Buddy, everything is fine. This isn’t a bug. It’s a hip movement mode.Thank you for your support. I am sending the video again.Also, I might have misunderstood how the plugin works, but how can I select a pose from the presets like in your video?
Thank you so much for the detailed explanation! It looks a bit difficult for me right now, but it's a wonderful plugin, so I'll do my best to master it.Buddy, everything is fine. This isn’t a bug. It’s a hip movement mode.
I can make these hip movement modes stay disabled until you enable thrust, but I thought it looked better and more interesting this way.
View attachment 599981
Yeah, penis or chest, but nevermind, it might have been a bug in a particular scene, I saved it again using a scene backup, and now it works well!Hi. Do you mean 2 guys? What mode? Penis?
It’s important to have saved poses at every important part of the scene. That way, if something goes wrong, you can easily return to the right point in the scene or to the needed pose.Yeah, penis or chest, but nevermind, it might have been a bug in a particular scene, I saved it again using a scene backup, and now it works well!
Yeah, thanks again. I learned the importance of having saved poses the hard way!It’s important to have saved poses at every important part of the scene. That way, if something goes wrong, you can easily return to the right point in the scene or to the needed pose.
My system isn’t perfect, and VaM isn’t perfect either, so something can go wrong: colliders can explode, a hand can go the wrong way, and so on.
How do you get all the presets on the side? I cant seem to get that to happen for meDlesser submitted a new resource:
FuckingReach and MusturbationReach - Enjoy fucking and masturbating!
Read more about this resource...
Which sidebar? Something like this?How do you get all the presets on the side? I cant seem to get that to happen for me
I don't understand what you're talking about.yes i see you have a ton of poses on the side and i dont seem to have those
in your videos you have alot of poses to the left that you can select i dont have that for some reason
I added functionality for connecting FuckingReach to LM Studio through a local server on your PC, which I will upload a little later.
FuckingReach
FuckingReach — I finally managed to implement a thigh pressure system on the male character
This isn't in the code.Is it possible to manually set the male to automatically pull out during orgasm?
If this is not taken into account, there will be problems.Is it possible to manually set the male to automatically pull out during orgasm?
Maybe do some kind of raycast collider check to see if there's room?I have a question. What if the male or futa character is on the bed, pressed with their back against the surface — how would the penis be pulled out then?
Does that mean the root/controller of the character who is having sex has to move the hips away and extract the penis by itself?
If this is not taken into account, there will be problems.
The question is: if there’s a bed or a wall behind him, should nothing happen?Maybe do some kind of raycast collider check to see if there's room?
if that's possible, seems like a good option. and if neither can move, then nothing happens.I’m also just asking for your advice here. Yes, I can do that. The question is: if there’s a bed or a wall behind him, should nothing happen? Or, in your opinion, what would be better — if the male character can’t move his hips back and pull his cock out, should I move the character’s root/hips back instead?
- The original navigation system was replaced with a system based on Deeper, an existing third-party plugin integrated into FR.
Positioning, contact detection, and depth calculations now use Deeper’s actual geometric parameters, including tip position, length, direction, and curvature.
The method used to locate target-channel entry points has been redesigned. Position and depth calculations now use the actual entry point rather than the size of surrounding debug markers.
Bone-based pelvis positioning has been added. Positioning and axial-motion methods can be selected independently, using either bones or controllers.
Body-movement capabilities based on individual bones have been expanded. Movement can now be generated by the pelvic area, the lower torso, or both groups at the same time.
Bone-driven rocking, circular pelvis movement, and side-to-side swaying have been added, with configurable motion paths and optional automatic selection by Paudi.
Settings for the main axial movement, pelvis rotation, and additional body movement have been separated, allowing their strength to be adjusted independently.
Body-position control has been expanded with multi-axis rotation settings for the pelvis, chest, and abdomen.
Knee support and leg positioning have been reworked. Knee height and leg spacing can now be adjusted independently while taking body position and support points into account.
The working depth range has been redesigned. The starting and ending positions now define the full movement span; the final percentage value is no longer added to the starting point.
The initial depth limit remains fixed in centimeters when the character’s size changes. Its percentage value is recalculated using the current length.
Paudi can adjust the working depth within the limits allowed by the user. Paudi’s current target depth is displayed separately from the user-defined limit.
