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Post about 3D animation, mainly lewd. Share your favorite clips, WIPs of your own projects, and feel free to ask questions or share tips and advice. This thread is to encourage the making of one's own content.
Note: for any beast content, upload to Catbox and link to it here.

Tutorials:
>Various tutorials for rigging, lighting, animation, etc.
https://rule34video.com/tags/66334/
https://drive.google.com/drive/folders/1BkXOBk0yyhApFJANP4x0AL2mAQ1f5UHA
https://archive.org/search?query=creator%3A"Anime+Nyan"
https://smutba.se/tutorials/
>Video tutorial showing how to animate a sex loop
https://rule34.xxx/index.php?page=post&s=view&id=10537089
>1 minute tutorial for animating characters
https://youtu.be/TjJLIuFKA20
>How 3D works - For Dummies
https://youtu.be/181JQ7ypS3w
>In-depth general Blender animation course (44min)
https://youtu.be/JQT9sT1YuAI
>Character animation for impatient people
https://youtu.be/GAIZkIfXXjQ
>Professional-grade animation workflow for beginners
https://youtu.be/v71G6TCw_0M
>Layered Animation workflow
https://youtu.be/cdj0YytsHSI
>3-minute NLA (Non-Linear Animation) Editor tutorial
https://youtu.be/mfdufhaiKtI

Resources:
>NSFW models, scripts, and tools
https://smutba.se/
>SFW models, maps/sets, and tools
https://open3dlab.com/
>Free addons
Mustard Simplify (quickly simplify scene to boost viewport performance)
https://extensions.blender.org/add-ons/mustardsimplify/
DuBlast (make playblasts easily)
https://rxlaboratorio.org/rx-tool/dublast-for-blender/
>Paid addons
>Proxify+ (extreme viewport performance improvements by simplifying meshes and more)
https://superhivemarket.com/products/proxifyplus

Make your own customizable models to share:
>Tool similar to Make Human, works inside Blender directly
https://github.com/Upliner/CharMorph
>How to make a base model to use in CharMorph
https://charmorph-docs.readthedocs.io/en/main/Custom%20Characters.html
https://charmorph-docs.readthedocs.io/en/main/Character%20editing.html
>>
I made several of these threads on /gif/, but that 5 page limit combined with all the bots and coordinated posters just kills it way too fast to be sustainable. So, a number of anons suggested I post here instead.
>>
I gotta ask, is it okay to mostly post whatever here (asife from beast, which I accounted for in the OP) or does it have to be strictly /co/ media and franchises? Like, if I post 2B or Lara Croft or Elizabeth, I'm not going to have it get deleted and told to post in /v/, am I? Same with any other franchise shit. I'd assume mods would want to at the very least keep anime-styled clips to a minimum or not at all, but it'll be pretty annoying if we can only have Incredibles, Rick & Morty, Miraculius, Hotel Transylvania, Teen Titans, and Ben 10 posts.
I'm assuming mods would be more lenient if it was someone's original stuff they were posting, either to share or to get help or feedback on.
>>
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Here are some WIPs and practice anims by a talented and helpful anon from the threads on /gif/.
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>>8943108
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>>8943110
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>>8943112
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>>8943114
>>
>>8943099
>is it okay to mostly post whatever here (asife from beast, which I accounted for in the OP)
Yeah you're all good
>or does it have to be strictly /co/ media and franchises?
Nah not at all, /aco/ is basically all nsfw media that isn't eastern in origin, so anything goes as long as it's not a hentai. Even then, sometimes we get the rare hentai thread and it's fine, but that hasn't happened in like, a year or two.
>if I post 2B or Lara Croft or Elizabeth, I'm not going to have it get deleted and told to post in /v/, am I?
Haha no, you're fine. Eastern characters are fine, like Chun-Li and 2B and whatnot.

The only thing that they really enforce is that your thread has to have 6 images to start off with, OP included. If you open the catalog, there's a sticky'd thread that lists the board rules: >>8790694
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>>8943122
>>8943122
>/aco/ is basically all nsfw media that isn't eastern in origin, so anything goes as long as it's not a hentai
Oh and to state the obvious, I mean any /animated/ nsfw media.
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>>8943122
>>8943124
Oh, good. I skipped over the sticky out of habit, so thanks for pointing out.
>no furry
I guess I won't post that one Rouge the Bat webm I have. ;P
>>
>>
>>8943095
Where did you get this webm from
>>
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From what I can find her name is "Svetlana Samsonov" and there are entries for her on rule 34
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>>8943430
What a cutie
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>>8943432
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>>8943435
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>>8943436
>>
I found her by searching for "3d animated wireframe." I have no idea what her "franchise" is about. Is it a game or something?
>>
Couple questions here, I've been thinking about getting into NSFW 3D animation, so far I've just been mostly messing around in SFM since I have previous technical Source knowledge and I want to know, is SFM ever actually used for these? Or should I just cut my losses and switch to Blender?
>>
>>8943715
That's just an OC by an artist (handle was something like Anal Lana) who stopped drawing years ago. Gotta wonder if it's just someone picking the character up or if the artist learned to model and animate.
>>
>>8943721
Some legacy artists, and a few newer ones, do use SFM in the modern day and others still regularly port models to it. So, it may be worth it if you want to stick with that.
The reasons to switch to Blender are mainly just that you remove yourself from SFM's limitations, both visually and technically. An example is that, if you need to edit a prop or character or their rig, you'll have to do it in Blender anyway. So, it might be worth it to skip the import/export process with SFM and just do things in Blender. You may still have to "import" or convert some models from other sources into Blender, but there's less you have to tweak to get it compatible for Blender vs for SFM.
Basically, Blender has more to learn, but you get more out of it, while SFM is limited but a bit safer and more straightforward to use. And you can always switch at any point, since most of the animation skills you'll learn in one can transfer to the other.
>>
>>8943721
as someone that has done both, I would recommend going straight to Blender. Apart from the obvious visual improvement, it is far less limiting.

