Leash (1 Viewer)

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
Hello, I have literally no idea how difficult this could be to make - it seems simple enough, but then I know it could be a trap from a designing perspective...

The game does have quite a lot of bondage gear already (and arguably does have a bit of a domination theme), but this is the only one I thought has been missing - essentially I mean the "usual" bondage leash attached to her collar. I can imagine two options here:
1) "He" holds it in his hand, or
2) It just hangs loose between her breasts
The first one is probably the more obvious one, but I can imagine it might probably also be the trickier one to design.

As for the look, I guess it could be leather (similar to the default collar in the game), or thin metal/chain, though I'm not sure it would be possible to make the latter look good with the game's graphic style.

I've searched the forum, plus most of the big threads of experienced modders, and have only found this thread: http://www.sdtmods.com/index.php?topic=100.0 which is a bit different than what I mean.

Thanks in advance for any replies.
 

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
I thought the thread may have got ignored due to lack of reference pictures... So decided to add a few to make myself a bit clearer.

[Erotica/porn ahead, quite obviously.]

What I meant by "option #1" [he holds it in hand]
What I meant by "option #2" [the leash hangs freely between her breasts]

The above are of the metal/light chain kind, these two are more leather, which I imagine should be far easier to make look good (and hue-shiftable even?). It's only the leash type I'm referring to on these pictures, not positions or anything else quite obviously.
http://38.media.tumblr.com/ea10b07ce5f31c0d041b6aedcdba9e29/tumblr_n64zpgepSy1su2063o1_1280.jpg
http://38.media.tumblr.com/3d72025602f40dd4114eb8ad090bfba6/tumblr_mvm8v8t6ge1r7tmzlo1_500.jpg

Again, I'd be glad for any input (including "lol wtf V this would take two years to design", if true).
 

JosephBado

Potential Patron
Joined
Sep 2, 2013
Since this thread isn't getting many replies and since I love this idea so much, I can at least say I second this notion and would LOVE to see this mod become a reality. Best regards!
 

stuntcock

Content Creator
Joined
Jun 5, 2012
Screenshots:


Animation sample:

ToDo:
  • the collar doesn't actually have a visible attachment point for the leash. I'm hoping to discover that someone has already created a leash-compatible collar. If not, I'll just draw a simple ring onto the standard collar.
  • the leash is currently on the wrong layer - it should be BETWEEN the breasts (or at least -- the player should have the option of putting it there)
  • the leash is considered part of HER body, so it gets partially hidden during close contact (e.g. when she misses the penis on her way in and then bumps her chin on his pelvis). There are a few crude ways to fix this; I'm still hoping to find an elegant solution.
  • I need to demonstrate the "leash convergence" technique. For example -- you can have several thin cords (each one being attached to a nipple or navel piercing) which merge together into a thicker cord, which finally ends up in his hand.
  • I need to demonstrate a few alternative attachment options. For example -- the leash can be tied to an on-screen prop, or bolted to the floor, or she can even hold onto it herself.

ToDon't:
  • Artwork upgrades.
    • I'll explain how the mod works and how to apply leash-physics to custom artwork, but I'm not going to draw anything fancy. Mostly because I'm bad at it.
    • The screenshots use a 15-segment Rope. That number is inadequate for the size of the object; you can see many "sharp corners" in the screenshots. It's possible to increase the segment count and thereby improve smoothness. But that takes extra time and so I'm not going to bother.
  • Real-time collar adjustment.
    • Imagine that you've setup a doggy-style position with the collar facing backwards and the leash pulled taut above her back.
    • Now imagine that you shift to a kneeling-fellatio position, and the collar automatically "swivels" around to face forwards.
    • Now forget all of that because it's not going to happen. Each collar (and leash) will be a separate costume element. When you want to flip the collar around, you're going to need to click some buttons in the UI.
    • You can reduce the number of button-clicks (e.g. via DialogActions) but the physics-simulation stuff just isn't powerful enough to automate the process.


VincentL said:
1) "He" holds it in his hand
His right hand is reserved for head-grabbing. His left hand doesn't really "grasp" but we can just put a handle in the appropriate location and hope that the viewer won't object if it shifts around in his limp hand.

