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2 Elves are in a club.

There are dancers in the background.

Lightning synchronised to music.

3 high BPM tracks.

4 animations

2 modes

Various scene settig


Credits are attached

Updates:

-25 July 2023

  • Added new pose for Patrons
  • Added some more clothing to the girl
  • Changed animation length for 4th pose
  • Fixed synch issues for pose 4

-26 July 2023

  • Updated Timeline to latest
  • Removed extended animation because it was causing issues

-17 November 2023

Replaced all dependencies which got removed. Also has a few lesser dependencies now

  • Replaced both looks, because both had removed clothing. New female is LEAH, new futa is Olivia
  • Replaced belly cum because it got removed
  • Had to change a lot in the animations because new looks had alignment issues
  • Gave the female a futuristic clothing
  • Changes to the blowjob animation because after the 1 loop hands wouldn't align in the original scene
  • Gave both looks a sweat specular texture
  • Changes to lightning
  • Changes to menu button. The pose and start buttons will now disappear when you into the scale menu
  • Adjusted the scale menu to better understand its purpose
  • Changes to cam-ride path in the blowjob animation
  • Removed Smeared Eyeliner. I think I added it but forgot to make something with it.
  • Added a button to load required cum clothing for both look
  • Changed deafault scene lighting to dark

Files

Comments

Spideyman

Love that track going in the background. Nicey done

Fire

Awsome!

CaseEP

Nice scene! Could be longer ... ;) Nah, all's well!

ispinox

Thank you. It’s the second scene of the month, not the main scene. Glad you liked it though :)

CaseEP (edited)

Comment edits

2023-07-24 02:20:21 I'm having fun! One question, if I may? You always leave a note stating that your scene "requires" HQ-physics. Is that "yeah, it reallyreally need HQ-physics or your PC will explode", or are you scared of nitwits complaining in the comments bcs their potato produced a physics explosion? And another question? You're saying you "built your scenes with 90fps"? What exactly am I supposed to do with that information? I mean ... I can congratulate you having the budget to throw at a machine that can give you 90fps in VR in a badly optimized experimental physics sandbox, but ... is there some information in there that would help me improving my PC's performance? I can tell you straight away I'm happy with half that framerate (nevermind that my Quest1 can't even handle >72hz). And do I really NEED to be able to reach such feats of performance? So far, I've felt I'm doing OK with about a third of that framerate? Or is that not a framerate at all - is it maybe a Timeline-thingy? I'm confused ... P.S.: I just remembered that one of the ppl complaining to you about physics explosions in your scenes ... was me. Turns out it was nothing to do with your scenes at all - it was a custom anus-morph I'd added to my fav model before merging her. Seems like some colliders in the waist region weren't really happy about that ... spectacularly unhappy, to be precise. The model was so unstable she'd oscillate herself into an explosion even from standing still ...
2023-07-23 22:33:28 I'm having fun! One question, if I may? You always leave a note stating that your scene "requires" HQ-physics. Is that "yeah, it reallyreally need HQ-physics or your PC will explode", or are you scared of nitwits complaining in the comments bcs their potato produced a physics explosion? And another question? You're saying you "built your scenes with 90fps"? What exactly am I supposed to do with that information? I mean ... I can congratulate you having the budget to throw at a machine that can give you 90fps in VR in a badly optimized experimental physics sandbox, but ... is there some information in there that would help me improving my PC's performance? I can tell you straight away I'm happy with half that framerate (nevermind that my Quest1 can't even handle >72hz). And do I really NEED to be able to reach such feats of performance? So far, I've felt I'm doing OK with about a third of that framerate? Or is that not a framerate at all - is it maybe a Timeline-thingy? I'm confused ... P.S.: I just remembered that one of the ppl complaining to you about physics explosions in your scenes ... was me. Turns out it was nothing to do with your scenes at all - it was a custom anus-morph I'd added to my fav model before merging her. Seems like some colliders in the waist region weren't really happy about that ... spectacularly unhappy, to be precise. The model was so unstable she'd oscillate herself into an explosion even from standing still ...

I'm having fun! One question, if I may? You always leave a note stating that your scene "requires" HQ-physics. Is that "yeah, it reallyreally need HQ-physics or your PC will explode", or are you scared of nitwits complaining in the comments bcs their potato produced a physics explosion? And another question? You're saying you "built your scenes with 90fps"? What exactly am I supposed to do with that information? I mean ... I can congratulate you having the budget to throw at a machine that can give you 90fps in VR in a badly optimized experimental physics sandbox, but ... is there some information in there that would help me improving my PC's performance? I can tell you straight away I'm happy with half that framerate (nevermind that my Quest1 can't even handle >72hz). And do I really NEED to be able to reach such feats of performance? So far, I've felt I'm doing OK with about a third of that framerate? Or is that not a framerate at all - is it maybe a Timeline-thingy? I'm confused ... P.S.: I just remembered that one of the ppl complaining to you about physics explosions in your scenes ... was me. Turns out it was nothing to do with your scenes at all - it was a custom anus-morph I'd added to my fav model before merging her. Seems like some colliders in the waist region weren't really happy about that ... spectacularly unhappy, to be precise. The model was so unstable she'd oscillate herself into an explosion even from standing still ...

ispinox

About the HQ physics thing. I noticed that some animations have pop-outs without HQ. Especially when there are complicated transitions where you move from one pose to another. That's why I keep that warning. Meanwhile I learned how to better animated and to avoid it, but I still keep the text in. The Hz thing. When checking out what other people do, I noticed they wrote what Hz they were working at. I myself don't know If that's really useful for the user. I'm just letting know just in case it is.