the only reason to stick with SFM is if your system can not run Blender properly, or you somehow like the SFM "artstyle".
>>
>>8943721
Source film maker is absolute trash in 2025 and the sign of a new animator who will never go anywhere or a lazy older animator who has completely phoned it in and only makes shitty loops. Learn blender, learn fluid sim and show actual penetration or else anything you do will be disposable slop that isnt even worth 2 seconds in a hmv montage.
>>
>>8943108
I find this to be the hottest thing in today’s thread, could you do some more like it? I know it’s weird.
>>
>>8944120
No, because I'm not the one who made them. Some other anon from the previous threads on /gif/ made them. I don't know if he'll migrate here or not. I hope so.
>>
>>8943430
holy jesus. What the fuck do you call that body type where she naturally leans forward like that and has that particular hip shape?
>>
If I could ask a favor from some anons: when you encounter a model that has a rig that is basically complete (eg isn't missing facial controls or key parts of the body) and works out of the box (no "hidden" settings that need to be tweaked or turned on/off) and doesn't require installing and configuring a 3rd party addon to work, please list it here. I'm hoping to make a list of entry-level models that complete noobs can start with that don't require additional headache, then maybe hosting that on a pastebin type site and putting that in future OP pastas. The only thing off the topnof my head that I think is annoying but allowable is if the model isn't properly marked as an asset by default.
Basically, any models that new users can just download and use without having to jump through additoonal hoops, as much as possible.
>>
>>8945028
is this nordehartet or whatever that guys name is? He does final fantasy animation, exclusively.
>>
>>8945059
Not necessarily true, I know he did a few overwatch brigette animations. Doesn't look like his style, I don't think
>>
>>8943108
I didn't know Legoman did animations
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>>8945068
Shit. I wish I had sauce. It's absolutely fantastic. Any more like it?
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>>8945180
I mean you should be able to find it with the right tags on something like r34.xxx
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>>8943407
Cutie
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dzooworks or nagoonimation made some new stuff recently
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>>8943095
Yo, I started to try to get into this stuff from your thread on /gif/. Not much luck with animations yet but I've started making pose renders to at least get started.
Still got a long way to go.
Animating a pendulum correctly was doable, but it didn't look 'quite' right at times.
I really liked the mindset/explanation from 10537089 on rule34 in the OP, it was a little rough and slow to explain things, but it taught me a lot of interesting concepts, like setting interpolation to Constant so you can watch the keyframes like a flipbook instead of seeing the smoothing and interpolation that is applied by default.
>>
>>8947201
God damn, I want a woman like either of them that wants to kiss me like this.
>>
>>8947434
Same. There needs to be a push for more kissing animations like that.
>>
>>8947243
I'd be interested in seeing the pose renders
>>
>>8947471
Agreed. But isn't asset on asset animation like penetration and such much more difficult to animate? I would imagine it's much harder due to physics and collision. Might that be why we don't see very much of it?
>>
>>8947243
Nice! That's great to hear.
>pose renders
Feel free to share any you want here. Also, it didn't click until after I made this thread that we can also post stills and screenshots here, unlike in /gif/. That can be a lifesaver when asking/answering qiestions, as well.
>10537089
Yeah, it was rough, but I liked that it was straightforward and didn't waste time, while also talking about extra details. The "Constant" setting seems a little intimidating for some reason, but it'd be interesting to see if it makes a difference in making things easier or quicker.
>>
>>10537089
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>>8948274
can't tell if narcolepsy or moaning
artist?
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>>8948311
geckoscave
>>
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Sure, >>8947855, here's one of my renders. Spoilers: I like feet.

And I've decided constant interpolation definitely helps with blocking/breakdowns from what I've seen, it's kind of like the animation equivalent of artists who mirror their work regularly while they work on it- it gives you a very un-sugarcoated view of how your poses look in a classic flipbook illustratiion before you try to add frames inbetween.

That's another thing I didn't realize before getting into this: I always assumed the curves (spline or whatever) did most of the work, but no, you have to manually pose and move your characters every couple frames, because the computer's interpolation does *not* understand that stuff is supposed to curve nicely as it moves instead of tweening directly from one position to the next.

Also thanks OP for Mustard Simplify, I had a few rigs that were unusable performance-wise and it helps a lot for both animating and viewing the animation without doing a playblast/render.
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File: Raven_pose2_lighting2.png (2.82 MB, 1440x2560)
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Another render. Would be happy to do (reasonable) requests.
>>8948274 This is beautifully animated.
Also I wonder if someone could get a copy of Proxify+ at some point for us to share. Looks like it helps even more than Mustard.
>>
>>8948434
>Also thanks OP for Mustard Simplify, I had a few rigs that were unusable performance-wise and it helps a lot for both animating and viewing the animation without doing a playblast/render.
Nice to hear. I'll try it out soon and see if it works for me, too. I have a great GPU, but my CPU is just "decent" and I'm wondering if that's my performance bottleneck.
>>
>>8948434
>because the computer's interpolation does *not* understand that stuff is supposed to curve nicely as it moves instead of tweening directly from one position to the next.
You might want to take a look into Motion Paths, since those can help give a visual guide for how to best adjust those poses to get the curved motion your looking for.
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File: MikuTeto-small.png (1.28 MB, 1276x1275)
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Did a miku and teto render tonight based on the meme going around.
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>>8949299
>based on the meme going around.
there's a lot of those; which one?
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>>8949486

This one, although I don't even think this is the original.
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>>8948274
What character is that?
>>
>>8950217
Mei from Overwatch.
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>>8950238
Thanks
>>
>>
Can someone help me understand how Actions are handled? Are they tied to a specific rig each? And what's with the "Action" and the sort of sub-action slots in the Action Editor (the tooltips didn't really help me get it)? I'm planning on looking more at the documentation, but I figured I'd ask here for the sake of the thread and for anyone who may more casually browsing and not motivated to do their own research.
>>
>>8951816

>Every ten years Bo Katan just keeps getting younger and younger.
>>
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>>8951940
I think Actions are basically like the 'animgraph' type system in most game engines. You can layer a wave action on top of a repeating walk cycle action, for example. But I feel like you should ask yourself "why do I want to use Actions and what will using Actions accomplish as compared to some other workflow"

Far as I can tell the best way to get started is to just use the standard animation timeline with keyframes, using constant interpolation to check to make sure your golden poses work, then do breakdowns (the inbetween poses)

It seems you can also use spline/NLA (Non-Linear Animation)/curves in your workflow, *once* you know what you're doing, to get certain types of motion quickly, but the majority of us should probably get really good at the basics before fucking with the shortcuts and power user workflows.

