Penis portal xD
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@wfurry oh right, thanks.
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Thank you for the upload @wfurry! Just linking the YT video tutorial for anyone using the upload since I noticed it wasn't in the files upload, which makes using it a lot easier:
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Hi there, is it possible for us to get an update? The author says that they published an update, but only on the itch-io site:
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Is there an easier way of setting it up like using vrcfury or something or is the tutorial video my only guide cause if I remember correctly, the dude who made the prefab said the video itself was outdated or something like that
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Changes from 1.3.2 to 1.3.3
(Updated April 17, 2025) No future updates are planned for the Lovegate.
-Removed the need to do something with the "Throb" animation/animation. It was a proof of concept, it should be left to the people that want to add it themselves.
-Updated animations to support both vrc constraints and unity constraints
-Updated portal scene to rename "Cube" to reference penis and be inside the "replace with shaft model" instruction object.
-Removed the "Portal Scale" addition as the scaling wasn't uniform.
v1.3.3 - Itch,io
Older Versions
Portal System V1.unitypackage
Portal System V1.1.unitypackage
Portal System V1.1.1.unitypackage
Portal System V1.2.unitypackage
Portal System V1.3.unitypackage
Portal System V1.3.1.unitypackage
Password; RainPortal5 -
INSTALL INSTRUCTIONS FROM PAGE
Install Instructions: (Updated April 17, 2025) No future updates are planned for the Lovegate. If further assistance is required or instructions are insufficient, contact me at "rainjur" on discord. or Rain_Jur0 on telegram. Common issues/FAQ: 1: "missing transform" in parent constraint. this happens because you copied and pasted the objects from "portal scene" instead of dragging and dropping Order is specific and necessary (for some reason) - En: 1: Left hand 2: right hand 3: base penis - Ex: 1: Left hand 2: right hand 3: in ass 4: cocktongue 5: unicorn 6: autofellatio - Penis: 1: in 2: out 2: VRCFury encountered an error: 1: too many contacts delete vrchat triggers (something that makes a receiver go off) easiest way is to delete some SPS 2: (most common) failed to build component - 1: can't bake plug make sure plug settings are correct - 2: Animation not found (likely the throb bool) Unless you want to do something with it/connect it to the throb animation of your main dick and merge the parameters (making it global), delete it, it's there to show you that it's possible. I believe I have taken it out in modern versions (why it's not in the realtime setup video, so if it's still showing up for you, you may have an outdated version of the asset) Prerequisites: Installing the correct unity version and opening projects: - Vrchat avatars require unity 2022.3.22f1 (at the time of writing) so after installing unity and downloading this version, you should have the correct version. - Run the setup of vrchat creator companion - In the top right of the projects tab, you'll see a blue (create new project) button. it's better to set up new projects from within the vrchat creator companion than it is with unity to avoid issues for beginners. - In the "New Project" menu you'll see a list of boxes, worlds, avatars, and custom if you've installed any external setups. Select "Unity 2022 Avatar Project" and configure the name and location of the file. it will automatically open the project after creation. Installing project dependencies and just good stuff to have: - In vrchat creator companion (VCC) look for the project you made in the projects list (in projects tab) click "manage project" next to it to open up a menu called "manage packages" - Ensure these are installed: VRChat SDK - Base, VRChat SDK - Avatars, VRCFury. I strongly recommend Gesture Manager as well to be able to test your avatars in unity without needing to upload them. Get VRCFury: (required) (available from vcc://vpm/addRepo?url=https%3A%2F%2Fvcc.vrcfury.com or this link https://vrcfury.com/download/) Add it to the creator companion (you might need to close and reopen the VCC to see it listed in the "manage packages" menu) This is required for almost every modern asset. It's required for the Lovegate as well Using Gesture manager: (optional) - At the top of the screen near "file", "save" etc. is, locate "tools" and click "Gesture Manager Emulator" to spawn a Gesture manager object in your hierarchy. Ensure that the object is in the same scene as your avatar. - note: When first