Replaced the original navigation system 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 geometry, including the tip position, length, direction, and curvature.
Reworked how channel entrances are located. Positioning and depth calculations now use the actual entrance rather than the dimensions of surrounding debug markers.
Added bone-driven hip positioning. The positioning and thrusting methods can be selected independently, using either bones or controllers.
Expanded bone-driven body movement beyond the original single-bone thrusting system. Movement can now act through the thighs, glutes, or both groups together.
Added bone-driven rocking, circular hip movements, and hip swaying, with configurable motion paths and optional automatic selection by Paudi.
Separated the settings for the main thrust, hip rotation, and additional body movements, allowing their forces to be adjusted independently.
Expanded body positioning controls with multi-axis rotation settings for the pelvis, chest, and abdomen.
Reworked knee support and leg spreading. Knee height and leg spread can be adjusted independently, taking body position and support points into account.
Reworked the thrust depth range. The start and end positions define the working stroke; the end percentage is no longer added to the starting depth.
The starting depth limit remains fixed in centimeters when character size changes. Its percentage value is recalculated using the current length.
Paudi can adjust the working depth within the range allowed by the user. Paudi’s current target is displayed separately from the user-defined limit.
Reworked braking near the withdrawal limit, accounting for relative velocity, remaining distance, mass, and drive force.
Added thrusting for the second character. It can synchronize with the main character or use its own phase while accounting for the shared depth range.
Added separate settings for the second character’s hip support and hip/thigh mass.
Added prop and dildo interaction through Deeper, including automatic movement of the object itself and independent hip movement during interaction.
Expanded penis physics settings with mass, contact friction, and bending stiffness controls.
Added an oral sex mode with automatic head positioning followed by movement driven through the physical head and neck bones.
Added separate controls for approach force, thrust force, rotational drive, damping, smoothing, and mass in this mode.
Added a “Look into eyes” option. The tilt toward the partner’s face depends on the characters’ relative orientation, with a stronger effect when appropriately aligned and a weaker effect from the side.
Added head rotation around the interaction axis, with both manual adjustment and Paudi control.
Reworked synchronization between head movement, the mouth entrance, and the internal channel. Refined when physical segments begin following the oral channel’s curvature.
Added limb thrusting: users can select the left or right hand or foot and choose the character it interacts with.
Added physical positioning and repeated movement for limbs. Hands and feet have separate settings 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 finger or toe endpoints.
Hands have three depth modes, while feet have two. Switching from the third hand mode to a foot automatically selects the second mode.
Added automatic finger posing for hand interactions. The saved pose is restored when the interaction ends or the selected limb changes.
Added limb return to the original pose, with smooth restoration of controller position and rotation.
Reworked kissing movement: positioning and holding now use the head and neck bones. Kissing has its own physical drive settings.
During a kiss, the character brings their mouth toward the partner’s mouth and continues following the partner’s movements.
Added automatic selection of a more comfortable head angle when straight alignment is difficult. Sideways rotation of up to 110 degrees is supported, with continued adjustment as the partner moves.
Added slow head rotations during kissing. These begin after the approach; the faster movements used by other interaction modes are not applied here.
Close face-to-face looking now has two variants: aligned faces and a freer pose. The probability of choosing alignment can be adjusted separately.
Reworked the automatic choice between kissing and close face-to-face looking. Initiation, duration, and completion depend on personality, current state, and proximity. The previous minimum and maximum duration timers have been removed.
Added dynamic sensitivity. In addition to its base value, sensitivity can increase as arousal builds.
Current sensitivity is displayed separately. The meter’s pink coloration indicates the accumulated increase above the base value.
Reworked climax duration: it now follows the gradual depletion of the meter rather than a fixed timer.
Continued stimulation can sustain the climax and strengthen the next wave without resetting the discharge already accumulated.
Facial expressions, voice, and other reactions follow the rise and fall of the climax. Renewed intensity does not restart the climax sequence from the beginning.
Reworked the facial expression system. Expressions account for arousal, actual contact, depth, relative movement speed, and current sensitivity.
Separated the underlying emotional expression from the immediate response to movement. When movement stops, the active response gradually fades while the emotional baseline remains.
Added Natural, Ahegao, Ahegao climax, Anime profile, and Anime BVH styles, along with automatic style selection.
Automatic expression selection responds to personality and the current situation. A manually selected style remains selected.
Added controls for expression strength, eyes, and tongue. Anime styles include additional settings for blinking, eye movement, and facial expressions.
Integrated and adapted breathing and body movement based on E‑Motion, including the rib cage, breasts, shoulders, and associated morphs.
Breathing and body movement respond to Paudi’s personality, activity, arousal, and recovery state. Parameters transition smoothly between values from the built-in profiles.
Corrected the two Anime profiles’ settings that reduced head rotation strength to zero. Head swaying is retained while allowing attention to turn the head toward a target.