One thing I didn't realize while getting into this shit is that I'd have to actually become a competent animator in order to make anything that looks passable. It's a drag, man I just wanna see the titties bounce
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>>8951816
This shit gives me the ick dude. Scary as fuck. Uncanny valley. Compared to >>8947201 which is actually pretty cute/hot. Good for examples for learning what to do / what not to do though.
>>
File: chan-shimmy.mp4 (1.54 MB, 1920x1080)
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this shit is hard
Motion Paths are really useful though, highly recommend
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File: 1727533027116.mp4 (3.72 MB, 1920x1080)
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>>8951940
>>8952335

https://youtu.be/Vud9Ora9IwE
>>
gud thred
>>
Good thread anon.
I've been doing some animations for my porn game using Honey Select 2.
HS2 definetely has more potential than I thought, but it also has some limitations when it comes to animating movements and stuff.
If I see some success with this project, I'm thinking on moving on to Blender, although it looks like the learning curve is pretty big, not just with animation but modeling and rigging too (I don't even know what rigging is but there's a ton of tutorials about it so it must be important)
>>
>>8953392
think of it like this:
modeling is making the waifu
rigging is giving her a skeleton and the ability to be posed
>>
>>8953392
A good rig (which is basically an animation skeleton for your character), from what I've seen so far, IMO, requires:
- IK feet / hands so you can easily place them
- A switch to change the legs/arms/feet/hands to FK instead of IK, so you can easily do swinging motions with bone chains
- Decent facial controls or shapekeys
Everything else is a bonus.
>>
>>8953300
>>
File: point-blast.mp4 (1.97 MB, 1920x1080)
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Posting a playblast of a practice anim so the fred doesn't die
>>
This shit is fucking hard what the fuck
>>
>>8955484
nothing worth doing isn't
>>
anyone have a request for a pose or anim with any of these characters? (two of them together, or solo, not straight stuff with a guy)
- Juno (OW) (or most other OW characters I suppose)
- Hensey/Nemia (Fortnite)
- Raven (TT)
- Ayase Momo
- Spider-gwen
- Probably other females with models available on Smutbase
No guarantees on quality
>>
>>8956023
my vote is for raven/spidergwen in the jack-o pose
diagonal front view if that makes sense
if you're up to animating it, maybe a little butt wiggle/hip sway that loops
>>
>>8955484
just like my penis!
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>>8956089
alright bet
>>
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not the request but a gwen in the meantime
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>>8952335
My intent with Actions is to do this >>8952548 approach and make a core thrusting loop and then add variety in top (like head/face movement). Doing a straightforward approach would make more sense for dynamic animations that primarily feature progression. So, I agree with your advice to everyone getting started. I just plan to stick with loops, then do short sequences before moving on to elaborate scenes someday in the future. That way I can focus on just improving my ability to animate and figuring out how to get things to work and look good, right now.
>One thing I didn't realize while getting into this shit is that I'd have to actually become a competent animator in order to make anything that looks passable.
>It's a drag, man I just wanna see the titties bounce
Me, too. That's one of the reasons I started this thread: to figure out how to get good faster and easier when starting from zero or close to it. Maybe it also seems harder than, say, SFM because the quality of models and render engines we're working with is higher and it's less forgiveable to output the same level of low effort slop, thus increasing the initial bar a beginner has to clear.
But, regarding Actions, I was specifically asking about how they get assigned to objects and stuff. The documentation explained a lot of it, but my aim is to have both armatures' animations contained in one Action for the sex loop, so I still need to test out how to do that.
>>
>>8958624
I don't think it's harder than SFM, I think the workflow is quite similar.
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>>8957283
sick
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>>8959258
Just make it an amazonium, nyl and radroach thread.
>>
>>8943116
Very nice
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>>8959828
Nyl is good but amazonium is nasty looking imo.

Also futa is fine in this thread, right?
>>
>>8959949
>Nyl is good but amazonium is nasty looking imo.
>Also futa is fine in this thread, right?
General rule of thumb is on d, but if not specifically forbidding futa by OP, it's allowed. Honestly, I find amazoniums same face more disgusting than the cocks. I'd imagine you'd find NYLs cocks more unappealing. Amazoniums are long but fine to me.
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>>8960008
Whoops, meant to say radroach instead of nyl. My bad. Nyl is top tier, maybe even S.
>>
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My first attempt to do a more 'final' animation. Have learned a lot, gonna start my next one from scratch I think.
Main things I learned:
- The stuff that conveys animation is movement (obviously) and then arcs and physics (physics bodies being affected by forces in a way that makes sense to look at)
- You really want to start with the biggest parts like COG (Center of Gravity) and only move onto start adding other stuff moving once the COG is moving and looks good.
- Face/eye stuff is important and it isn't obvious how much you need it until you don't have it and realize how bad it looks.
- (Better idea of) when to use IK versus FK hands/legs
- (Sort of) how to import a second rig into the scene using Append - I knew this was a thing and have used it on other projects, but it was kind of fucky. It feels like if I configure the character properly (with clothing changes, etc) BEFORE appending, I can append a second rig into the scene just fine, but all the controls get completely fucked and resized and stuff all over the scene. So I have to make sure that the appended rig has all its settings set before import into a new scene. It's all kind of fucking wonky.