opening a project, there will be a default scene with nothing in it but a light and a camera. Your avatar will likely have its own scene configured for use, but if not, locate the prefab and drag and drop it into the scene. It should appear blue to indicate it is a prefab while the other stuff is white to indicate it's not. Click the Gesture Manager object in your hierarchy to highlight it and click the play button at the top of the screen (or the "Enter play mode" button in the inspector on the right of the screen) This will put your avatar into an emulation mode where you can see the expression menu like you can in-game. It's recommended to test the avatar to see if you've set up assets properly. Installing your avatar files: - Once the project is open, you want to locate the files for your avatar. It will either be a folder, zipped folder, or a unity package file. Unity projects: these are the easiest. Just double click to open. You may want to check the sellers instructions for installation or installation order in order to not break your project. Sometimes distributors will need you to install shaders or things first. Files: In the avatar files, you'll likely see a folder entitled "Assets" drag and drop everything from this folder into the "Assets" folder in your project. If not, do it anyway, it's not your fault if it doesn't work, you just might need to do something else. Zipped folder: Unzip the folder, and then follow the steps for "Files" Make sure to delete the default scene asset if your avatar project came with one, if it didn't you'll want to save the scene asset somewhere in your project. ~~--------~~Lovegate~~--------~~ 1: Asset comes as a folder. Put the .7z in your project assets folder and unzip it there. It will add a "Portal" folder to your assets folder. 2: Drag the "Portal Scene" into your hierarchy. --- (blender) Getting the shaft FBX if the penis is linked with the balls --- - Locate the Penis FBX in your project - Copy the File location of the FBX to your clipboard. (go to the top bar that says "This PC->blah->blah->blah->assets->blah" at the top and copy that) - Open Blender and make sure you're in a 3d project - Delete the cube ): (click it and click the delete key) - Click "File->import->FBX" in the menu at the top right of blender - In the top menu (similar to where you copied "This PC->blah->blah->blah->assets->blah") Paste that position there. - Hit Enter - Click the penis FBX and click "Import FBX" (you'll likely need to zoom in by scrolling. You can pan around using the middle click button and shit middle click moving your mouse to move around) - Click it so it highlights orange - In the top, under "file, edit, etc" you'll see a button showing you're in a mode. Click it and make it say "Edit Mode" - Delete all the polygons that aren't part of the shaft (ie: balls, sheath, anything that you don't want.) [You can get the entire penis working with all of its existing blendshapes and what-not but this requires the penis asset to have special setup and requires advanced knowlege of unity. Having it be just the shaft is much more beginner friendly. (Here is a post where I got it working with the entire dick, it just couldn't get erect ): https://bsky.app/profile/rainjur.bsky.social/post/3lmygmaper22n - (optional) Rig if not already rigged (rigging/armature tutorials available online) I recommend deleting the armature for the balls but it's not necessary. It'll just make it harder to add physbones to on the portal. - Export the prefab (File->Export->Export FBX) You need specific settings. On the right side, under the "include" menu, highlight "empty", "Armature", "Mesh" and "Other" - In the "Transform" menu set "Apply Scaling's" to "All Local" if when you drag and drop the FBX into the scene, the scaling of the root object is "100". Set to "FBX Units scale" if the root object scale is "1". (this is most likely the case.) - In the "Armature" menu, a little bit further down, check off "add leaf bones". (This adds .end bones to literally every bone ending in the hierarchy, so you'll get stuff like penis.005.end and it won't do anything but make physbones weird. - Disable Animation at the bottom. - Export the FBX to the "This PC->blah->blah->blah->assets->blah" path but do not overwrite the existing penis model Now your shaft is in unity to put under the penis object! --- Scaling and Positioning to portal --- (hide the portals to make it easier) - Scale the penis shaft in your scene (preferably using the numbers on the penis on your hips to get the exact scale) - Position it so that the tip of the penis is pointing straight down (or as straight down as possible. You can edit the rotation values in the inspector but some penises don't