Home Artists Posts Import Register

Content

Hello ya beauties,

Have some progress to show on a system that I'm super excited about. And I actually am really, really excited for this - because it means we're all one step closer to being able to make love to my beautiful virtual daughter.

I've been developing a realtime rig for the past couple months, and recently began testing it with the Naughty Sandbox base mesh. The rig has multiple features which make it awesome for a sex game.

  • You can caress, push, pull, poke her and she'll react physically
  • She jiggles - currently just her breasts and ass, but I'll be adding jiggles everywhere
  • She has realtime IK solving - which I'll elaborate on for the nerds who are interested
  • She can be possessed in VR so I can do mocap with her for realistic animations

Just now I posted a bunch of clips at my Twitter which show off various things and different angles. One of the features of this rig is that it has full-body IK functionality. 

Inverse Kinematics is a process of calculating joint positions based on the end of the chain, so if I position the hand, the elbows, shoulders, clavicles etc will all move correctly to accommodate the hand's position.

It has a few implications for speed and quality. If we want to do a "reach" animation, instead of animating shoulder positions, rotations, elbows etc by hand, we can just do it all with the hand's position and the rest is all done for us. It also means in-game, she can reach for things dynamically, even if they're moving about, and it should still look nice and natural. For example, if she needs to grab the handle of the rodeo machine, she'll be able to do that dynamically even if it's bouncing up and down.

You'll notice some capsules and spheres at her hands and feet, and a rectangle thing at her head. These represent Vive trackers, controllers, and the VR HMD, and when I play in VR mode, these positions will become my physical head, hands and feet, so I can possess her. This means we can record animations with her for faster and cheaper production time, and also the quality will be higher because animation is difficult to look good when done manually. 

Jiggles are something I wanted to take a different approach to than I see most lewdy games do. Which is that IMO most games make jiggles look like the character has some serious implants, or they are under water, or in space. I think I've achieved some quite authentic looking jiggles, which all happen in realtime fully dynamically. There are multiple jiggle nodes per breast and per ass cheek, and each have unique parameters to simulate the complex jiggling of a real girl.

The physical animation system is what lets her body interact with objects in the world, including things like the player's hands, or the ball in the example clip. It allows parts of her to be defined as "squishy", such as the breasts, so that if she lies flat on her stomach, her breasts will squish into her body naturally. 

It also allows her to be "forced" into positions, and she'll react physically to forces applied to her, such as spanks. The system has an even more important role to play that I'll talk about in a later post when I have a clip of it in action. 

For now hopefully  you guys like the look of this stuff. Even though it's quite technical for now, we should start seeing it in action soon in a less "tech-demo" environment.

<3

Files

PhysicsRig

Watch and share PhysicsRig GIFs on Gfycat

Comments

No comments found for this post.