>>8956089
Will try this next now that I got my futasex urges out a bit and learned some stuff
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>>8956089
>>8959047
Delivering. Open to more requests.
>>
To no avail!
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>>8960357
Helen Parr posing like she's on the Anaconda album cover.
>>
File: kiss 2(1).mp4 (3.53 MB, 1080x1920)
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Gonna post a WIP because I have not posted anything lately, hope to finish this by Saturday, there are little animation mistakes and clipping on Juno's jacket that I didnt see it when I was animating with Simplify mode on Blender
>>
>>8943108
>>8952533
>>8955400
Can I has links to some simple models like these? I'm trying to practice, but I keep getting distracted with all the secondary and tertiary elements of making a character look good (clothes, accessories, lighting, expressions, etc.) and it's taking tome and energy away from just completing a simple action or loop.
>>
>>8960357
>>8961413
Tali'Zorah getting facefucked through her gas mask filter
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>>8963136
https://p2design-academy.com/p/free-rigs
First listing, the mannequins
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>>8944467
Anyone find out? I haven't asked AI yet
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>>8962409
Looks amazing, so far. The only spots that seem a bit rough are the ends of of the loops of Widow's hands. Her left hand comes to an unnatural hard stop at the end of her rubbing Juno(?)'s thigh. Her right hand (rubbing the penis) looks really good from the side, but has a slight hard stop visible from the front, specifically at the wrist point.
The kissing looks good, especially because you seem to have kept the movements subtle and vague, which avoids any clear "mistakes" and lets the audience sort of use their imagination more, if that makes sense.
>>
>>8963707
Thanks a lot!
>>8965304
>Juno(?)'s thigh.
Lol. You even specified it was Juno in your post, but my reply box covered it up and I forgot.
>>
>>8960299
>arcs
In Anime Nyan's tutorial for animating sex in Blender, he talks about doing ovals for any circular movements. I've found that it definitely does apply to thrusting motions, even when they seem straight in and out. Specifically, they "scoop" by coming in low and exiting high, though usually much more subtly than his demonstration.
>(Better idea of) when to use IK versus FK hands/legs
Can you elaborate, because I'm still hestitant to mess with those settings, right now.
>Appending
Are you appending a Collection or something specific within the Collection? Have you tried making as Asset what you want in the original file and then importong it to your scene using the Asset Browser?
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>>8965320
>Can you elaborate when to use IK versus FK hands/legs

Think of FK as a chain of sticks connected at the ends. Rotate one and the rotation propagates down the chain.
Think of IK like moving an object like a cube, with the rest of the arm following mostly automatically in order to maintain the position of the IK bone.

This makes IK bones really useful for 'sticking' the hands or feet to something. Obviously IK is great for the feet in many cases because the feet tend to stay fixed to the ground. FK is good for flowier, more 'physics-based' movements.

Ideally you have a rig that lets you automatically change between IK and FK and *keep the bone in position* so that you don't need to worry about placing it again after changing the bone type, but a lot of rigs sadly don't have that as an option.

>Appending
I was just appending the rig itself in the scene, I should try appending the collection, thanks.
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appending collection definitely seems to help!
>>
>>8965712
Thanks. I stick with IK by default, for the advantages you described (it also makes posing feel more natural, since it follows anatomy, whereas FK can be more "doll-like"), but I might need to consider using FK for situations when the body motion unnecessarily causes weird IK motion in the limbs (like the knees sliding side to side during doggystyle).
>>8965726
>appending
Great to hear!
>>
>>8951940
Until 4.4, an action is something that exists an an object level. So if you need to have synchronized action switches for different objects you need to set the action of each object individually (which is harrowing and error-prone) or set it up so they all have a common rig (almost always an armature) that is the sole actually animated object that controls everything else through deforming and drivers.

4.4+'s action slots adress that by making it possible to group several objects' actions in a single common action
>>
>>8966839
Nice. Hopefully they can make it translate a bit more intuitively to the NLA editor, since it is confusing to still use tracks on basically a per-object level, meaning I have to use the same Action twice and switch which Slot it is addressing in the Properties sidemenu. So, it still feels like I'm working with two separate actions.
They seem to still be making a lot of progress on their animation systems reworking campaign, so maybe something like this will get addressed. I know that they are going ahead with merging the Timeline editor and Dopesheet editor, and I think making the playback controlls universal to all relevant editors as well (which would be nice, but there is an addon I saw that does this in the meantime).
>>
>>8963707
I think using them might be helping. I didn't like having to sign up to get them, but they are pretty easy to use and I think they do help remove that element of distraction to a good degree. If I can't find any others similar to them but with a more permissive license, I may just say "fuck it" and upload them to Catbox and share the link in subsequent OP pastas.
>>
>>8965304
thanks for the insight anon, sadly I uploaded the animation already,
>>
Just a question:
Is there a correlation between futa lovers and 3D nsfw renders/animations?
Always liked 3D stuff, but having to sift through futa stuff makes me wonder if there is a correlation between futa and 3d NSFW stuff as there seems to be a lot of overlap.
>>
>>8967435
Obviously penetration is easier to animate than licking, so putting a dick on one of the girl can save you hours of work
>>
>>8967435
>>8967530
Yeah, I think it's that they are (obviously) pretty obsessive with the fetish and it's one that has a very low amount of effort required, assuming they're using a pre-existing model. At least, it's a lot easier than drawing it. But, I think the obsessiveness is the driving factor, even in more extensive or elaborate works.
>>
>>8944467
Look up "hyperlordosis" it's the disease every woman on social media magically acquires.
>>
>>8968224
>Common causes include:
>Prolonged sitting: This can cause the hip flexors to become tight.
>Weak core muscles: The abdominal and gluteal muscles are crucial for stabilizing the pelvis.
>Obesity: Excess weight in the midsection can pull the pelvis forward.
>Wearing high heels: Frequent use of high heels can affect spinal alignment.
>Other medical conditions can affect the buttocks or pelvic region:
>Lipedema: A chronic condition that causes an abnormal and often painful buildup of fat in the lower body, including the buttocks and legs.
>Steatopygia: A genetic trait characterized by a large accumulation of fat on the buttocks, particularly common in some African ethnic groups.
>>
>>8967425
No problem. I think it's fine as-is, since it's more of a "rough edges" problem than a core flaw.
>>
Anyone have any good suggestions for fluid sim tutorials? There's at least one or two linked in the OP that talk about jizz sims, but I'm thinking stuff for squirting or peeing. Peeing might be more straightforward, for the most part, but squirting could be hard to achieve, sinxe I don't know how to make fluid sims look like they are "spraying." Some tutorials on "spraying" effects are almost solely about large bodies of water, like the ocean, rather than intense jets or streams of water, like in super soakers.
>>
bump
>>
>open blender
>beat off to a-posing naked model imagining the scenario I was planning to render
>close blender
>>
>>8965726
Rigs are usually set up so that there is a master collection that contains everything the rig needs, because Blender can't deduce all dependencies by itself. The collection is often likely to have "character" or the character name in its name (but if it's named rig or armature it might be contained just the controllers). Quite importantly when it's set up that way it'll work perfectly with linking the collection.
>>
>>8969828
The closest I could find were these two, so far. It may be an issue bezt suited for the Blender Artists forum people to solve, but I don't think I have an account there.
https://www.youtube.com/watch?v=RP9uLseBEoI
https://www.youtube.com/watch?v=A5RLJyItHY8
>>
howlsfm my beloved
>>
>>8943088
Hey, really stupid question: Why the hell isn't there more stuff for RAID: Shadow Legends out there? I know there are a whole bunch of great 3d models that could be ripped from that game. Its odd there isn't more given how big it is.
>>
>>8973306
Nice try, Plarium!
>>
>>8973308
lol nah im actually curious. my wife and I were talking about it here a bit ago. We used to play it years ago but got out of it. just thinking is all.
>>
neat
>>
are there any 3d futa animation of similar quality to Miros stuff (cerene bloodlust) or some of nyl2's stuff.
>>
no
>>
>>8969828
>>8972112
if either of you find a way to make small scale fluid sim (like cum coming out of peepee) to work correctly, pls post here
>>
just turn the water pressure down lmao
>>
>>8973306
I can't think of many F2P titles that have R34 content, to be honest. That might have something to do with it.
>how big it is
I've only seen a couple sponsorships from that Israeli datamining op in recent years. Is it really that big, still?
>>
>>8975382
You can try these:
https://rule34video.com/video/3213819/how-to-make-3d-porn-cum-simulation-from-houdini-to-blender-part-1-flip-fluid-ve/
https://rule34video.com/video/3213824/how-to-make-3d-porn-cum-sims-part-2-adding-cum-to-animations/
https://archive.org/details/youtube-AQDn-LdeAOg
>>
>>8970644
>>
>>
I found another addon that might be useful: https://extensions.blender.org/add-ons/action-to-scene-range/
It automatically changes the frame range for your scene to whatever Action you have active in the Action Editor (under the Dopesheet Editor). It should make it easier to preview loops without a lot of tweaking.
>>
>>8947201
Sauce?
>>
>>8978106
>>
>>8969828
>>8975382

