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To give you an idea of what's happening with Awas scenes, I wanted to share some XXX science words about the process. 

The image above is Fae's climax in the last scene of the extended preview. It's a 19 second animation (for comparison, if you zip through the whole scene start-to-end without really lingering anywhere, that's about 6+ minutes). Fae's climax in EP1 was 34 seconds, I think.

You can see I'm animating most important controls - I avoid joints to save time (elbow, knee, neck, shoulders, etc). In addition to limbs, there are 24 possible geometry values I've chosen to animate.

In this particular animation there is a moderate amount of handy-work, so I need to move fingers and thumbs around. Because the action is intense by nature, there's some eye-closing, mouth movements, etc. Animations involving oral can use nearly all 24 geometry values (fingers, mouth, tongue).

This animation is not looped. It's what I call a show-piece; an animation designed for high-impact. These are the most time consuming to create. Often just one of these will require anywhere between 2 and 8 (or more) hours of work. In the extended preview there are about 16 such animations (8 per actor). 

Wil is easier to animate for most scenes because Fae is the focus, particularly in VR. Usually Wil sits or stands in an idle position - I worry about motion sickness so I try to keep him relatively still.

I use these high-impact animations at the beginning of most mini-scenes, sometimes I use them during the action, and always for each finisher. Without them, all you would get is pretty static looping animations, resulting in... Mostly, sadness and disappointment.

100% of this work must be done in VR; I can't imagine animating efficiently on desktop, and in VR I'm "on the spot" - getting immediate feedback about how good or bad a particular animation looks up close. But, it does mean anything involving keyboard input is very frustrating.

VAM will also actively fight with me - it's a real bastard sometimes. For example, flipping a person from their back to tummy can take frustrating minutes with the exciting possibility of a physics crash as another time-wasting bonus. 

Basically, the reason the whole process is so time consuming comes down to VAM. VAM is essentially a physics simulator. It has no concept of, for example, climax, built into the engine. Or of anything actually related to a living human body. 

Creators must add even simple autonomous-nervous-system movements into their scenes; breathing, small eye-movements, etc. Then there's complex movements like this climax. I would estimate this animation does merely a "tolerable" job of mimicking a real climax. The viewer is required to suspend plenty of disbelief.

TLDR; It's a lot of work to make a scene convincing and "feeling right".

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