come in straight 90 degree angles) - Rotate it 90 degrees so that the top of the shaft is facing the right side of the avatar (the side on the portals with the cables is the top part) --- Drag and Drops: (order of operations irrelevant) --- 1: Move everything in the "Parent Constraints" object found in the Portal scene to its respective drop location ie: "Portal Left Hand" to "Left Wrist" or the most similar bone in the avatar hierarchy. MAKE SURE YOU ARE DRAGGING AND DROPPING FROM "Portal Scene" AND NOT COPY AND PASTING, this will unparent everything (refer to FAQ if this happens) you can always reimport the folder or close the scene without saving to restore it) 2: Drag and drop the penis shaft FBX (preferably rigged) into the hierarchy of the exit portal "Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis" (refer to "Getting the shaft FBX if the penis is linked with the balls (blender)" if balls are attached 3: Do the same for "Drag and Drop onto Avi Base" and move everything under it to your avatar base, (make sure the drop-down menus are closed and only 3 things are highlighted when you drag them) --- Aligning the parent constraints --- - For both the Ex and En objects, adjust the locations off the parent constraints to align with where you want them to be when you switch to it. - example: ensure all sources but the one you are editing are set to 0. The one you are editing should be set to 1. ie: To edit to position for "Portal left hand" click "Portal Left Hand ([En or Ex]) (Transform) and make sure its value is set to 1 while everything else is set to 0. -Click the source (and it's parallels, like when selecting "Portal Left Hand (En)" you also select "Portal Left Hand (Ex)") and adjust its location in the scene to a place that looks good. - Mirror the positions for the other locations if required - Do the same for all sources, making sure that when you're editing the position, it's the only one with the value set to 1. If the values aren't set to 0, it won't be in the position you want it to be when playing the animations. - make sure both en and ex portals have good positions (it's not hard to make them mathematically perfectly mirrored by copying values.) --- Configure Exit Portal --- - Turn on the "ex" object. "Exit World Constraints [Avatar Root]->Containers->Ex" (It comes greyed out [off] by default, when you click the"ex" object, a check box in the top left of the inspector will appear. It needs to have a check mark in it, then it will be on) - Delete "Cube" from the "Penis" objects sub-hierarchy. It is a reference object to show where the penis shaft should be dragged and dropped. renaming it to cube is not necessary. ("Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis") - Locate the Penis object you dragged and dropped under "Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis" and click it - In the inspector, ensure that the value for "Penis in (Transform)" one the right is set to 1, and the value for "Penis Out (Transform)" is set to 0. ENSURE THAT THESE VALUES ARE SET AS LISTED ABOVE BEFORE UPLOADING - Check that when "Penis In" is set to 1 and "Penis Out" is set to 0, the penis is fully inside the portal (you may need to move underneath to see. Hide "Portal (Flat)" to see if it's fully behind the 3d portal) - If this is not the case, highlight the "Penis" object, ("Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis") and select "Penis In (Transform)" to highlight the object that it's parented to. (It's the thing controlling its location and is right underneath the "Penis" object. - Move it up or down so that the tip is fully behind the portal entrance. - Do the same for the "Penis Out" position. (Set the value for "Penis In" to 0, and "Penis Out" to 1, then move it up or down so that the penis is fully extended out of the portal note: as you penetrate the entry portal, the value will blend from penis out being a value of 0 to a value of 1, and penis in will be a value of 1 to a value of 0, so it will smoothly exit the portal as you penetrate the entry portal, appearing as if it's emerging. --- Hide the Penis in the portal --- - Go to the material of the penis shaft and scroll all the way down until you see the "render queue" section. Set the Render queue value to at least 3006 (Some shaders do not have this render queue option, you need to select one that does in order for it to be hidden by the invisible barrier.) note: now it'll be hidden when the "Penis in" value is set to 1 and "Penis Out" is set to 0. Animations to Configure: - Throb: (optional) If you don't configure it, delete the throb toggle from the Menu. If you don't do something about it, it will throw an error when you're about to upload. - locate