Gifdoozer has a whole tutorial on squirting and small scale cum sims. But it’s behind a paywall on his Patreon
>>
>>8980504
try kemono.party to see if it's there
>>
>>8959949
Nyl's fixation for giant dicks with girls that have no Vagina, is like watching transexuals.
>>
>>8980504
>>8980529
any luck?
>>
>>8981648

Nada
>>
>>8980504
>>8980529
I took a glance at his thread on F95 and didn't see anything in the uploads listed in the OP. I haven't scoured through the pages, so if anyone wants to do that (about 20 pages), that'd be neat.
>>
I think I might try Linking my models and rigs in, because it seems Appending really does port in all the data, which means the project files can get HUGE! I don't need a simple loop to be hundreds of megs big. And I have a Bayonetta model (I think it's the GeneralButch one) that is 1.4GB in size, so fuck no do I want to do multiple projects with that if it's going to bloat each one.
>>
>>8943088
Bump
>>
>>8984179
Thanks, anon.
>>
>>8980537
dont pretty much all 3d dickgirl artist make chicks with dicks the size of arms?
>>
>>8959828
i tried searching radroach on rule34 and it took me a few minutes to realize their name was actually RadRoachHD
>>
>>8983466
Yes, Appending copies all the data from the original file. Linking's usually the thing you want for character and scene assets, merely creates a reference to the original file, made for scenes composed of stuff from other files.
>>
>>8943124
>/aco/ is basically all nsfw media that isn't eastern in origin
Even then I've always seen a ton of r34 for eastern media here, e.g. there are currently generals for MHA, Pokemon, Elden Ring, Zelda, and Final Fantasy. On the flipside I've seen Coffin of Andy and Leyley r34 by Japanese artists in /h/ incest threads many times
I guess the distinction is really just that /h/ tends to focus on stuff that isn't independently famous in the west
>>
File: hailey lezporn renders.jpg (760 KB, 2293x1440)
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760 KB JPG
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File: least hung futa.mp4 (3.16 MB, 1920x1080)
3.16 MB
3.16 MB MP4
>>
i wish there was more interest
>>
>>8988454
I believe interest will grow, it just needs a bit of time but it's never been easier to make 3d animations with zero entry price
>>
>>8988887
>>8988888
I suppose, but I think we're also past the golden age of startup animators that happened back in the 2010s
>>
>>8988454
It takes time to make these + some content can't be posted here
>>
>>8985954
That looks really nice! Was this done in Blender or something else? I don't recognize those characters, though...
>>
>>8959258
MOMMY MILKERS
>>
>>8945059
>>8945068
its ada wong from resident evil
>>
>>8988454
>>8988887
>>8989928
Yeah, that's why I'm trying to figure out ways to lower the bar even more, so literally anyone with an urge can make something, and hopefully something that doesn't *totally* suck. Great artists will emerge on their own, but there's a lot of niches and genres that don't have a lot of content, either relatively or at all, and having it be super easy to just make *something* will help fill those gaps and inspire more motivated and talented people to keep going and get better.
>>
>>8990871
Would a different board be better?
I've been working on some things, but it's all beast. I know I can just do Catbox and link it here, but it does mean an extra couple steps even if I just want to post a WIP to ask questions about it.
>>
>>8992665
we were talking about the animator lil bwo
>>8992800
you can always drop the animation wip on /gif/ and crosslink it here by posting:

>>>/gif/"your post number on gif"

