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Build Time: 1.5 days

Frames: 10

This was faster to do than I thought it'd be since I had assets to use already and just had to mesh everything together. 

Unlike older animations that were built with each individuals animations separated and then joined together in game, this one has every character rolled into it. 

If you are interested on why I did this from a technical aspect, the main reason is to make it easier to sort of "fit everything together". One of the issues with Poisons standing doggy animation is that the victims arms generally end up looking like they are literally jammed into her stomach, but with this method I can be much, much more precise since I only have to account for 1 character. On top of that I don't need to make new states for each individual character; just one for the TOBF parent and one for the victim.

This was a great change of pace for me, but I need to get back to working on Lancer and the other updates so for now this is what I have competed so far. 

Let me know if you have any suggestions or questions!

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Comments

Naomi

Wow, this is great! Would definitely add more to the BJ enemy at that, really can't wait to see this added in full to the character, awesome stuff! Oh, also great work on the way her cheeks bulge when taking that member in, nice stuff!

Freeko Suave

If I were to say anything is out of place, I do not think the member should go all the way back out once the process has started? Not sure how exactly the loop would work at that point to be honest.