How to script an endpoint

Tried, not easy to capture so its clear.

Yea I tried but I dont understand what you mean by point in the middle of motion break, so I cant really comment on interpolation.
For me when a motion starts or ends there should be a point, I dont know what a middle point would do.
Maybe some screenshots from OFS of example scripts would help.

Many scripters only set one point for up and one for down. The discussion here is, if there is only one, where should it be. Beginning of pause when vertical motion stops, middle of pause or end of the pause where vertical motion begins again.

I believe this is what ppl been discussing here.

Strokes in reality is never a triangular wave, there ought to be some acceleration and deceleration.

A is when someone place a point at the point where the stroke starts.
B is when someone place a point “in the middle of a motion break” / on the frame where displacement is most significant.
C is when someone place a point at the frame where the last stroke ends.

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Oh I see, I think it might depend on the pause duration and video context. On short/very short pause the middle might make more sense because of device inertia and interpolation, on long pause it makes more sense to use start or end of stroke.

This is how PChip interpolation looks, orange ideal, green one point per stroke in the middle:

Ignoring interpolation I agree that using start or end is preferred.
But imo the scripts feel so much better if they have a point at the start and the end of a pause and that should be the ideal option. It does not feel like it would make the script harder to make.

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Thank you! This says more than a thousand words.

I haven’t tried a lot of action scripting. But - as food for thought - I’ve played around with something, that in my opinion is a good enough approximation: Using the “middle” strategy (case B in the graphic) and then applying a smoothing function, e.g. “SmoothWaves” from Kingleon99’s Collection Strictly speaking, you can go with either strategy and then move the points if it is easier/quicker to find the start/end of movements than the middle.

Depending on the parameters you set, there is a small rest of flat movement (or none at all) around those points and steeper movement in between, approximating a sine with six points per period. Within the flat phases of the stroke the twist action can be inserted. What I have done is script the twist axis in the same manner (only middle points) and a 90° phase shift to the stroke axis to then smooth them also, albeit with different parameters. This results in a pretty quick way to approximate a HJ with a twist movement. Similar can be done with the pitch axis for a riding/grinding motion.

From the collection Thread:

As an example: Top is the stroke axis, bottom is the twist axis. As you can see, the endpoints of the twist are in the middle of the stroke action (=90° phase shift). After smoothing, once the stroke slows down, the twist goes to action.

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Not sure if it’s what is asked here, but using the Handy I started do add a bit more points for acc/deceleration. So in my case D:

Normal speed triangle one clear movement without stops

0 - 100 (whatever fits according to the scene and feel) - 0 (as soon as dick completely inside)

Movement with pauses and top and end

0 10 (when movement really starts) depending on speed up and if top is 100 I go 80/90 for the next, 100, 90/80 again depending on the speed it goes down or stays on top, then 10 or 0 depending on the movement there or if there are body slams and enough frames at the end, I will add a vibration if it fits here, then depending on the start up frame I will go normal to 100 or start at 10 again and go to 80/90 again

so in the case of the third stroke in the picture I would go

0 - movement starts 10 - 90 - 100 as the mid point - 90 when the dick tip vanishes or depending on the size of the dick a certain amount ofmovement happens - depending on the speed 0 or 10

Pretty bad to explain. Most of it also depends on the scene itself imo.

Edit: oh pretty much as seen above I guess

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My opinion is that people should really start using middle points, especially for slow actions where accel / deccel / pauses are clearly visible :>

And toys like the Handy should work on their BLE protocol to make the playback smoother, whilst antiques like A10 Piston should be gathered and destroyed at mass.

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You are an artist no doubt Falafel.

We dont always get that sadly.

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Yeah you could be right even if they cant be easily converted to advanced scripting.

I understand the hardware is doing that by itself if it is regular acceleration and only needed if the speed changes abnormally. The regular acceleration is covered. Am I wrong @Yoooi ?

Aka do we need to script natural acceleration? Is a script better if we do?

I completely agree with your approach to A10. :joy:

Absolutely can’t agree with that. It’s a big difference depending which I noticed which is why I started doing that a lot more if it fits. It always depends on the scene itself of course and how the actors perform, but if a woman stays at the top a bit longer or fully inside, and slowly starts going up or down, then it makes a big difference here.

E.g. what I mean is this:

image

Normal woman goes up, goes down, start point as soon as she starts moving up, end point when movement stops at the very top and the next frame would start go down.

The scene though goes like this:

Slow start up, then speed, then slow again, downward travel she slams down after an inital start up of a few frames so something like this (without simulating an ass/body slam without vibration):

image

which makes a big big difference when I use the Handy over WiFi.

You change the curve Shayuki those are two different motions. The lower one is accelerated with a longer pause. If the actors stay at the enpoints longer you need to put those extra points in no doubt. You just dont need to put in points that keep the lower curves yellow and green. At least I think so.

Changed first post to script middle of pause.

There is another enpoint scripting that I would like to put on the table. Fake twists. They may feel nice but if later a twist.funscript will be added, the change to a regular endpoint with a pause will be so much work that the twist.funscript wont happen. None of the three endpoints is a real stop or go. So kind of a dead end. would be almost a rescript.

The script is here to check. Very good script but in my opinion untwistable later with even SSR1 getting twist addon.

https://discuss.eroscripts.com/t/finish-him-josie-jo-making-him-spurt-2024-08-06/228131

So what are the opnions here fake twist or not?

Making Him Spurt Josie Jo - flat for twist.funscript (33.8 KB)

I’ve edited the script to take into consideration her (vertical, L0) pauses and loitering, and the ‘jiggle’, if any, removed, (mostly at the top peaks).

(The original .funscript is on the bottom.)

@Yoooi : One of the unknowns is how MFP would decide to improvise a twist and what would trigger it to do more or less twist action, and what limits that in either degree, speed or time, if left to it’s own presets.

That is why I say it is not so easy and fast to edit out a fake twist. The top of the motion is here at the white cursor. You can not just remove one point of the fake. Also you can not flatline that long, its not good. @burtreynolds complained when he was coaching me. Never flatline only if there is really zero motion and even there try to move it.

image

So scripting what really happens is a vertical slowdown in the twist so it would be this:

image

That would be deletion of one point and movement of two. That is a lot of work to correct and I would not invest it in my scripts. So in my opinion should not be done in first place. Scripting endpoints to the frame is important to keep a script editable.

I turn off the spline display, as it’s misleading (the actual motion doesn’t match in the final output), but I guess that it can guide you to setting additional points along the curve.

In this particular script, she is pretty good about repeating the same thing on a regular frequency, so it’s not as difficult as it would otherwise be.

Looking at the spline view, the point at roughly 90 is a bit before the peak, about where a sine wave would start to be about a 45degree slope, and the point at 100 is slightly after the peak so the slope of that short isn’t quite flat, but about a 10-15 point rise over several frames.

is this what we’re looking for?

or in spline mode:

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Was about to say that should probably turn off “spline mode” for better visualization.

right click → rendering

Yeah spline mode is just optical. I prefer it dunno why.

Your original script isnt bad it just does not take into consideration that twist is coming soon and will get standard imo as it is really easy and fast to add and script. So yeah if the 100% point is the turning point that should be perfect to add a twist to in my book.

I mostly take 10% for the twist up or down depending in which direction it goes.

I dont know what you mean, are you talking about the random motion provider?

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