We're using Rope physics, which means that the leash will curve and stretch (pseudo-elastically) based on its length and the distance involved. It will not actually constrain character movement. If your fantasy scenario involves something like "left click to tug on the leash and yank her down onto her knees" then I can't help you. If you have a mod which moves his left arm (e.g. DialogActions, or a customized version of SlapHotkey) then the leash's handle will follow along (e.g. becoming more taut as the arm is pulled back), but the resulting leash tightness doesn't have any influence or effect on the girl. The leash also has no impact on breath, it cannot invoke any dialog triggers, etc... it's just a "pretty picture."

The leash can't actually be drawn completely taut due to limitations of the physics system. Hence, if the characters pull too far apart then the leash will look silly: some sections will still be curved, while others will form a straight line and begin to stretch. If the characters are close together (e.g. "balls deep") then the middle of the leash will droop.

I intend to provide several leashes of different lengths. the player will need to choose one which is appropriate for each gameplay scenario (avoiding excessive tautness or slackness, because neither extreme looks very good).
2) It just hangs loose between her breasts
Easy to do, but it tends to clip into her torso when she leans backwards. We can apply special physics rules to discourage that, as shown in the first screenshot. It gets tricky when Animtools is involved -- anti-clipping physics rules written for a kneeling scene may look goofy if they're applied to a suspended-from-the-ceiling bondage scene.

I'll probably opt for the lazy solution: variants. So you might have "six-foot leather leash (held by him).SWF" and "two-foot leather leash (not held, kneeling).SWF" and "two-foot leather leash (not held, suspended).SWF" and so on. We might have 10+ variants. I expect that most people would download the set, try out each one, and then quickly delete most of them -- to reduce clutter.

As for the look, I guess it could be leather (similar to the default collar in the game), or thin metal/chain, though I'm not sure it would be possible to make the latter look good with the game's graphic style.
I've used leather so far because it's easier. I'm not an artist, but I think that you could get chains to look decent in SDT screenshots. The big problem is animation.

The leash tends to change its orientation w/r/t the hypothetical "light source" of the scene. When a chain moves from taut (horizontal) to slack (mostly vertical), the viewer will expect its highlights (we might call them "reflection patterns") to shift around. The mod can't actually provide dynamic lighting. So it's a question of artistic skill - whether someone can draw static highlights which clearly indicate "this thing is metal" without seeming fake. I suppose that you could draw some very simple muted highlights and then use the chains in conjunction with dark backgrounds -- it would be appropriate for a "dungeon" scene.

Anyways - the mod can definitely handle chains on the "physics" side of things. You'd presumably split the chain into rigid segments of 2-3 links each, but you could make each chain-link independent if you're willing to pay the FPS cost. The layering (each link is partially "in front of" and partially "behind" each of its neighbors) is technically feasible, although it does require some tedious work in Flash. So, yeah -- if you want dynamic chains then the key challenge is "getting the artwork."

--------------------

This stuff (dynamicHairExtenderV3) isn't available yet; it's slated for release in approximately two weeks. If anyone wants to help out, then here are some things that I'm looking for:
  • identify existing assets that should be targeted for compatibility. If anyone has already made a collar with a metal ring attached, then I want to know about it.
  • identify existing assets which should be tested for compatibility. If there are particular costumes, props, etc... which will presumably be popular among users of this mod, then we should test those assets prior to release (and fix any obvious conflicts, of course).
  • test volunteers. If you're a leash-play or bondage enthusiast then you've presumably got a few Animtools position files, custom dialogs, prefered costumes and hairstyles, etc... This isn't really my kink, so I mostly just test the physics. But if I send you an early copy of the mod then you can test it against your collection and warn me about any weird interactions or conflicts.
  • If you're an artist and you want to create some nice-looking leashes, chains, clips, etc... then let me know. I'll eventually write up a brief tutorial for this stuff, but in the meantime I'd be happy to assemble and animate any custom content that you draw.
  • General feedback. For instance, I've drawn the entire leash in "face" view rather than "edge" view because I wanted it to be very obvious in screenshots. I assume that a thinner leash would be more appropriate for actual gameplay. But again - this isn't my kink. Maybe people want highly-visible leashes as a reminder of who's in charge?
 

VincentL

Vivacious Visitor
Joined
Apr 24, 2014
...whoa. :o Now that's an impressive post.

This is really looking good so far, and I think it's not far away from being awesome (just needs some graphical adjustments indeed but that's about it). Thanks a lot for actually designing this and the detailed explanation. Unfortunately I still have 0 [zero] knowledge about modding - graphics, programming or physics - so I can't adjust anything myself, but if someone could finish this, it would be amazing.