you could post it in any animation related thread on /gif/, or realistically just drop it in literally any thread, since the mods there are absentee morons who never delete stuff for being offtopic. i'd recommend sorting the threads there by 'creation date' instead of 'bump order' or 'last reply', and posting in the oldest thread that's still up
>>
>>8947201
I need more like this. It's just so good
>>
>>8988454
Personally I'm super interested in it, it just happens that until early October I have no time for it. But I think it's one of the most interesting threads around
>>
File: 1000083480.mp4 (3.53 MB, 1280x720)
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3.53 MB MP4
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>>8993167
I need to see what happens next!
>>
remember to support any 3d artists you like!! i recommend kreamu, they make very nice anims
>>
File: 1711863307801.webm (3.94 MB, 1920x1080)
3.94 MB
3.94 MB WEBM
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I do not understand the overabundance of futa
>>
>>8994304
It's just in your head. Stop focusing on it, and/or filter it from searches
>>
>>8949299
Nice
>>
File: ezgif-4625add2c0d84c.mp4 (2.74 MB, 1386x1044)
2.74 MB
2.74 MB MP4
Found this nice gif on https://smutba.se/project/bc03664e-ed4c-4adc-aca9-71ae1fe2549f/ and decided to post it hee, because it seemed like a useful reference for anyone wanting to have a sexy walkcycle.
Still, a 45MB gif is not the way to go. Thanks EZGIF for making conversion to mp4 easy.
And, yes, I think the "Mustard" who made that model is the same one that made the Mustard Simplify addon.
>>
>>8994411
I'm almost positive reality is reflecting that there's an abnormal amount of it
>>
>>8995417
Yeah but as established earlier that's just you. And the fix is the same no matter what, just don't look at it
>>
>>8994304
people into normal things just watch normal porn so the interests of people into things not possible in normal porn will have larger representation
>>
yeero
>>
File: 1719029737800075.gif (2.86 MB, 800x450)
2.86 MB
2.86 MB GIF
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>>8994411
>>8995419
>>8996539
>>
>>8996539
>look up artist
>none of their other work is anything like this
This seems to be a common phenomenon
>>
>>8996558
You were told not to go out of your way to look for them, you got what you deserve
>>
>>8996563
More people are using other's models instead of their own. More and more modelers are checking out because none of them pay or give thanks.
>>
>>8997300
It's not really a new thing, all the big animators have always been using ripped game models. People who make and use their own models are a rarity, it's more efficient to specialize
>>
>>8996599
I didn't you dumb faggot
>>
>>8997300
>>8997484
And more people have been relying on tools like Daz to make new models to use or share. I'm hoping CharMorph can help fill that niche, but there isn't a base mesh suitable for NSFW works, yet. That's why I'm shilling it in the OP. But, generally, creating your own character model from scratch can take a fair amount of work just to make something even mediocre, and considerably more time, effort, and *expertise* to meet the growing demands for ultra-high quality models and rigs, regardless of if they are source accurate copies of existing characters or original works.
>>
>>8997975
>name
Of, fuck off 4chanX. Lmao. Is fhere a setting to have it not persist names across boards/threads? That seems like a good idea, given how easy it is to forget to manually delete that stuff. Like forgetting you were wearing a silly hat to a party and then talking to other people seriously and wondering why they keep looking at you funny.
>>
>>8997980
That's just a 4chan thing to my knowledge, not exclusive to 4chanX. It's just something you have to remember.
>>
>>8980504
>>8983459
Holy shit, it was listed as a link near the bottom of the OP in his thread. No idea how I missed it earlier.
Reposting from the thread to here:
>Part 1: https://mega.nz/folder/eFkzzYaR#lF-HfmQNzHF7egPKe71Ncw
01. Introduction and porting
02. Rigging
>Part 2: https://mega.nz/folder/aYEyRaRJ#y0HDInTBDBp4OL30g75rmQ
02. Rigging - Contd 01
>Part 3: https://mega.nz/folder/SBFBgKaS#bbT-6GfdbebGTtoj9GnvAA
02. Rigging - Contd 02
>Part 4: https://mega.nz/folder/jIszGY5Z#f900JkqBsx_LSjLVKDw08A
03. Animation
04. Tips and tricks
05. Lighting
>Part 5: https://mega.nz/folder/DlAQ3SYR#NBOAmzuXtATCI_LUdn4WLg
06. Textures and shaders
07. VFX Fluids and Stuff
08. Clothing and Outfits
09. Body Modifications
>Part 6: https://mega.nz/folder/mYlzkbBT#qvuP8SuSZNX76mPBWdVCig
10. Tentacles
11. Re-targeting Animations
12. Daz to Blender
Resources
>Part 7: https://mega.nz/folder/0RQG2CZS#F40pz9nxung9vCrcxKnDjA
13. Physics

>To everyone downloading and learning, make sure you churn out some Gifdoozer-tier content, or he’ll haunt us both for leaking his sacred stash. He’s already halfway through my walls.
============
There. You shouldn't need to sign up for anything, anymore. Maybe I should look into setting up some kind of pastebin and then link that in the next OP pasta. Can't wait to start looking at this stuff.
>>
>>8999795
Oho that's just wonderful. Thank you very much!
>>
>>8973306
Some games just never get any porn. Probably a mix of the models never being ripped and interest never being there.
>>
Any anonchad that can tutor me on how to put a head into a different body, and how to cut both heads so I can place one with each one?
>>
>>9001137
One of animenyan's tutorials covers exactly that
>>
Okay, I need some help.
I'm trying to attach piercings to a character (Ms. Pauling from SmutBase, in this case) and it started off straightforward enough: I moved the piercings for the tongue and nipples into place and then parented them to the relevant bones. That seemed to work, especially for the nipples.
But, when I started doing the same for the navel piercings, I found I couldn't do this without them moving out of place when changing her pose. There just wasn't an appropriate enough bone to attach them to to have them move along with her navel geometry exactly. Then the same happened with the tongue piercing, because I parented it to the tongue "master" bone, which has several "adjustment" bones/controllers as children that do not affect each other. Basically, there's no way to do this to make sure the piercing will follow every change made to the tongue, since the tongue master bone is far enough away from the piercing location that it will cause the piercing to drift anyways.
So, should I just merge the geometry from the piercings into their intended spots on the character model? If so, I have a few problems:
>I forgot how to do that
>I'm anticipating needing to deal with weight painting and finding a way to just affect the location of the piercing and not its shape (which I also don't know how to do)
>I'd probably need to make geometry masks to be able to easily do non-piercing variants (right now, I could just toggle visibility of the objects)
I want to be able to do this to other characters, as well. So, I'd really appreciate help figuring this out.
>>
>>9002310
Create an empty and parent it directly to a vertex of the tongue
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertex/make_vertex_parent.html (will work for much earlier versions)
Then have a bone copy transforms from that empty
Then parent your piercing bone to that bone and adjust to your liking

Alternative:
In edit mode, find the vertex you'd like your empty bone to follow, note which bones influence it and with which weights
Create a bone without a parent.
Add armature constraint to that bone.
Set the bones and weights in the constraint to what you wrote down.
That's the piercing parent

The empty method will always stick to the vertex even if its weights change, the armature method won't follow changes but you can edit the weights directly to your liking
>>
Currently planning on getting a 5070 so I can do animations, are there any anons with similar gpu's that can tell me if it's a decent enough choice?
>>
>>9002455
I'm using a quadro on a laptop from 11 years ago and animating fine, you're overthinking this
>>
>>9002463
Currently an rx 6600xt user that struggles even on Linux with my 1.1k benchmark score, so I don't really have much to go on
>>
>>9002467
You don't get it, I'm talking about a quadro 2000, like an eighth of the power you have
>>
>>9002474
You're definitely trolling