The braking system near the disengagement boundary has been reworked to account for relative speed, remaining distance, mass, and drive force.
Synchronized movement for a second character has been added. It can follow the main cycle or use its own phase while respecting the shared depth range.
Separate settings have been added for pelvis support and lower-body mass for the second character.
Interaction with external objects and compatible attachments through Deeper has been added, including automatic movement of the object itself and independent pelvis movement during interaction.
Physics settings for the active interacting object have been expanded with controls for mass, contact friction, and bending stiffness.
A separate head-and-neck interaction mode has been added with automatic positioning and subsequent movement driven by physical bones.
This mode now has separate controls for approach force, working-movement force, rotational drive, damping, smoothing, and mass.
A “Look into eyes” option has been added. The tilt toward the partner’s face depends on the relative orientation of the characters: the effect is stronger with suitable alignment and weaker from a side angle.
Head rotation around the interaction axis has been added, with both manual adjustment and Paudi control.
Synchronization between head movement, the contact point, and the internal geometry has been reworked. Behavior has been improved where physical segments begin following the curvature of the channel.
Limb-based movement has been added: the user can choose the left or right hand or leg and select a character for interaction.
Physical positioning and repeated limb movement have been added. Hands and legs have separate controls for force, rotational drive, damping, smoothing, and mass.
Limb movement length and depth are calculated from the limb’s current anatomical geometry, including joints and the end points of the fingers or toes.
Hands have three depth modes, while legs have two. Switching from the third hand mode to a leg automatically selects the second mode.
Automatic finger positioning during hand interaction has been added. The saved pose is restored after the interaction ends or the selected limb changes.
Limb return to the original pose has been added, with smooth restoration of controller position and rotation.
Close face-contact mode has been reworked: head and neck bones are now used for positioning and holding. The mode has its own physics settings.
During close contact, the character brings their face toward the partner and continues following the partner’s movement.
Automatic selection of a more comfortable head angle has been added for situations where straight alignment is difficult. Side rotation of up to 110 degrees is supported, with ongoing correction as the partner moves.
Slow head turns during close contact have been added. They begin after the characters move close together; faster movements from other modes are not used here.
Two variants are now available for close-up face viewing: aligned faces and a freer pose. The probability of choosing alignment can be adjusted separately.
Automatic selection between close contact and a close face-to-face look has been reworked. Start time, duration, and completion depend on personality, current state, and distance. The previous minimum and maximum timers have been removed.
Dynamic reaction sensitivity has been added. In addition to the base value, sensitivity can increase as the overall activity level rises.
Current sensitivity is displayed separately. Pink coloring indicates accumulated growth above the base value.
Peak-reaction duration has been reworked: it is now controlled by a gradually decreasing timeline rather than a fixed timer.
Continued input can maintain the peak reaction and strengthen the next wave without resetting the level already accumulated.
Facial expression, voice, and other reactions follow the rise and fall of the peak reaction. A renewed increase in intensity does not restart a phase that is already active.
The facial-expression system has been reworked. It now takes overall activity, actual contact, depth, relative movement speed, and current sensitivity into account.
The underlying emotional expression has been separated from the immediate reaction to movement. After movement stops, the active reaction fades gradually while the broader emotional state remains.
Natural, Anime Profile, Anime BVH, and additional stylized profiles have been added, along with automatic style selection.
Automatic facial-expression selection responds to individual traits and the current situation. A manually selected style remains active.
Controls have been added for overall expression intensity, eyes, and additional facial parameters. Anime styles now have separate settings for blinking, eye movement, and facial expression.
Breathing and body movement based on E-Motion have been integrated and adapted, including the ribcage, chest area, shoulders, and related morphs.
Breathing and body movement react to personality, activity, the overall reaction level, and Paudi’s recovery state. Parameters transition smoothly between built-in profile values.
Settings have been fixed for two anime profiles that reduced head-rotation strength to zero. Head rocking remains available, as does the ability to direct attention toward the selected target.
An independent chest-area response to the overall activity level has been added with adjustable intensity. It works even when facial expressions are disabled.
Smooth gloss changes have been added for compatible RenJanie materials in anime profiles, depending on activity and current state.
Paudi’s expanded personality model includes traits such as desire, tenderness, playfulness, passion, confidence, assertiveness, comfort, impatience, and behavioral variability.
Paudi’s personality and current state affect rhythm, force, depth, movement patterns, posture, breathing, and facial expression.