the animation responsible for throbbing on the hips penis. On the "Penis" object under the hierarchy, locate the throbbing animation it uses. Copy all of the parameters seen from the hip penis animation onto the portal penis object and paste the keyframes. (I forgot how to do this, but I know you can add them all individually, which is why I usually just opt out of doing it entirely nowadays. but the option is still there.) test the animation to see if the throbbing has been transfered to the portal penis. - Extension Anim: This is the animation that slides the dick out of the portal. The only extra configuration I can recommend is to make it so as soon as your penis enters the enter portal, the particles (thiccwater or something else) jumps to the exit portal. (Set a keyframe the moment the tip emerges from the portal so that the parent restraint of the thiccwater transfers to the portal penis. Thiccwater already comes with a parent constraint based system, all you need to do is add another constraint to the portal penis and it'll work. (Here is a post where I was showing how the thiccwater transfers. https://x.com/skyfall_fox_/status/1762208250726908072 or the video shows it here at 1:50 https://x.com/skyfall_fox_/status/1734295753827221917/video/1 - Check all of the drop animations to make sure the portals align where you want them to go How the Parent Constraints Work: (for people who are curious how the drop in world thing works) In the "Exit World Constraints" and "Enter World Constraints" objects, the weight being 0.5 and the constraint settings value being -1 sets it so that wherever the player moves, the object will move the opposite direction (value of negative 1) half as much (value of 0.5) if the weight was instead 1, the object will move the opposite way you move from the place you dropped it. With the value being .5 you take one step back, the object takes half a step back, effectively cancelling the movement. In the rotation Constraints, the weight being 1 and constraint settings value being -0.5, the rotation will follow how much you've rotated it 100%, but in the constraint settings, the -0.5 tells it to cancel out any rotation you do with your body the same way. This effectively results in no net movement, but due to desyncing issues, other players may see the dropped object in a location that it is not. Also I currently do not know a way to fix this issue. I've seen it done in the past by always updating it somehow using distance and trigonometry logic or some shit but I'm not doin allat. You can just place it down again fr. Small L. More like absolutely minuscule L by todays standards. I see some garbage assets out there. Tutorial Video (Outdated, refer to video for penis setup, unity setup is in screenshot on store page) https://www.youtube.com/watch?v=XO7O0MbRkCU real time setup with explanations of what I'm doing: https://www.youtube.com/watch?v=98JwJqQXpEA (up to date) follow text instructions for a more detailed setup.Linked video; https://www.youtube.com/watch?v=98JwJqQXpEA
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Damage that this SPS portal don't work with The helfy horse cock from Conrad
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INSTALL INSTRUCTIONS FROM PAGE
Install Instructions: (Updated April 17, 2025) No future updates are planned for the Lovegate. If further assistance is required or instructions are insufficient, contact me at "rainjur" on discord. or Rain_Jur0 on telegram. Common issues/FAQ: 1: "missing transform" in parent constraint. this happens because you copied and pasted the objects from "portal scene" instead of dragging and dropping Order is specific and necessary (for some reason) - En: 1: Left hand 2: right hand 3: base penis - Ex: 1: Left hand 2: right hand 3: in ass 4: cocktongue 5: unicorn 6: autofellatio - Penis: 1: in 2: out 2: VRCFury encountered an error: 1: too many contacts delete vrchat triggers (something that makes a receiver go off) easiest way is to delete some SPS 2: (most common) failed to build component - 1: can't bake plug make sure plug settings are correct - 2: Animation not found (likely the throb bool) Unless you want to do something with it/connect it to the throb animation of your main dick and merge the parameters (making it global), delete it, it's there to show you that it's possible. I believe I have taken it out in modern versions (why it's not in the realtime setup video, so if it's still showing up for you, you may have an outdated version of the asset) Prerequisites: Installing the correct unity version and opening projects: - Vrchat avatars require unity 2022.3.22f1 (at the time of writing) so after installing unity and downloading this version, you