
- Due to animation rig changes in-game, all touch targets that had been configured on characters need to be updated. This is handled with an automatic migration that should be run on all custom characters to prevent animation issues, by clicking the "Migrate" button in the CharacterImporter component.

Become a supporter for access to the latest alpha builds:
https://www.patreon.com/softscale
https://subscribestar.adult/softscale

Or, keep following the game here on Steam for the periodic free public builds!

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