Even 1080p animations with Eevee takes around a minute per frame with some scenes on a 6600. I can't even imagine your laptop even doing a fraction of that on your system
>>
>>9002439
Nice! Thank you. It's not perfect, so I might have to keep playing with it, but it is so much better and I'm no longer at a dead end. I'm using the "parent to 3 vertices" trick for the tongue, so that I can get the full articulation of movement and rotation. And, right now, I'm just directly parenting the object to the other vertices instead of using middlemen like bones or empties. Should I reconsider this?
>>
>>9002636
It's just that I usually keep all the stuff that's gonna be keyed for a character in a single armature due to it being convenient, but that's really just a matter of workflow and it's not nearly as necessary in more recent blender versions
>>
Are there any DAZ experts here? I had a ton of morph packs, hairs, and other resources that I used to make a bunch of characters which I then saved as scene subsets. I've since lost all the content I had installed but I still have the scene subsets backed up. I'm assuming they won't load properly if I don't have all the previously installed assets, but is there any way to figure out what I even used for them?
>>
Where do I get started animating this kind of thing for games?
I'm planning to make a game with koikatsu exported models (or maybe my own models if I can learn to make good looking ones.)
>>
>>9003495
OP has a hunch of excellent links you should peruse
>>
>>9003434
Load one of the scenes, then go to "help" and look for something like "log viewer". A list of all the lost files should appear, I think.
>>
Have any of you guys used these to make some good stuff?
https://smutba.se/project/2971fcca-d884-452e-a105-4459d900dc43/
>>
>>9004010
not yet
>>
Anyone got recommendations for the best and most complete collection of Overwatch models? Who on smutbase makes the best?
Ditto for Marvel Rivals.
>>
ayo slayed.coom's patreon vanished off of kemono, anyone know what's up with that?
>>
>>9004924
Good taste presumably
>>
>>9005147
agreed, but I just noticed that a couple artist's entries have been wiped off of there
>>
>>9003495
It *shouldn't* be too different for games compared to stuff you see on r34 sites, since it's just loops and short one-off sequences woth things like animation blending and so on. The only thing to check is what kind of rig your game engine of choice works best with and how it handles animation data. Once you know what kind of parameters you'll likely be working within, you animate more or less like normal.
Do you have a game engine in mind? Are you just mulling around ideas at this point or is there something you're already thinking of making?
>>
>>9005191
Presumably takedown requests were sent
>>
>>9006664
i hate snitches bros
>>
new kreamu
>>
>>9002476
Scene complexity management can get you a long way. Bake preview textures, disable superfluous layers, use the simplify render setting while working. Use a batch render manager for the final renders whiel you go take a wank, you can even dump that task on a secondary toaster.
>>
>>9008687
Yeah, you can render pretty much anything if you've got a little ingenuity and limitless patience. My problem is that I can't animate with resource-heavy models. So, all the Daz-made ones are pretty much no-gos, since it moves slower than molasses when trying to pose anything (evem with Mustard Simplify active). I think my bottleneck is the CPU, since it's only single-threaded despite being a quad-core. And it's old, even though it's overclocked from 2.x GHz to 6.x GHz, lol. My GPU is an upper mid-ranged AMD (6650 xt, I think), so I'm pretty much fine there.
>>
>>9008933
>And it's old, even though it's overclocked from 2.x GHz to 6.x GHz, lol.
...are you using liquid nitrogen to cool it?
>6650xt
>"upper mid-range"
Bruh.
>>
Can anyone help me with getting these guys into Blender: https://sfmlab.com/project/c8fc9a2c-ae53-4323-be0c-1602facd2218/
I'm using the SourceIO addon and it works when importing models from this pack: https://sfmlab.com/project/a85779d7-ccea-40a4-a32b-28fd0466e62a/
But, when I try to do it for the Crawlers, it gives me the "Could not find VTX and/or VVD file for [filepath/filename]" error, even though both a VTX and VVD file for it are located in the same folder as the MDL file.
I have no idea what's wrong or how to fix it.
>>
>>9008935
>...are you using liquid nitrogen to cool it?
No, and it hasn't seemed necessary, since the per-core temperature never goes much beyond 60C even under load. I'm looking at the temperature readouts right now while I'm encoding a 4K AV1 video.
>"upper mid-range"
>Bruh.
Where am I wrong? It is technically upper mid-range when accounting for all generations of cards currently in use, not when you're just looking at the last five years.
>>
>>9008933
No, I'm talking about animating in real time, only the final part is about rendering.

Are they similarly slow if you switch to solid mode for the viewport? How many faces in a given model?
>>
>>9008953
Yeah, solid view doesn't fix it. I turned off a bunch more stuff and it got a bit less painful to move the model around, but I'll need to keep playing around to see which settings help most.
I'm looking at the G9 Miranda model by ChirpyChirp99 and the body is 34,910 faces. The upper body outfit piece is 54,6410 and many of the other clothing pieces are similar in face count. Hiding the clothes does improve speed a bit.
>>
>>9008971
Yeah that's kind of a whole lot. I have like 16k per full char while animating. If the daz model topology is clean you can look into the un-subdivide operator to make a coarser mesh that you can either use as a proxy or as the actual new mesh, which you can then dynamically re-subdivide for rendering
>>
>>9008952
Not that anon but the mid range of that gen was started with the 6700, so its more a like upper low-end GPU.
>>
>>8986633
Source?
>>
>>9009090
>for that gen
Right. That's why I specified across multiple gens, like over the last decade. If you look at just the generation it launched in or later, then it's definitely not something to brag about other than just being really powerful for how budget-friendly it is.
But, thanks for being helpful.
>>
>>
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75 KB MP4
Decided to try something basic with human models. Decent start to the male's half of the loop.
>>
File: 0001-0009 side.mp4 (78 KB, 1920x1080)
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78 KB MP4
>>9012726
I want to retime the key frames so it has more weight. But, I think the basic motion is more or less okay.
>>
>>9012726
>>9012728
promising start
>>
>>9012726
>>9012728
Interesting, so you're blocking in the characters one by one rather than directly as a duo?
>>
>>9013894
Thanks. I thought that this thread had too little actual works being posted, so I quickly thought up something to mess with.
>>9014038
Just initially. But, now I'm running into a problem, because moving her is causing her neck to also move and when I try to parent his hand to her neck it causes his entire model to move with her (instead of just his hand). If I try it the other way, he'll move her whole body when his hand moves, but she'll still move out of place if I move her.
Rigging is frustrating. -_-
I tried the parenting to see if it would make it easier to keep his grip on her neck without having to correct everything by hand. Maybe I'll try the suggestion above and use an empty to act as a proxy or something.
Edit: nvm, I have no idea what I'm doing.
>>
>>9014985
Parenting bones between rigs is asking for problems, yeah, Unless you mean the "Child of" constraint. Or you can use Copy Transforms constraint, too, or even armature constraint

