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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.
>>
File: Practice-1-13.webm (3 MB, 1280x720)
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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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File: Playblast-Day2.webm (3 MB, 1280x720)
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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?
>>
>>8945180
I mean you should be able to find it with the right tags on something like r34.xxx
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File: 1716879500175368.webm (2.93 MB, 1920x1080)
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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
>>
File: 1741807909470.mp4 (3.47 MB, 1920x1080)
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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.
>>
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.
>>
>>8948274
What character is that?
>>
>>8950217
Mei from Overwatch.
>>
>>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
>>
>>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.
>>
>>8957283
sick
>>
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>>8959258
Just make it an amazonium, nyl and radroach thread.
>>
>>8943116
Very nice
>>
>>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.
>>
>>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!
>>
>>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.



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