Added an independent nipple response to arousal with adjustable intensity. It works even when facial expressions are disabled.
Added gradual gloss changes for compatible RenJanie materials in Anime profiles, based on arousal and activity.
Paudi’s personality and current state influence rhythm, force, depth, movement patterns, body posture, breathing, and facial expressions.
Added current exertion, fatigue, and stamina reserve, which contribute to behavioral changes and recovery.
Added integration with both VAMMoan versions. Synchronization is enabled by default, with VAMMoan 2 taking priority when both versions are present.
VAMMoan is detected automatically during loading and when the character’s plugin list changes. Separate manual synchronization buttons are no longer required.
Voice responses depend on arousal, actual movement, stimulation sensitivity, and Paudi’s personality. Interaction speed and depth are taken into account.
The integration controls vocal intensity levels and climax states. VAMMoan 2 also supports control over the balance between breathing and moaning.
Additional pauses become shorter during stronger reactions, allowing a denser sequence of vocal responses. VAMMoan remains responsible for selecting individual recordings.
For VAMMoan 2, added an option to start a new vocal response at the beginning of an inward stroke, interrupting the previous recording. This is enabled by default and also accounts for movement during climax.
During exclusively oral interaction, voice synchronization selects breathing instead of regular moans.
Mouth animation remains under FR’s control and responds to actual voice playback and loudness. VAMMoan’s own jaw animation and LipSync are disabled while synchronization is active, and their previous settings are restored afterward.
Expanded the attention system: added 29 targets, grouped into the partner, the character’s own body, the player and cameras, and other objects.
Individual targets include the face, mouth, chest, nipples, hands, pelvis, genitals, and feet. Each target has its own enable option and preference weight.
Reworked target selection. Weight increases the probability of looking at a target, while the current target is held for a period before another selection. A high weight no longer means permanently locking attention onto one target.
Attention selection accounts for Paudi’s personality and current state while preserving the user’s target permissions and weights.
Added attention to mirror reflections, including the character’s own face and mouth. The mirror’s surface and boundaries are taken into account.
Added a “Use attention angles” checkbox, disabled by default. When disabled, targets may be selected to the side, behind the character, or outside direct visibility. Separate head rotation limits remain in effect.
Retained manual target selection and automatic attention modes. Attention and E‑Motion body movement do not require thrusting to be enabled.
Added morphs and responses based on OrificeDynamics: changes to the openings, mouth, throat, and abdomen in response to interaction.
Added a global option to disable orifice morphs. Corrected morph binding after appearance changes and certain abrupt changes in abdominal morphs.
Added internal depth visualization using the Danmenz model. The display follows the current Deeper geometry and actual tip position.
Added separate Cum and squirt fluid effects based on the bundled Foost/StickyFluids port. Both can be displayed simultaneously, with manual triggering and cleanup controls.
Cum can trigger automatically at the start of climax. Squirt has a separate manual trigger.
Added settings for fluid amount, emission force, stream thickness, spray size, direction, and squirt source position.
Fluid emission patterns respond to Paudi’s personality and current state. Added accompanying hip reactions with adjustable force, attack, and decay.
Added a POV tab for enabling a first-person view directly from FR. It controls the bundled standalone HeadView module.
POV allows selection of the character whose eyes the camera looks through. The initial selection uses the partner specified in FR’s main settings.
The POV panel provides desktop and VR viewing options, head controls, settings for hiding the head, eyes, and hair, and restoration of the previous camera view.
Added bone and joint visualization with selectable groups. The directions of applied forces and torques can also be displayed.
Added supporting visualizations for colliders and interaction geometry to make positioning and alignment issues easier to inspect.
Reorganized the interface into tabs and dedicated menus for general settings, oral interaction, limbs, genitals, Paudi, POV, and the bridge.
Fixed scrolling in the attention target dropdown lists.
Added saving and loading of FR settings presets, including settings for the integrated Deeper system.
Required morphs and other resources are bundled with the script. Resource paths are resolved relative to the FR folder so the installation can be moved without depending on its previous location.
Added a bridge for sending diagnostic data to an external application, including contact, depth, geometry, and movement state, with configurable connection settings.
Fixed restoration of character, controller, and morph settings when switching participants, disabling individual modes, or removing the plugin.
Fixed specific conflicts between head movement, kissing, facial expressions, and voice-driven mouth animation, as well as resource cleanup when multiple plugin instances are in use.
Improved hip approach and reapproach, alignment with the selected orifice, and the transition to penetration. Increased clearance and fixed causes of repeated jerking and prolonged pauses.
Restored lip movement and mouth opening in response to VAMMoan audio and speech when the mouth is free. This animation does not interfere during oral sex.
Fixed conflicts between facial expressions, abrupt eyelid movements, and transitions between emotions.