Basically you want, indeed, something that makes your IK hand target to behave as a child of a bone from the other rig, while still allowing you to position it

Child of is kind of a pain to figure out, it'll only work if the bone has no parent, same with armature, so that's why for those you need intermediary bones. But forget those for now

Use a "copy transform", on the hand's IK target, targeting the other character's neck.
Copy transforms will make the bones stick together exactly, but that's just the default mode. You can switch the mix to "before original" and then the bone will behave like a child of the other bone and you can move it relative to the other.
>>
>>9015141
>But forget those for now
>Use a "copy transform", on the hand's IK target, targeting the other character's neck.
>Copy transforms will make the bones stick together exactly, but that's just the default mode. You can switch the mix to "before original" and then the bone will behave like a child of the other bone and you can move it relative to the other.
Megabased. Thanks, I'll try that soon.
>>
>>9015141
>>9015361
I had to fiddle around with the pose a bit after adding the constraint, since it sent the hand IK flying off once I switched the Mix setting, but it works so far! Thanks a lot!
I'm hoping that some useful tips and tricks can be compiled over the course of a few threads for new users. That'd be pretty neat. Stuff like this would definitely go in.
>>
>>9015640
Indeed, changing the mix will make the target bone the new frame of reference, so the IK hand will be where it would be relative to its usual parent (likely the root or torso).

A good way to deal with this is to activate the addon "Animation: Copy global transform" in the preferences. It'll add an animation panel in your tool shelf (the menu on the right of the viewport) that allows you to copy-paste a bone's visual transform. So then you can copy the neck to the hand in the new mix to position it on top, then adjust it.
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>>9015640
Also big agreement on compiling a bag of such tricks, that'd give a leg up to a lot of people
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>>8997980
advanced > Quick Reply Personas - will always remove name on new reply box
name:"";boards:aco;always
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File: hailey squat.webm (3.91 MB, 1080x1920)
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>>8991618
yeah I made them in blender

They are characters from The First Descendant
https://www.youtube.com/watch?v=oMS_3RtxM1Y
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File: hailey pussy 065_3.jpg (3.69 MB, 7380x3840)
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>>9017040
Admittedly a bit weird around the hips, but looking good!
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>>9018872
That's probably more the fault of the rig than the pose, but he might want to be mindful of that going forward.
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>>9017040
That looks really good. How long did that take you to make?
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File: newmodel 000_1.jpg (2.47 MB, 5628x3840)
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>>9021341
Is it? Thanks
It took about 2 days of no-lifing it. There was a v1 mp4 and a v2 one made days apart. It was my third animation ever, the other two I'd made in the days just preceding, and before that I'd made thousands of pose renders like >>9017046

I don't know if I will ever publish these, I just did it all because I'm a gooner and I love how Hailey looks

>>9018872
I don't think it's weird looking but this model has very wide hips (canonically)
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>>9021817
>It was my third animation ever, the other two I'd made in the days just preceding, and before that I'd made thousands of pose renders
For a third animation thats really good. How long have you been doing Blender for? What can you also recommend to someone who is starting Blender for the first time?
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>>9021817
>Is it? Thanks
I mean, it obviously could have some extra polish, but it is pretty solid and could work as a near-finished piece that you could upload to an R34 site and get honest positive responses from non-braindead users.
>2 days
That's pretty good. About how many hours total, do you think? Being your third animation, it sounds like there was less "figuring things out" that needed to be done, by that point.
>thousands of pose renders
Holy shit. Lol. How much do you think translated to animation, skill-wise? I would think it would help, since a lot of animation is about setting up poses and then making good in-betweens to create compelling motion.
>weird hips
I think what we're talking about is specifically the deformation in the hip creases looking too extreme. I'm guessing (heavy emphasis on guessing) that it's largely a rigging issue and a lack of corrective morphs or something similar. It shouldn't dip that far in on real hips and should have a smoother curve from the thigh to the hip bone and waist.
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File: hailey shoots test.mp4 (1.63 MB, 1920x1080)
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1.63 MB MP4
>>9022099
I started about 1 year ago
https://desuarchive.org/aco/search/filename/hailey/page/2/

Gonna be honest I have probably spent hundreds of hours editing the models + materials, creating poses and moving lights / cameras. The day flies by faster when doing Blender than with any other activity. I usually try to make what I want to see and ask ChatGPT for help when I don't know how to do something; I don't like watching courses.

>>9022506
>About how many hours total, do you think?
probably like 20 hours, I was doing it all day because I'm a NEET autist who thought it was fun.
I am a fan of moving the lights around to make attractive sheen / shadows that accentuate characters features, even if the lights don't make sense for the scene.

>How much do you think translated to animation, skill-wise?
It really helps for manual keyframing like this because keyframes are like poses on a timeline that interpolate into eachother. I have a collection of facial expression poses I already made and just mixing them together is really effective.

This is my first animation here
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File: Screenshot_3.png (827 KB, 1305x737)
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Got another issue I'm confused by. Something's up with the geometry around her inner thighs. You can see the shading looking a little off in material preview mode, as if the triangles aren't playing nice.
This model is Ms. Pauling from SmutBase, in case anyone wanted to inspect it directly. But, just visually I can tell something's off, but I'm not sure what's happening let alone how to fix it.
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File: Screenshot_4.png (962 KB, 1173x776)
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>>9023168
Here's it in edit mode. The basic geometry seems okay-ish, but the shading issues are still noticeable. So, something's happening at the triangle level, since the quads don't look like they're doing anything bizarre.
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>>9023169
Like they aren't doing anything bizarre, is what I meant.
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hmm...



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