Spanky

I enjoy this scene alot, just wish the animation were a bit longer.

ispinox

Thank you. It’s the second scene of this month and not the main scene. That’s why it’s short. I need more time for the main releases. But I’m planing on updating this scene with a new pose this week. If I can, I’ll extend the animations

Fire

In my experience, it's good info to know what the author had for settings when creating the scene in case something breaks or any physics explosion occurs, then I can retry the scene with those settings instead of my standard ones that I do NOT change from scene to scene :D (I'm defaulting to 60Hz, Cap3, No HQ as it runs well for me). But as Ispinox comments, the High Quality (HQ) physics thing is noticable in some animated sequences, depending on the scene. I have had cases where No HQ works better in scenes and other authors so it's just how the models used interact in the given situation.

CaseEP

Ok, thanks for clarifying - I was just wondering, like "How the hell are they getting 90fps in VR? And do I need that, too?" (bcs my equipment can't reliably sustain half of that, at least not in VR. But in my experience, at least, it also doesn't really need to).

CaseEP

@Fire: My "default" settings are similar (60Hz, Cap2, No Hq). Not sure I'd switch to 90Hz, HQ on (except as an experiment), as that'd slow down the scene drastically. One thing I've been doing recently - and it's particularly easy to do in Ispinox' scenes, bcs the relevant trigger-keyframes are already there - is that I selectively activate/deactivate different regionas of softbody physics. Like the only situation that needs TongueCollisions active is a frontal BJ. Only situation where LowerPhysicsMesh needs to be active is frontal vag penetration. Almost never do you need to have TongueCollisions AND lowerphysicsmesh to be active at the same time - but that's precisely the most demanding setting that really puts strain on the CPU. So I'd avoid that blanket "all softbodyphysics active"-setting. And in Ispinox' scenes, you have this triggertrack "Audio1" (on the male/futa atom "Person#2"), where the control for the DiviningRod plugin is sitting. And that's neat, bcs there is already a triggertrack with the correctly placed keyframes - so I just add some additional Triggers to that triggertrack - whenever that Triggertrack is switching the "mouth"-target active in DiviningRod, I activate TongueCollisions, turn off LowerPhysicsMesh, and leave BreastPhysicsMesh active. Whenever the target switches to Vagina, the opposite (tonguecollisions off, lowerphysicsmesh on). And during a Doggy, I activate only the lowerphysicsmesh, but switch off the breastphysicsmesh and the tonguecolliders (don't need accurate boobiephysics when I can't even see them in POV)

ispinox

Thank you for the writing that. That makes me think if I can set automatic triggers to deactivate certain areas depending on the positions automatically.Like; in a doggy style position I don’t need the breast or tongue physics. A trigger in the timeline would disable those while activating them in the next pose when there is frontal sex, while disabling butt physics. Going to look into this soon.

Bob

Loops 3 & 4 don't work for me, the girl moves away with nothing there, and in 4 futa moves but girl doesn't and they are too far apart. Possibly missing a dependency? 1 & 2 are fine.

Spanky

Extended animation! the energy inside me is boiling!

ispinox

Just checked on my other PC with clean VAM. Works fine. But while I was at it, I updated to new timeline. Could you check again.

CaseEP

Yay! As I said, it's an easy mod, since you have a triggertrack with all the correctly placed keyframes already built into your scene(s) (iirc, at least your last two scenes had this "audio1" triggertrack) The "lowerphysicsmesh" is often called "glutephysics" or "buttphysics", but IMO it's really much more effective on the groin area (and the buttcheeks themselves). Don't really think you need that so much for anal - but for vag penetration, it's a must, IMO. From what I've heard (!), what you really want to avoid is having the tonguecollisions AND the lowerphysicsmesh (groin/butt) active at the same time. All of this is a bit experimental - I'm just operating on the assumption that selectively activating parts of softbody physics some of the time is likely less demanding than having all of it active all of the time.

CaseEP

I've noticed a slight "hitch" in Position 3 (the sitting missionary): (Note that this comment is for version 1 of the scene & that I play these with custom models & modified settings - could be that this all works out well in the default/unmodified scene) There's one animation in Pose 3 where the futa/male (Person#2) is supposed to move their left hand below the right knee of the female (Person) - this doesn't always work out, and sometimes that left hand ends up ABOVE the female's leg. When that happens, the genital areas are often out of alignment & penetration becomes difficult. IMO, the root cause of this the fact that the Girl's right FOOT controller is fixed in a position that doesn't allow the knee enough movement. I don't think relying on HQ physics is the most economic way of dealing with such intricate pose-changes (though I admit they are complicated & I understand you'd want the most reliable solution) So my suggestion would be to add some extra keyframes for the Person#2 left-hand animation track that "guide" the hand UNDER the knee of thef female Person - maybe "parent" that part of the left-hand animation track to the female's kneejoint? - and maybe also experiment a bit with the female's right foot controller (eg temporarily switch it to "comply"?). P.S.: Don't get me wrong - this is a FANTASTIC animation! Easily amongst the best carried missionary animations I've ever seen. The fact that it sometimes fails is simply down to the fact that carried missionary poses are simply very hard to animate in a reliable way. I don't expect perfection from animators - VaM itself is more of an experiment than a finished product, afterall.

CaseEP

I LOVE it! Even with all the "criticism" I give - don't get the wrong impression here: I think your animations are easily amongst the top 3 in the whole community!

Bob

Huh, what do you know, new version works fine now. Thanks!

catching_sight

Really love this scene! Any chance of getting a Male / FUTA switch button like we've seen in the majority of your other scenes?