And don't worry, I did not mean anything crazy like a "pull the leash" option or anything - it's just supposed to be there and look pretty. ;) I'm mostly interested in it being functional in the default oral positions and maybe doggystyle (which I guess are the only logical choices for using one), and it looks like you've got these covered already.

So, short summary:
- again, whoa, this is awesome and I'm really glad this request is not forgotten
- it could use a bit of graphical tweak, but that's about it: maybe make it a bit thinner, RGB-adjustable, and make it look right with the collar
- I don't have any fancy extra mods in mind, it's just supposed to be a visual mod (although if someone has ideas for this then that would be great - it's just not an integral part of my request).
- ... and no, seriously, whoa
 

stuntcock

Content Creator
Joined
Jun 5, 2012
VincentL said:
I can't adjust anything myself, but if someone could finish this, it would be amazing.
I'll finish the basics - a collar with D-ring attachments at the front and rear, which connects visually (with appropriate over/under layering) to the leash clip. Plus a few leashes of various lengths, which are just brownish tubes with greyish clips and vaguely-drawn loop handles.

Please remember that you don't actually need to be an artist to contribute. You don't even need fancy software licenses -- InkScape is free. The work isn't especially difficult, but it is time-consuming and sometimes tedious. Nonetheless, if someone out there can find good reference shots (of collars, or chains, or whatever) and vector-trace them, then I'm willing to adapt your SVG files into physics-enabled SWF imports.

I'm not abandoning the "improved artwork for leashes" endeavour; I'm just refusing to do all of the work by myself.

VincentL said:
- I don't have any fancy extra mods in mind, it's just supposed to be a visual mod (although if someone has ideas for this then that would be great - it's just not an integral part of my request).
I'm going to echo this. I've found that physics-modding work is full of tangents -- the leash stuff was an unplanned "discovery" that occurred after I wrote some code which was intended to braid strands of hair together.

Suggestions are appreciated. Even if they seem silly or infeasible, they might convince me to run an experiment that yields a breakthrough somewhere else.

Here are a few suggestions to kick things off. Please note that these are EXPANSION ideas and they aren't included in my development roadmap:
  • API extension
    • I can expose the Rope information for tie-in with other mods.
    • Imagine that she pulls too far away and the leash tension hits 105% (it begins to stretch and distort). I can't actually stop her from moving any farther, but maybe DialogActions notices the event and then fires off the line "Stop struggling. You know that you can't escape." (alternatively: "Let me go! How dare you chain me up like an animal?")
  • tension management
    • SDT has an inverse-kinematics (IK) system built in. A mod could use this system to automatically move the Left Hand during gameplay, so as to maintain a (user-configurable) amount of tension in the leash.
    • This might be especially useful in doggy-style scenarios, because we need to move his hand upwards quite a bit (from its hip-level resting position) in order to pull the leash taut across her back.
    • It could reduce the amount of UI activity required by the user. You wouldn't always need to micromanage leash lengths when switching positions, because he'll just move his arm to compensate. Imagine a very short leash in a fellatio scene -- his left hand would remain just below her chin at all times.
    • Problem: the hand will always "lag behind" the on-screen action. He's reacting to her movement rather than leading. If the scenario is all about control then viewers may be disappointed.
      • Counterpoint: The physics system is very responsive - we could probably fine-tune this behaviour so that the leash-tightening response occurs within 100ms of the movement.
    • Problem: if the leash is too short then the mod might tear his arm out of its socket. Immersion = broken. It might also twist his arm into an angle which is biologically-possible, but which doesn't "make sense" w/r/t the leash orientation (e.g. "why is that guy's elbow above his head -- is he trying to scratch his back?").
  • leashed handcuffs
    • sby wrote a template-extension for handcuffs a while ago.
    • We could setup a short physics-animated "leash" (presumably drawn as a metallic chain) which connects the two cuffs, and merge it with a longer chain which is held by him (or bolted to the wall, or connected to her ankle-cuffs, or whatever).
 

