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.
Hope this helps more than it confuses ![]()