Super Deepthroat Plus

Scenes Super Deepthroat Plus

Spacedog

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Spacedogvam
Spacedog submitted a new resource:

Super Deepthroat Plus - Super Deepthroat... Spacedog style!

View attachment 355106

Featuring:

-Advanced arousal system

-Pace based scoring system

-Advanced jizz system - keep perfect pace or take your time to get a bigger jizz

-Advanced sweating

-5 positions in 3 locations

-Full challenge mode with 15 stages

-Designed to be versatile and work with your favourite girls, tested with person scales 0.900 - 1.00

Special thank you to Hazmhox for creating the custom arousal meter and Acidbubbles for bug fixing.


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First of all: Fantastic scene! I have been looking for this for a long time now, and didn't know something so interactive was possible.
I'd really like to know how you did that, specifically how did you paired the ball to the hip movement, and while aplying movement making the man and woman do animations like bending down. If you could, could you point me in the right direction?
 
First of all: Fantastic scene! I have been looking for this for a long time now, and didn't know something so interactive was possible.
I'd really like to know how you did that, specifically how did you paired the ball to the hip movement, and while aplying movement making the man and woman do animations like bending down. If you could, could you point me in the right direction?
Thank you, I'm glad you liked it!

It is a beast of a scene so it's pretty complex but I'll try...

First up you need to Show Hidden Items to see much of what is going on, then enable the _ENABLE_EDIT_BUTTONS atom which will show my custom editor buttons, these will let you Stop the animations or Edit Timelines that are being otherwise controlled by VUML. Just press the button for that position in the scene to resume.

Each position has its own section separated by name in the atom list, and for each position it has an "AnimParent" atom for the person's node that is controlled by the player. Each person has a Timeline animation for that position and when switching to it the animated node gets parented by Timeline to that AnimParent node, so the person can be animated normally and the AnimParent can have its own entirely separate Timeline to control movement from the player.

To actually move the node from the ball take a look at the "NeutralMarker" atoms for each position, these have VUML plugins which measure the distance to horizontal and vertical reference points and then with ActionGrouper this is sent to the scrubber position of the AnimParent Timelline for each person in each position. In positions like Cowgirl the Timeline in the MoveVertical nodes also reference separate atoms like CowGirl_GirlHeadMove, the girl's head is gets parented to this atom and the timeline scrubber position controlled by the player moves it.

Other notable atoms are _Controller which handles the main scene logic through Timeline, and _Pace which handles the arousal and scoring systems.

Hopefully this gives you at least a foot in the door of how it all works but if you have any questions let me know :)
 
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Thank you, I'm glad you liked it!

It is a beast of a scene so it's pretty complex but I'll try...

First up you need to Show Hidden Items to see much of what is going on, then enable the _ENABLE_EDIT_BUTTONS atom which will show my custom editor buttons, these will let you Stop the animations or Edit Timelines that are being otherwise controlled by VUML. Just press the button for that position in the scene to resume.

Each position has its own section separated by name in the atom list, and for each position it has an "AnimParent" atom for the person's node that is controlled by the player. Each person has a Timeline animation for that position and when switching to it the animated node gets parented by Timeline to that AnimParent node, so the person can be animated normally and the AnimParent can have its own entirely separate Timeline to control movement from the player.

To actually move the node from the ball take a look at the "NeutralMarker" atoms for each position, these have VUML plugins which measure the distance to horizontal and vertical reference points and then with ActionGrouper this is sent to the scrubber position of the AnimParent Timelline for each person in each position. In positions like Cowgirl the Timeline in the MoveVertical nodes also reference separate atoms like CowGirl_GirlHeadMove, the girl's head is gets parented to this atom and the timeline scrubber position controlled by the player moves it.

Other notable atoms are _Controller which handles the main scene logic through Timeline, and _Pace which handles the arousal and scoring systems.

Hopefully this gives you at least a foot in the door of how it all works but if you have any questions let me know :)
Thank you for your reply!

I kinda understand how you did it, and man that's alot of work!

Keep up the good work!
 
Need help: Cool scene, but I can't load any other scenes after it. Loading a new scene removes the person atoms but nothing else changes. I can pull the error codes if needed, it has something about a 'boolean' beep boop idkwtf error. Don't have this issue with other scenes. The scene works fine otherwise.
 
Need help: Cool scene, but I can't load any other scenes after it. Loading a new scene removes the person atoms but nothing else changes. I can pull the error codes if needed, it has something about a 'boolean' beep boop idkwtf error. Don't have this issue with other scenes. The scene works fine otherwise.
Yes I'm aware of the stability after using the scene, I think this is simply due to the sheer complexity of the scene coming right to edge of what VAM can handle. There are 36 instances of Timeline in there and a lot more other plugins besides. Unfortunately I don't think there is anything I can do about it.
 
Yes I'm aware of the stability after using the scene, I think this is simply due to the sheer complexity of the scene coming right to edge of what VAM can handle. There are 36 instances of Timeline in there and a lot more other plugins besides. Unfortunately I don't think there is anything I can do about it.
Stability is a funny way to describe it lol - I suppose it is stable, in that it breaks VAM until you reboot VAM entirely :( (can't even load an empty scene).
Well... I hope maybe you stumble on a fix someday... I rarely run just one scene during a session (often jumping around modifying looks and returning to the scene and loading them in) so it's probably not gonna be my cup of tea. Nice work otherwise, genuinely unique / impressive.
 
Can you make the Arousal meter as an Assets/SubScene Resources please ?
The way the Arousal Meter works is tightly integrated in to the scene using Timeline so its functionality couldn't be transplanted to another scene, but you can use the same Timeline techniques to make your own of pretty much any design. It's not too hard when you know the basics. The asset itself was made for the scene by @hazmhox so I wouldn't want to go distributing separately. It's pretty easy to make your own with a few ISCylinders and tubes though, which is what I did before I got the custom one.
 
The way the Arousal Meter works is tightly integrated in to the scene using Timeline so its functionality couldn't be transplanted to another scene, but you can use the same Timeline techniques to make your own of pretty much any design. It's not too hard when you know the basics. The asset itself was made for the scene by @hazmhox so I wouldn't want to go distributing separately. It's pretty easy to make your own with a few ISCylinders and tubes though, which is what I did before I got the custom one.
Thanks.
 
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