stuntcock

Content Creator
Joined
Jun 5, 2012
Screenshots

Animation Sample

Progress Report
  • body-layering problem - fixed
    • physics-animated Ropes can now be injected anywhere in the scene (previously, they could be assigned only to special parent elements based on g.sceneLayer)
    • leashes pose a special challenge/difficulty here, because a leash which is placed "between her breasts" will necessarily pass "between his legs" -- which looks silly.
    • The solution is to use two separate leashes on different layers and weld them together at their meeting-point.
    • The challenge (for modders!) is that the meeting point will not necessarily be the halfway point. In this case, "her" side of the leash is much shorter (25/75 split) because only a small portion can be expected to pass between her breasts, whereas most of the leash can approach his legs.
    • oops I just noticed that the leash is "behind" her left bra cup. Switching it to [g.her.torso.midLayer] is a 2-second fix, but this is why I asked for testing volunteers. I'm running a very minimal game environment (to allow for quick iterations) and it's easy for me to miss details like this.
  • proximity problem - fixed
    • this was just a configuration thing. Once "his side" of the leash was assigned to the appropriate layer of his body (instead of being part of her hair), it no longer exhibited the "vanishes during bodyContact" bug.
  • over/under layering problem - fixed
    • note that the clip fits "around" the D-ring rather than being entirely above or below it
    • I'll document this eventually -- it's a slight improvement on a technique that was introduced in one of the dynamic-hair tutorials.
    • the CPU/RAM improvement is negligible. The only reason that it's worth mentioning is because it requires less work in Flash for modders.
    • the over/under stuff could also be applied to the leash handle (e.g. looping around his palm). I haven't done so because the artwork is much too primitive to warrant any further modding effort.
  • collision avoidance - lousy
    • we're currently enforcing a minimum rotation (in the anticlockwise direction) to prevent the leash from clipping through her collarbone.
    • this approach works, but it prevents the leash from ever relaxing into a vertical line -- even when she leans forward and body-clipping is no longer a concern
    • I'll take another look at the anatomical-influence code. There's room for a more elegant solution; the problem is "how many configuration parameters does it involve?" If it's more than 2 parameters per Segment then it's probably not worth implementing -- the tutorial would be too complex and nobody would be able to use the feature effectively.
  • collar attachment - meh
    • I couldn't figure out how to extract the actual FLA resources. The best that I could get was a single-layer SVG.
    • I didn't want to build a new collar from the SVG, because I'd need to fine-tune all of the gradients so that they'd work properly with the ARGB slider.
    • instead, I just drew some D-rings on top of the collar. They ought to be embedded into the leather, but meh. As I mentioned previously, I'm focused on extending the physics system -- artistic fidelity is a low priority.
  • inconsistent tension - revision pending
    • the animation sample above can give you a reasonable glimpse into the current status.
    • the Rope physics system can transmit "tension" information pretty well; it is possible for a Rope to be pulled taut. In the case of hair physics, this is seen during violent movement. Leashes can exhibit persistent tautness because we're adding an exogenous force into the mix.
    • The reason why the sample looks strange (why the leash remains partially curved even while it's getting stretched, and why the clip doesn't travel any farther clockwise along its D-ring) is because I've arbitrarily segregated the leash into two sections and placed limits on their ability to interact.
    • there's a simple reason for the split. Free-for-all interaction would produce an undesirable result -- the metallic "clip" would get stretched.
    • the proper solution is to expand the Rope API so that modders can specify "this thing is metal and must not stretch" vs "this thing is organic and can stretch a little" vs "this thing is elastic and can stretch a lot." That's a TODO item for me.
    • Once I add that stuff to the API, it should be possible for leashes to become much more visually taut without distorting the rigid parts. Modders will not need to rely on harsh segregation policies, and players will be able to use short leashes in a larger set of gameplay scenarios.
      • Note: this isn't really a "leash" feature. I had planned to add it eventually -- because I've seen hair ornaments get squashed during character movement. The leash project simply advanced the timetable (by making the problem very obvious).
  • line thickness - new issue
    • the black outlines on the metallic parts is too thick. I've reduced the line height as far as I can (0.1) but the in-game outline is still thicker than I want it to be.
    • if anyone has encountered this problem before, please let me know.
    • I'll release the FLA source files, so you folks can tinker if the thick line bothers you.
 