should have the correct version. - Run the setup of vrchat creator companion - In the top right of the projects tab, you'll see a blue (create new project) button. it's better to set up new projects from within the vrchat creator companion than it is with unity to avoid issues for beginners. - In the "New Project" menu you'll see a list of boxes, worlds, avatars, and custom if you've installed any external setups. Select "Unity 2022 Avatar Project" and configure the name and location of the file. it will automatically open the project after creation. Installing project dependencies and just good stuff to have: - In vrchat creator companion (VCC) look for the project you made in the projects list (in projects tab) click "manage project" next to it to open up a menu called "manage packages" - Ensure these are installed: VRChat SDK - Base, VRChat SDK - Avatars, VRCFury. I strongly recommend Gesture Manager as well to be able to test your avatars in unity without needing to upload them. Get VRCFury: (required) (available from vcc://vpm/addRepo?url=https%3A%2F%2Fvcc.vrcfury.com or this link https://vrcfury.com/download/) Add it to the creator companion (you might need to close and reopen the VCC to see it listed in the "manage packages" menu) This is required for almost every modern asset. It's required for the Lovegate as well Using Gesture manager: (optional) - At the top of the screen near "file", "save" etc. is, locate "tools" and click "Gesture Manager Emulator" to spawn a Gesture manager object in your hierarchy. Ensure that the object is in the same scene as your avatar. - note: When first opening a project, there will be a default scene with nothing in it but a light and a camera. Your avatar will likely have its own scene configured for use, but if not, locate the prefab and drag and drop it into the scene. It should appear blue to indicate it is a prefab while the other stuff is white to indicate it's not. Click the Gesture Manager object in your hierarchy to highlight it and click the play button at the top of the screen (or the "Enter play mode" button in the inspector on the right of the screen) This will put your avatar into an emulation mode where you can see the expression menu like you can in-game. It's recommended to test the avatar to see if you've set up assets properly. Installing your avatar files: - Once the project is open, you want to locate the files for your avatar. It will either be a folder, zipped folder, or a unity package file. Unity projects: these are the easiest. Just double click to open. You may want to check the sellers instructions for installation or installation order in order to not break your project. Sometimes distributors will need you to install shaders or things first. Files: In the avatar files, you'll likely see a folder entitled "Assets" drag and drop everything from this folder into the "Assets" folder in your project. If not, do it anyway, it's not your fault if it doesn't work, you just might need to do something else. Zipped folder: Unzip the folder, and then follow the steps for "Files" Make sure to delete the default scene asset if your avatar project came with one, if it didn't you'll want to save the scene asset somewhere in your project. ~~--------~~Lovegate~~--------~~ 1: Asset comes as a folder. Put the .7z in your project assets folder and unzip it there. It will add a "Portal" folder to your assets folder. 2: Drag the "Portal Scene" into your hierarchy. --- (blender) Getting the shaft FBX if the penis is linked with the balls --- - Locate the Penis FBX in your project - Copy the File location of the FBX to your clipboard. (go to the top bar that says "This PC->blah->blah->blah->assets->blah" at the top and copy that) - Open Blender and make sure you're in a 3d project - Delete the cube ): (click it and click the delete key) - Click "File->import->FBX" in the menu at the top right of blender - In the top menu (similar to where you copied "This PC->blah->blah->blah->assets->blah") Paste that position there. - Hit Enter - Click the penis FBX and click "Import FBX" (you'll likely need to zoom in by scrolling. You can pan around using the middle click button and shit middle click moving your mouse to move around) - Click it so it highlights orange - In the top, under "file, edit, etc" you'll see a button showing you're in a mode. Click it and make it say "Edit Mode" - Delete all the polygons that aren't part of the shaft (ie: balls, sheath, anything that you don't want.) [You can get the entire penis working with all of its existing blendshapes and what-not but this requires the penis asset to have special setup and requires advanced knowlege of unity. Having it be just the shaft is much more beginner