PenisPathAlignment

Plugins + Scripts PenisPathAlignment

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Update: I tested very quickly in an empty scene @HelicalPink , this is perfect!
I'm gonna test a full implementation in santa's scene and keep you posted. Your update seems to cover all my needs :3
 
Yow!
It's haz the annoying person :p
Found another bug: scene presets don't overwrite, you need to delete then recreate. Maybe a "are you sure you want to overwrite? yes/no"?

On another note:

The marker system can end up being kind of "broken" if you don't do the scene presets all at once. What I realized is that, the marker you create at first with Classic Mode disabled, becomes useless with the preset system since you create a dynamic one at preset load. So what I did initially was create the marker, setup the preset, remove the marker.

Then later, I reloaded the scene and created the preset for another character... which obviously created the same "Person_xxx" marker. It immediately got lost over what marker is what since the names were the same.
To fix that, you could use the Person Atom name instead of a generic "Person_something". For instance if my character is named "Kat", the marker would be called "Kat_something".

At least there is zero doubt or ways to break the system as atoms can be named the same twice.

Cheers!
 
HelicalPink updated PenisPathAlignment with a new update entry:

ver.8

Improved preset functions.
1. Add "Undo/Redo" function.
The history can stack without a limit, but it will be reset when selecting a different preset.
2. Presets with the same name will force overwrite the existing preset instead of creating a new file.

Json (File-based) preset
View attachment 623499

Scene (Scene-embedded) preset
View attachment 623500

Add simple info of marker
View attachment 623517

Read the rest of this update entry...
 
Yow!
It's haz the annoying person :p
Found another bug: scene presets don't overwrite, you need to delete then recreate. Maybe a "are you sure you want to overwrite? yes/no"?

On another note:

The marker system can end up being kind of "broken" if you don't do the scene presets all at once. What I realized is that, the marker you create at first with Classic Mode disabled, becomes useless with the preset system since you create a dynamic one at preset load. So what I did initially was create the marker, setup the preset, remove the marker.

Then later, I reloaded the scene and created the preset for another character... which obviously created the same "Person_xxx" marker. It immediately got lost over what marker is what since the names were the same.
To fix that, you could use the Person Atom name instead of a generic "Person_something". For instance if my character is named "Kat", the marker would be called "Kat_something".

At least there is zero doubt or ways to break the system as atoms can be named the same twice.

Cheers!

Hey!
No no not annoying at all.
The parts you're talking about are actually things I was planning to change myself eventually, but wasn't really sure how exactly should change them... So I'm actually thankful for your specific feedback.


I considered adding a "Are you sure you want to overwrite? Yes/No" confirmation as well, but personally, it felt like it could become annoying if you're making frequent backups.
So instead, I added an Undo/Redo function. It seems to be working pretty well so far.

As for the Scene Preset related markers, I'd like to take a little more time for that. I haven't really had much time to properly playtest the plugin myself over the past two months,
so I don't have a very good sense of the actual user experience yet. Plus, the marker-related code is the most complicated part, so I'll need some time to work on it.
And dealing with your problem might require a fairly major change...
 
Hey again : )

Thank you for the update! Bear with me on what follows: I'm not mad, I'm not angry, I'm just gonna be completely transparent. So pardon me in advance if I'm a bit straightforward, I'm not trying to undermine your work, it's only for the purpose of trying to help you improve the plugin.

So... that update convinced me to drop the plugin. I'm so sorry, I can help you debug and test it if you want... but the 8 broke all presets on both scenes I work on in parallel.
I also tested the same version from scratch ( 8 only ) none of the parameters saves properly and restore after scene load. The plugin can't even enable the curve tracking after a load, you need to completely reload the plugin. And I noticed weird "penis" behaviors even tho it seems to somewhat display the proper preview when you enable the curve.

As I've been working for years on VAM, I'm working (on my plugins) considering all legacy content. So my behavior when testing plugin is: if you created content with version n-2 or n-1 then loading the scene with version n should work. As I'm considering that in the community some people keep versions and others don't (like I do) and keep only the most recent one.

On my scenes/plugins, I can't afford a plugin breaking over newest versions. I'm not gonna maintain content because plugin X or Z broke the behavior. In the situation of PenisPath, it's even more critical as if I'm aligning everything based on the plugin itself, if it breaks, the whole penetration process or animation process is completely out of whack.

I don't know how you're testing but you're clearly not testing enough or maybe not putting yourself in the shoes of a scene creator... as it takes me less than 5 mins on each of your versions to find a critical problem for a "production scene".

I find your concept and plugin idea nice, so I can help you refine it and create a test bench for it and report you the bugs/malfunctions I find... but on my end, for my scenes, I'm gonna fallback on more stable plugins for now.

Thank you for your hardwork! <3
 
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