Faceless

Content Creator
Joined
Jun 12, 2011
stuntcock said:
  • line thickness - new issue
    • the black outlines on the metallic parts is too thick. I've reduced the line height as far as I can (0.1) but the in-game outline is still thicker than I want it to be.
    • if anyone has encountered this problem before, please let me know.
    • I'll release the FLA source files, so you folks can tinker if the thick line bothers you.
If you find lines to be too thick, you'll need to convert them into fills. Double click on a line to select an entire outline, then go to Modify > Shape > Convert lines to fills. Be aware that if you're doing any shape tweens that they'll act weird afterward.
 

aztlan

Casual Client
Joined
Sep 14, 2013
Would it be possible to use a similar technique (along with sby's forthcoming His Hands adaptation to animtools) to allow him to pull her hair in various animtool positions?
 

stuntcock

Content Creator
Joined
Jun 5, 2012
aztlan said:
Would it be possible to use a similar technique (along with sby's forthcoming His Hands adaptation to animtools) to allow him to pull her hair in various animtool positions?
Absolutely! Hair-pulling was my initial proof-of-concept experiment; I switched over to the "Leash" stuff because it would allow me to test and refine the physics while fulfilling a reasonable Request.

Animtools extension isn't strictly necessary; hair-pulling is possible right now [EDIT - I mean "possible for me right now, via the as-yet-unreleased dynamicHairExtenderV3" You guys will need to wait a bit longer]. You simply anchor a strand on [him.armContainer.arm.hand] or [him.leftArmContainer.arm.foreArm.hand], bind it to the appropriate Links of hair (via the incredibly complex technique of "giving the segments the same Name in Flash") and then fiddle with the influence numbers until it looks OK.

I'll write up a tutorial, but this stuff is fairly straightforward -- there's very little geometry involved.

Screenshots
I've deliberately placed the hair strands on several layers to show off the flexibility of the system. It's not meant to be realistic. These hair strands also fail to become taut because I have not yet implemented the elasticity-improvement code that I mentioned in the previous post.


Note: it looks pretty silly when he's grabbing her hair with his right hand while also holding her head, but it could work -- if a modder put in some actual effort (instead of the 2-minute hack job shown here).

Imagine that she has a very long ponytail. He grabs the end of it. It dangles down her back, loops back up, passes through his fingers, but a few inches of hair extend beyond his fingers; they'll just wobble back and forth as he yanks her head around. A ponytail which would normally be floor-length (causing lots of clipping problems during an aggressive face-fuck) will now droop down only to her elbows and will be much more manageable.

If the player "switches off" the hair-pull element, then her hair will quickly revert to its normal behaviour - cascading down her back.

Animation Sample


Animtools will definitely give users the ability to fine-tune the physicality of the scene (e.g. angle of pull, amount of tautness and slackness at each end of the Tween, etc). Since the hair (or leash) elements are directly bound to anatomy; I don't anticipate any compatibility problems. If sby can put his arm into the appropriate spot, then her hair will be pulled along for the ride.
 