friendly. (Here is a post where I got it working with the entire dick, it just couldn't get erect ): https://bsky.app/profile/rainjur.bsky.social/post/3lmygmaper22n - (optional) Rig if not already rigged (rigging/armature tutorials available online) I recommend deleting the armature for the balls but it's not necessary. It'll just make it harder to add physbones to on the portal. - Export the prefab (File->Export->Export FBX) You need specific settings. On the right side, under the "include" menu, highlight "empty", "Armature", "Mesh" and "Other" - In the "Transform" menu set "Apply Scaling's" to "All Local" if when you drag and drop the FBX into the scene, the scaling of the root object is "100". Set to "FBX Units scale" if the root object scale is "1". (this is most likely the case.) - In the "Armature" menu, a little bit further down, check off "add leaf bones". (This adds .end bones to literally every bone ending in the hierarchy, so you'll get stuff like penis.005.end and it won't do anything but make physbones weird. - Disable Animation at the bottom. - Export the FBX to the "This PC->blah->blah->blah->assets->blah" path but do not overwrite the existing penis model Now your shaft is in unity to put under the penis object! --- Scaling and Positioning to portal --- (hide the portals to make it easier) - Scale the penis shaft in your scene (preferably using the numbers on the penis on your hips to get the exact scale) - Position it so that the tip of the penis is pointing straight down (or as straight down as possible. You can edit the rotation values in the inspector but some penises don't come in straight 90 degree angles) - Rotate it 90 degrees so that the top of the shaft is facing the right side of the avatar (the side on the portals with the cables is the top part) --- Drag and Drops: (order of operations irrelevant) --- 1: Move everything in the "Parent Constraints" object found in the Portal scene to its respective drop location ie: "Portal Left Hand" to "Left Wrist" or the most similar bone in the avatar hierarchy. MAKE SURE YOU ARE DRAGGING AND DROPPING FROM "Portal Scene" AND NOT COPY AND PASTING, this will unparent everything (refer to FAQ if this happens) you can always reimport the folder or close the scene without saving to restore it) 2: Drag and drop the penis shaft FBX (preferably rigged) into the hierarchy of the exit portal "Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis" (refer to "Getting the shaft FBX if the penis is linked with the balls (blender)" if balls are attached 3: Do the same for "Drag and Drop onto Avi Base" and move everything under it to your avatar base, (make sure the drop-down menus are closed and only 3 things are highlighted when you drag them) --- Aligning the parent constraints --- - For both the Ex and En objects, adjust the locations off the parent constraints to align with where you want them to be when you switch to it. - example: ensure all sources but the one you are editing are set to 0. The one you are editing should be set to 1. ie: To edit to position for "Portal left hand" click "Portal Left Hand ([En or Ex]) (Transform) and make sure its value is set to 1 while everything else is set to 0. -Click the source (and it's parallels, like when selecting "Portal Left Hand (En)" you also select "Portal Left Hand (Ex)") and adjust its location in the scene to a place that looks good. - Mirror the positions for the other locations if required - Do the same for all sources, making sure that when you're editing the position, it's the only one with the value set to 1. If the values aren't set to 0, it won't be in the position you want it to be when playing the animations. - make sure both en and ex portals have good positions (it's not hard to make them mathematically perfectly mirrored by copying values.) --- Configure Exit Portal --- - Turn on the "ex" object. "Exit World Constraints [Avatar Root]->Containers->Ex" (It comes greyed out [off] by default, when you click the"ex" object, a check box in the top left of the inspector will appear. It needs to have a check mark in it, then it will be on) - Delete "Cube" from the "Penis" objects sub-hierarchy. It is a reference object to show where the penis shaft should be dragged and dropped. renaming it to cube is not necessary. ("Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis") - Locate the Penis object you dragged and dropped under "Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis" and click it - In the inspector, ensure that the value for "Penis in (Transform)" one the right is set to 1, and the value for "Penis Out (Transform)" is set to 0. ENSURE THAT THESE VALUES ARE SET AS LISTED ABOVE BEFORE UPLOADING - Check that when "Penis In" is