Procedural multi-axis scripting from L0.. a “motion DAW” for OSR2/SR6

I’m not announcing the invention of the cyberdick or claiming to be Elon Fap Musk. I’m mostly asking whether this idea already exists somewhere and whether people here would actually use it.

Right now, it seems like the workflow for multi-axis scripting is mostly one of two things:

  1. Manually author every axis.
  2. Link missing axes to L0 with patterns/random motion during playback.

What feels missing is procedural multi-axis composition

Imagine starting with an existing, well-made L0 funscript. The software extracts its rhythm and continuous stroke phase, then lets you transform that motion into deliberate multi-axis effects:

  • Copy/remap L0 onto another axis with gain, offset, inversion or delay.
  • Add a quarter-cycle phase shift.
  • Project each stroke around a circle or ellipse.
  • Tilt or rotate that motion plane.
  • Generate a helix, figure-eight, rocking motion or counter-rotation.
  • Move the neutral center gradually over time.
  • Fade effects in and out over selected sections.
  • Reserve twist for a few important moments instead of running it constantly.
  • Layer several effects and bake the result into normal axis-specific funscripts.

The user-facing version would be less “write equations” and more like a tiny motion DAW:

  • Video and multi-axis timeline.
  • Live 3D device/pose preview.
  • Drag-and-drop effect clips.
  • Knobs for amplitude, phase, shape, orientation and frequency.
  • Automation curves for changing those parameters over time.
  • Reusable presets such as “subtle roll,” “slow ellipse,” “progressive pitch” or “climax twist.”
  • Export to ordinary .roll.funscript, .pitch.funscript, .twist.funscript, etc.

There seems to be a lot of talk about AI but the point would not be to replace skilled scripters with questionable AI. The point would be to give people with decent taste much better construction tools; an amateur could watch the video, begin with a strong L0, and say:

  • “This section should become a shallow clockwise ellipse.”
  • “Pitch should slowly increase through this chapter.”
  • “Keep twist unused until this moment, then bring it in aggressively.”
  • “Reuse the earlier effect here, mirrored and at half amplitude.”

That seems much closer to how multi-axis motion is actually composed than trying to infer six objectively “correct” axes from pixels.

A crude first version would probably just:

  1. Load an L0 funscript.
  2. Recover its cycle phase.
  3. Generate a circle/ellipse from that phase.
  4. Rotate the plane.
  5. Map the components onto R1/R2.
  6. Gate the effect to selected time windows.
  7. Preview and export.

So:

  • Does anything already do this properly?
  • Would experienced multi-axis scripters find it useful, or would it fight your workflow?
  • Which primitives or controls would matter first?
  • Would people share useful presets/effect recipes?
  • Would a Linux-native version be valuable, or is everyone effectively committed to Windows tooling?

I’m not promising a polished product next week. I just think the hobby may have skipped directly from “manually draw everything” to “randomly link the extra axes,” without ever building the equivalent of a small animation/compositing environment.

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What you describe seems intuitively like something that may be very useful for PMV audio-based scripting. Chaining effects to the sound could be an upgrade from OFS macros, perhaps?

While not a six-axis motion DAW as such (a concept I have also thought about recently while tinkering with a browser-native scripting tool), something in a similar vein might be ayva.js.

The orbit grind and random stroke examples are both illustrative of generating multiaxis motion from code. When I first saw it, the ayva stroker lite app caused me to imagine what an “IDE” for six-axis motion might look like.

If you release a demo I would be curious to see what you are imagining.