stuntcock

Content Creator
Joined
Jun 5, 2012
Screenshots

Progress Report
  • inconsistent tension - fixed
    • segments can now be given a numerical value denoting their elasticity.
    • [segmentElasticity = 0.0] means "inelastic" -- this is appropriate for metallic elements which must not stretch.
    • 1.0 is the default amount of elasticity. When this value is detected, the mod does not intervene -- it simply allows SDT physics to run normally.
    • Values between 0.0 and 1.0 indicate partial rigidity. These elements WILL deform, but more reluctantly than their neighbours.
    • Boosting segmentElasticity above 1.0 is possible. Any segment with this designation will behave like an "expansion joint" in a bridge. It will absorb strain from its neighbours, causing neighbours to appear more normal (even when the entire Rope is under strain).
      • In my experiments, super-elastic segments always looked bad/wrong/stupid, and caused the entire Rope to look worse. But feel free to experiment with them; maybe you'll discover a visual design (or animation technique) which makes them useful.
    • true tautness ("pulling a curved shape into a straight line") is kinda-sorta-possible. The challenge is gravity.
    • Contrast the screenshots below. When gravity is weakened (linkWeight=15.0 → linkWeight=5.0), our leash seems to become much tighter.
    • Unfortunately, SDT physics doesn't actually include Friction or Air Resistance; horizontal motion can be attenuated only by Gravity. When gravity is weak, the scene will show a lot of superfluous horizontal activity which takes a long time to "settle out." Consider the screenshots below.
    • Our leashes were "under strain" in the first screenshots, and they've both rebounded to their proper length. The normal-weight leash quickly settles into a stable curve. The middle portion of the lightweight leash still "remembers" the horizontal stretch due to inertia (which the weakened gravity will take several seconds to overcome). The result is that the lightweight leash trails far behind the action of the scene, and looks stupid.
    • I've used a very exaggerated scenario to make the problem very visible. This "Lag" has a detrimental effect on every scenario (including the default/vanilla one!) -- it's just more difficult for me to demonstrate the discrepancies.
    • I recommend against assigning low linkWeight to your leashes as a way of achieving tautness.
    • tl;dr if you want to see a taut leash then do one of the following:
      • reduce the weight of your leash (looks great in screenshots, but may do silly things during rapid movement)
      • raise the guy's arm (so that the drooping "U" shape becomes a "J" - with a mostly-horizontal part near the neck)
        • note: this will probably require an additional mod, such as the upcoming version of Animtools
      • switch to a shorter leash
  • collision avoidance - good enough
    • I had an idea for some extended Anatomical-influence geometry stuff, but it was probably too complex (3 config parameters per segment).
    • That idea was rendered moot by the successful implementation of the Tension and Elasticity stuff. There's a new technique available which will supercede most of the clipping-avoidance stuff that we've done so far. And, as a bonus, it's a mostly-visual technique which is implemented by dragging stuff around in Flash (rather than fiddling with coefficients in ActionScript).
    • Summary
      • Now that Elasticity is adjustable, we can fully meld the influence zones of the two partial leash objects.
      • HIS leash can be configured to pull on her collar, because we're able to cancel out any resulting deformation.
      • Whenever his leash exerts its effect, it pulls her leash slightly away from her body.
      • We can therefore weaken the "rotation constraint" effect (which we previously needed in order to prevent HER leash-clip from digging into her collarbone).
      • Her leash still won't become completely vertical during the standard scenario, but it's isn't really supposed to. It can and does become vertical when the relative position of the two characters is suitable.
    • If you compare these two screenshots with those in earlier posts, you'll note that this leash can relax into a very smooth curve when at rest. This is the same leash object that was shown in the screenshots at the top of this post (nestling between the breasts and hugging the sternum). It no longer needs to have any kinks "baked into its shape" in order to avoid clipping.
      • This is very important because we can do the same for Hair. We can create very long hairstyles without being forced to include a permanent S-curve at the shoulder.
  • oscillation - known issue
    • when a leash is loaded, one or both ends may rapidly oscillate (aka vibrate, flicker, jiggle) for a few seconds.
    • This happens because there are several forces acting on the leash: native SDT physics, two forms of rope tension, and rotation control (anti-clipping).
    • the mod will seek an equilibrium among these forces - the amplitude of the oscillation will diminish. Within a few seconds it should become imperceptible.
      • Dynamic Hair suffers from the same problem, but it tends to settle into a stable shape within 1000ms. Its movement towards this stable shape is also smooth and monotonic (rather than oscillating) so it doesn't attract attention.
    • Fixing this issue is not currently a priority for me, because visible oscillation occurs only when a new element is loaded onto the stage. If you have a scenario in which leashes will be repeatedly switched in or out during gameplay, then let me know and I'll think about it.
    • Be warned, though: there's a lazy solution ("load the leash, immediately hide it, and then alpha-fade it in after 3000ms have elapsed"). It would take a strong argument to persuade me to put in any actual effort.

At this point, I'm satisfied with the technical state of the mod. I'll create a few leashes (2 length options x 2 collar attachment points x 2 hands) and release them alongside V3 of the dynamicHairExtender mod (approx January 14). I'll include moreClothing snippets to simplify the UI workflow. The other stuff (leashes bound to the floor/walls, leashes attached to nipple piercings, etc) will be demonstrated but may not actually be released -- it depends on how good they look in-game, vs how much effort would be needed to fully polish and test them.

If you have any special requests (e.g. "I need a fifty-foot leash for my Godzilla scenario") then let me know ASAP and I'll try to accommodate you. Otherwise, I'm probably not going to put much more work into "Leash" stuff until/unless there's a major bug report, or someone volunteers to vector-trace some new artwork (collars, leashes, clips, chains, etc).

Faceless said:
If you find lines to be too thick, you'll need to convert them into fills. Double click on a line to select an entire outline, then go to Modify > Shape > Convert lines to fills. Be aware that if you're doing any shape tweens that they'll act weird afterward.
Thanks; I'll keep that in mind for future projects.

For this project, I'll probably just release the files as-is. If anyone wants to fine-tune the paths, add highlights to the metal or stitching to the leather, and convert to fills (to correct the "thickness" problem) then they're welcome to do so.
 

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