3D simulator appears to be backwards, or somehow the script gets inverted in MFP. This is the main reason i’m making the post. I would just invert the scripts but then I worry when I share them it will be backwards for everyone else if it’s just a setting I messed up.
Some scenes seem too fast to properly script, making my OSR2 get scary.
Suggestions for climax scenes and realism vs perspective.
Visuals
A few examples from my current project:
The 3D simulator appears to be correct to what I want,
but when using the actual OSR2 the roll is inverted.
It moves to the left instead of right.
Why does pitch work perfect but roll is inverted?
Is the 3D perspective not as if you're looking down at it?
Or does it have to do with my usage of it lying down?
Or does it have to do with an MFP setting I messed up?
I've had this happen to a few scenes but some scenes look decent in OFS, but
when actually using them the device gets worringly fast.
How should I script this scene to not feel so dangerous in use? Lower
amplitude? Only scripting every other stroke?
In terms of realism and visualizing pitch/roll do you think it's better to
focus on pov perspective or the camera angle?
In this scene the pov for the guy would be roll to the right pitch up,
but from the camera angle it's the opposite.
Do you think focusing on POV or current perspective is better?
Lastly, climax scenes. Personally I like the exaggerated vibrations or
extra movements like in this example.
But what are the limits for different devices? If I wanted to make
a safe vibration script for all devices what limits should I put in?
Have you tried using the “invert” function in MFP for the roll axis? Depending on what servo you have, Flash Hobby, Hitech, etc, you may need to invert the roll in order for it to be properly synced.
I remember that the original version had some axes mixed up. Maybe that’s what you are talking about. Falafel’s version fixed these issues among other improvements:
I believe most would shorten the stroke length (choose the position wisely). Scripting only every other stroke might break immersion too much.
This is very much down to style. I personally prefer realism and avoid high-frequency vibrations, while others prefer the absolute opposite. In any case a standstill should be absolutely avoided (stop&go and the likes notwithstanding) and therefore being very imaginative with movements of the video is a good thing. Also make sure that movements are appropriately exaggerated, the lower the position, because of increased friction and therefore “sleeve lag”.
I haven’t seen much about that yet, but have been trying out a few things with pitch & roll. During the Twist Event I also tried two opposite styles of scripting these axes: One being the “optical” style, i.e. following the angles of the hand/mouth/dick as seen on the camera. I think every Multi-Axis script I’ve seen yet is scripted like that and there it’s mostly from the POV perspective.
And the other style is what I call “stimulation emulation”, i.e. being intentional about the contact patch and pressure exerted on the dick and I’m still trying to formulate and test this. All in all, I believe there isn’t a “standard” yet, and we can try things out and compare.
Also there’s the aspect whether one wants to add to the stimulation or simply alter it.
The issue is more that the scripts I have display correctly on OFS but the roll in actual use of the OSR2 is inverted. I’m going to troubleshoot it down in a few hours but i’m hopeful G90AKs suggestion pans out.
Yeah I’ve noticed that getting the right blend of realism to actual stimulation is harder than people think. OFS may display the stroke length from position 8-10, and it looks perfect while scripting it. Then in actual use you find that’s practically no movement at max length, and makes for a boring experience. I think i’ll try lowering the base position and amplitude and see how that works out.
I did a lot of stop and go initially but recently i’ve been doing delayed shorter points instead. Instead of going from position 8 to position 8 in 12 frames of very little to no movement, i’d go position 8 to position 7 or 9 instead, seems to make the script feel more “fluid” somehow?
I am curious about sleeve lag though, not sure i’ve heard that term before. Does it have to do with device delay?
It’s something i’ve really struggled with while scripting, like do I want this to be accurate to what the guy is feeling at that moment or what is displayed on the screen? I personally think in the above cases it makes more sense to follow the camera movement despite that what the dude would be feeling is in the opposite direction.
I like the coined terms though “Stimulation Emulation” and “Optical Emulation” they have nice rings to them.
Not once prior to trying out multi-axis scripting did I watch a porn video and think “Oh the pressure in this position should be against the bottom of the dudes dick” but now it’s all I can think when I see them. I might be cooked.
Indeed, if you have the inverted option active, this might happen. But, what I’m saying is that maybe MFP plays it correctly, but it is just inverted in the simulator in OFS. So when you make it look correct with the simulator, the script is actually the wrong way round. The easiest way to check this, is using the simulator version from Falafel and seeing, whether it’s still correct in OFS or not.
It’s basically the result of elasticity of the sleeve material and friction. The material will need to pre-tension, before it moves and generates the actual stimulation. The higher the friction (because of diameter, inserted length, lube, vacuum, etc.) and the “spongier” the sleeve, the more pronounced the effect is. Which means, with a spongy sleeve and little lube, if the stroke length is small enough, the sleeve won’t glide over the skin at all. This is why the stroke length should generally be exaggerated, as many on the forum mention. The appropriate amount differs on many factors, some of them also being creative style and especially with multi-axis, there are more possibilities to do this. If you look around the tutorials on this forum, there are some values as rough guidelines. Do not change the timing though, because interestingly enough, the shock that is felt, comes from a change of direction of the torque/force.
Unfortunately the “invert” function in MFP only seemed to disable R1 axis entirely. I messed around with it for a few hours but was unable to get it to work. I’m gonna try again tomorrow and do some reading on MFP to see if I can get it fixed.
Yeah, the current public build of MFP has a broken invert button. When I asked Yoooi, the creator about it. They said to use either an older build like 1.25.2 or to sub and get access to the current patreon build.
Okay well i’m hoping I can fix this in the firmware but if for whatever reason that doesn’t pan out i’ll downgrade and lyk if it works. Thanks for letting me know.
I did this and almost bricked my shit, servos came out hella jittery and the whole machine had lag with every movement.
Luckily I was able to get the old firmware reinstalled but I would not suggest risking it to anyone reading this thread in the future.
I’ve decided to either figure it out through MFP and invert the scripts that way as suggested above, or if all else fails i’ll manually invert any scripts I have via OFS.
Ahh, well i’m not gonna mess with the firmware anymore. The jittering was likely my own fault for not understanding how it works but it turns out inverting the script in MFP is doing wonders now. I don’t want to dive back into it when it’s working properly, don’t fix what isn’t broke and all that. Thanks for the follow up though!