set to 1 and "Penis Out" is set to 0, the penis is fully inside the portal (you may need to move underneath to see. Hide "Portal (Flat)" to see if it's fully behind the 3d portal) - If this is not the case, highlight the "Penis" object, ("Exit World Constraints [Avatar Root]->Containers->Ex->Peen Emitter->Penis") and select "Penis In (Transform)" to highlight the object that it's parented to. (It's the thing controlling its location and is right underneath the "Penis" object. - Move it up or down so that the tip is fully behind the portal entrance. - Do the same for the "Penis Out" position. (Set the value for "Penis In" to 0, and "Penis Out" to 1, then move it up or down so that the penis is fully extended out of the portal note: as you penetrate the entry portal, the value will blend from penis out being a value of 0 to a value of 1, and penis in will be a value of 1 to a value of 0, so it will smoothly exit the portal as you penetrate the entry portal, appearing as if it's emerging. --- Hide the Penis in the portal --- - Go to the material of the penis shaft and scroll all the way down until you see the "render queue" section. Set the Render queue value to at least 3006 (Some shaders do not have this render queue option, you need to select one that does in order for it to be hidden by the invisible barrier.) note: now it'll be hidden when the "Penis in" value is set to 1 and "Penis Out" is set to 0. Animations to Configure: - Throb: (optional) If you don't configure it, delete the throb toggle from the Menu. If you don't do something about it, it will throw an error when you're about to upload. - locate the animation responsible for throbbing on the hips penis. On the "Penis" object under the hierarchy, locate the throbbing animation it uses. Copy all of the parameters seen from the hip penis animation onto the portal penis object and paste the keyframes. (I forgot how to do this, but I know you can add them all individually, which is why I usually just opt out of doing it entirely nowadays. but the option is still there.) test the animation to see if the throbbing has been transfered to the portal penis. - Extension Anim: This is the animation that slides the dick out of the portal. The only extra configuration I can recommend is to make it so as soon as your penis enters the enter portal, the particles (thiccwater or something else) jumps to the exit portal. (Set a keyframe the moment the tip emerges from the portal so that the parent restraint of the thiccwater transfers to the portal penis. Thiccwater already comes with a parent constraint based system, all you need to do is add another constraint to the portal penis and it'll work. (Here is a post where I was showing how the thiccwater transfers. https://x.com/skyfall_fox_/status/1762208250726908072 or the video shows it here at 1:50 https://x.com/skyfall_fox_/status/1734295753827221917/video/1 - Check all of the drop animations to make sure the portals align where you want them to go How the Parent Constraints Work: (for people who are curious how the drop in world thing works) In the "Exit World Constraints" and "Enter World Constraints" objects, the weight being 0.5 and the constraint settings value being -1 sets it so that wherever the player moves, the object will move the opposite direction (value of negative 1) half as much (value of 0.5) if the weight was instead 1, the object will move the opposite way you move from the place you dropped it. With the value being .5 you take one step back, the object takes half a step back, effectively cancelling the movement. In the rotation Constraints, the weight being 1 and constraint settings value being -0.5, the rotation will follow how much you've rotated it 100%, but in the constraint settings, the -0.5 tells it to cancel out any rotation you do with your body the same way. This effectively results in no net movement, but due to desyncing issues, other players may see the dropped object in a location that it is not. Also I currently do not know a way to fix this issue. I've seen it done in the past by always updating it somehow using distance and trigonometry logic or some shit but I'm not doin allat. You can just place it down again fr. Small L. More like absolutely minuscule L by todays standards. I see some garbage assets out there. Tutorial Video (Outdated, refer to video for penis setup, unity setup is in screenshot on store page) https://www.youtube.com/watch?v=XO7O0MbRkCU real time setup with explanations of what I'm doing: https://www.youtube.com/watch?v=98JwJqQXpEA (up to date) follow text instructions for a more detailed setup.Linked video; https://www.youtube.com/watch?v=98JwJqQXpEA
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