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I'm trying a "mannequin" workflow now. Basically I hit a button to turn the characters into a bunch of disjointed pieces, where the pieces are all directly following animation bones. This drastically reduces CPU because it isn't actually processing how the character model would stretch and deform with the different bones moving around. It's just hard, rigid shells for each body part, kinda like armor.

Of course, there's many things I can't see properly here, as you can tell. But at least I can do 90% of the motions here with a really good framerate and have a much better work experience. Then I can do the precision skin work, facial animations, and finally simulations in a 2nd stage of work. The goal is not to waste time on simulations in the early stages, and make sure I'm focusing on raw animation first!

Files

1579024910-406a55832849017f58ca43a7e4ef6b2eaef6952f300b597e8168601072e7df4f-d_1280

This is "blender_htRvaae8rT" by Azure Limina on Vimeo, the home for high quality videos and the people who love them.

Comments

Anonymous

great work in progress i like to see it !

Alex White

Put the hair on those mannequins and it will look like a cool futa robot sex :D Aside from the jokes, this is an extremely creative solution that allows you to save lots of time. Well done! :)

Azure Limina

I didn't come up with it! Though other animators in hentai never talk about it, so I had to discover it on my own. And yeah, I was thinking, this might mean robot sex starts turning me on...

lemon

How long can we see the new animation?