Current physical load, fatigue, and stamina reserves are now tracked and influence behavior and recovery.
Integration with both versions of VAMMoan has been added. Synchronization is enabled by default, and VAMMoan 2 takes priority when both versions are installed.
VAMMoan is detected automatically during loading and whenever the character’s plugin list changes. Separate manual synchronization buttons are no longer required.
Voice reactions depend on the overall reaction level, actual movement, sensitivity, and Paudi’s personality. Interaction speed and depth are also taken into account.
The integrated system controls voice intensity and peak states. VAMMoan 2 also supports adjustment of the balance between breathing and voice reactions.
Additional pauses become shorter as reactions intensify, producing a denser sequence of voice responses. VAMMoan still selects the individual recordings.
VAMMoan 2 now includes an option to start a new voice response at the beginning of the inward phase of the working movement, interrupting the previous recording. The option is enabled by default and also takes movement during the peak reaction into account.
In head-and-neck interaction mode, voice synchronization prioritizes breathing over regular voice reactions.
Mouth animation remains under FR control and reacts to actual voice playback and volume. VAMMoan’s own jaw animation and LipSync are temporarily disabled during active synchronization and restored afterward.
The attention system has been expanded with 29 targets grouped by partner, the character’s own body, the player, cameras, and other objects.
Available target zones include the face, mouth, chest area, hands, pelvis, feet, and other configured regions. Each zone has its own enable control and preference weight.
The target-selection mechanism has been reworked. Weight increases selection probability, while the current target is held for a period before the next decision. A high weight no longer means permanent fixation on one point.
Paudi’s personality and current state are considered when attention targets are selected, while user permissions and weight values are still respected.
Mirror-reflection handling has been improved, including the character’s face and mouth area. Mirror surface and boundaries are taken into account.
A “Use attention angles” checkbox has been added and is disabled by default. When disabled, targets may be selected to the side, behind the character, or outside direct view. Separate head-turn limits still apply.
Manual target selection and automatic attention modes have been retained. Main axial movement does not need to be enabled for attention and E-Motion body movement to work.
Morphs and reactions based on OrificeDynamics have been added: configured target zones, the mouth area, throat, and abdomen can change in response to interaction.
A global option for disabling target-zone morphs has been added. Morph binding after appearance changes and certain abrupt abdominal-morph changes has been fixed.
Internal diagnostic visualization using the Danmenz model has been added. The display follows the current Deeper geometry and the actual tip position.
Two independent fluid-effect types based on the included Foost/StickyFluids port have been added: a directed release and a spray effect. Both can be displayed at the same time and support manual triggering and separate cleanup.
One fluid effect can be triggered automatically at the beginning of a peak reaction. The second effect has its own manual trigger.
Settings have been added for fluid amount, release force, stream thickness, spray size, direction, and source position.
Fluid-effect behavior depends on Paudi’s personality and current state. Matching pelvic-area reactions have been added with adjustable strength, attack, and decay.
A POV tab has been added for enabling first-person view directly from FR. It controls the built-in standalone HeadView module.
The POV feature lets the user select the character whose viewpoint the camera will use. The initial choice is based on the partner selected in FR’s main settings.
The POV panel supports desktop and virtual-reality viewing, head-position control, options for hiding the head, eyes, and hair, and restoration of the previous camera view.
Bone and joint visualization with selectable groups has been added. Directions of applied forces and torques can also be displayed.
Helper visualizations for colliders and interaction geometry have been added to simplify diagnosis of positioning and alignment problems.
The interface has been reorganized into tabs and separate menus for general settings, head-and-neck interaction, limbs, target geometry, Paudi, POV, and Bridge.
A scrolling issue in attention-target drop-down lists has been fixed.
Saving and loading FR presets has been added, including settings for the integrated Deeper system.
Required morphs and other resources are included with the script. Resource paths are resolved relative to the FR folder, so the installation can be moved without depending on its previous location.
A bridge has been added for sending diagnostic data to an external application, including contact, depth, geometry, and movement-state information, with configurable connection settings.
Restoration of character settings, controllers, and morphs has been fixed when switching participants, disabling individual modes, or removing the plugin.
Conflicts between head movement, close face contact, facial expressions, and voice-driven mouth animation have been fixed, along with resource-cleanup issues when multiple plugin instances are used.