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Work to do on animations but functionality is there, let me know if anyone finds anything scene breaking :)

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CaseEP

Nothing scene-breaking, but the CG in the 'private room' animation is ... mis-centred? (Unless the CG was supposed to be anal) The BJ animation is very good and very robust even against changes to the characters' bodies & physics, also when I possess the male head (which sometimes can alter the whole body posture and break animations). Respect! But in the CG animation, the female is too close to the chest of the male character to permit PiV penetration - and since the relevant bodynodes are controlled by Timeline, it's not readily possible to move her a little further back. Otoh, I also see that it might be difficult to add a little flexibility here, bcs the preceding 'straddling' animation needs a definite end-position. One (rough) idea: Keyframe positions & orientations are by default measured relative to the scene origin - but Timeline also has an option that allows you to define an animation's keyframes' coordinates relative to another atom or controller.

vihper

Yes you are quite right, i need to adjust the positioning there, but the effect of the ride was more intended that her face and chest is close to you, but i will reposition that. The ride animations will be completely reworked, it was more to get the functionality in place and i was really short on time last 10 days or so.

vihper

i have an update for the BJ which should be ready soon, its over 35 animations on the BJ and climbing now...

CaseEP

Hey, no reason to explain anything! You're doing quality work, that's why I'm your patreon - and you told us in advance that the animations were 'drafts' rather than final versions. I just think that it might prove advantageous if you, right from the start, created your animations relative to 'anchorpoints' that can readily be repositioned later on, rather than relative to the scene origin. It IS possible in Timeline to change a completed animations' coordinates from 'absolute' (wrt scene origin) to 'relative' later on - but that can be a hassle, especially if the respective nodes in question where quite far away from the scene origin (let's say you have an animation of one character touching the other's face, and you want to make that animation relative to-, say, the first person's shoulder, or the second person's headnode. So you switch to relative mode, and suddenly your character is being torn apart, because the original coordinates wrt to the origin where (3,1,-2) and now timeline is trying to move the hand of your character three gridpoints away from its shoulder ...)