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/3/ - 3DCG


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File: 481 KB, 1920x1080, 1588009613971.jpg [View same] [iqdb] [saucenao] [google]
736867 No.736867 [Reply] [Original]

How do you rig for these deformations?

>> No.736871

>>736867
You use lots of extra bones with the pivots located at the center-point for where that muscle group or general area of tissue would tend to move.

It's a big of a dark art and difficult to pull off well (this is a very advanced topic) but you can pick it up if you look at examples of it and take your time thinking about how and why it was made that way.

the link in the description of this youtube vid will lead to a rigged version of spiderman from 'Marvel's Spiderman' on PS4 https://www.youtube.com/watch?v=0FbfEFgjhkk

If you move trough the bones and look at what vertices are controlled by what bone you'll get an idea of how good deformations are achieved.

>> No.736879
File: 515 KB, 1920x1080, 1588040390583.jpg [View same] [iqdb] [saucenao] [google]
736879

>>736871
Thanks bud!

>> No.736889

isnt beastiality illegal ? how did we end up "accepting" retarded shit like furries

>> No.736891

>>736889
Dilate tranny

>> No.736894

>>736867
>>736879
Can you please go away with this furry trash. Thank you.

>> No.736899
File: 99 KB, 980x820, 1587996098420.jpg [View same] [iqdb] [saucenao] [google]
736899

>>736894
What do you mean?
This is about excellent deforms.
They just are on an anthro instead of an anime robot girl butt this time.

>> No.736901

>>736899
The fact that you have these images indicate that you are a fucking disgusting furry otherwise you would have used anime robot girl butts, you fucking degenerate.

>> No.736902

>>736867
Where are the holes? Fucking hacks

>> No.736907

>>736901
This is the most recent example.
A brand new game.

>> No.736915

>>736891

kill yourself you mentally ill faggot

>> No.736917

>>736867
You either suffer through >>736871 or you just sculpt morph targets, which is about 10x faster to do, unless you have a gorillion animations.

>> No.736918

>>736867
I really like the hand posture.

>> No.736922

>>736918
It's excellent.

>> No.736923

https://imgur.com/a/0PIdC8p

>> No.736926

I like her :3

>> No.736927

Which game is it from ?

>> No.736940

>>736917
THIS. I fuckin hate bones.

>> No.736946

>>736927
new remake of Seiken Densetsu 3 released by square-enix, the localized name is "Trials of Mana".

>> No.736951
File: 317 KB, 1371x2160, dont bother responding because im hiding the thread now.jpg [View same] [iqdb] [saucenao] [google]
736951

its painfully fucking obvious OP doesn't really give two shits about rigging and animating

>> No.736953

>>736867
You're just seeking excuses to post degeneracy

>> No.736959

That floor texture is terrible.

>> No.736965

>>736959
https://www.youtube.com/watch?v=9zZjSMED0IE

>> No.737024

>>736953
It's 4chan, why would you need as excuse?

>> No.737051
File: 474 KB, 402x287, multiJointButt.gif [View same] [iqdb] [saucenao] [google]
737051

>>736917
yes but for real time rendering it's not feasible. Vertex animations are way more costly. Additionally, adding an extra control joint is very easy and it works.

>> No.737133

>>736951
What if learning rigging and animating is essential to for good cooms?

>> No.737136
File: 106 KB, 987x1024, dio.jpg [View same] [iqdb] [saucenao] [google]
737136

>>736918

>> No.737144

>>737051
>for real time rendering it's not feasible. Vertex animations are way more costly

This is only true if you're working with large poly counts - remember that virtually all early 3D games were vertex animation and ran on hardware less powerful than what's in your average touch screen thermostat.

Morph targets for a few small areas of your models are never going to be a be performance problem.

>> No.737193

>>737051
Can you post your weights for one side of the body? I asked a similar question to OP a month or two ago and I'm struggling to have the butt naturally retain volume despite leg and body movements.

Not even a coomer, I just want to figure this out

>> No.737219

>>736889
When we stopped treating mental illness and started encouraging it

>> No.737316
File: 502 KB, 650x1500, hipButtFemur.png [View same] [iqdb] [saucenao] [google]
737316

>>737144
aight well if you're making super low poly models and only have 1 or two characters you can get away with doing w/e you want. You have a corrective sculpt for every joint movement on a high res character that's one of dozens then you can't.
>>737193
I actually found a mistake thanks to you. The control on the inner thighs should have no influence from the hip bone but i musta missed them.
Otherwise top is the hips bone which if you look closely you can see the root is above it. The spine joints and the hip joints are children of the root. To get the affect right I painted the thigh 100% controlled by the femur, and the lower back and crack 100$ by the hip. The meat of the cheek is 100% the butt joint which is directly on top of the femur joint. Then I just used the smooth tool till it deformed well enough.
verteces with split control values are the ones that lose the most volume. That red stripe is where the butt joint has the most control. In my rig I use an expression to rotate the butt joint and femur joint half as much as a control joint which has the ik on it.

>> No.737559

Bump

>> No.737659
File: 517 KB, 1920x1080, 1588008847439.jpg [View same] [iqdb] [saucenao] [google]
737659

>> No.737673
File: 213 KB, 495x420, Annotation 2020-04-30 140422.png [View same] [iqdb] [saucenao] [google]
737673

>>737659
best pic i could muster
lollipop chainsaw didnt use an extra control joint and the character's butt completely collapses when she croches down. Normally she wears a skirt so you cant tell except in this alti-costume. A shame since it's such a cheesecake centric game.

>> No.737675
File: 1.42 MB, 582x440, rutoButtJiggle.webm [View same] [iqdb] [saucenao] [google]
737675

Ive also experimented with putting the control joints onto the surface of the butt cheek and made them dynamic. In this there are 9 extra joints on the surface of the butt which are children of the butt joint on top of the femur joint.

>> No.737747

>>736907
Don't reply to these people. They probably don't even do any /3/d they're just pol tourists.
Even if a person doesn't like a particular piece of art, they can still admire it for its techincal proficiency

Incidentally this model was ripped (and often the bones are ripped with it) but I haven't found a source although partly that's because it's probably already been turned into SFM

>> No.737834

>>736867
I have posted a while back a full-body rig using real-time muscle-based deformation with results far better than this.

It wasn't fetish porn so nobody cared of course. This whole board is full of people trying to create their own porn under the guise of "technical research" which is just hilarious to me.

>> No.737854

>>737834
>I have posted a while back a full-body rig using real-time muscle-based deformation with results far better than this.
That's very nice for you, professor
>It wasn't fetish porn so nobody cared of course.
Very sad

>> No.737935

>>737834
Post it again.

>> No.737945

>>737935
why? so you can whack off to it?

>> No.738034

>>737316
>I actually found a mistake thanks to you.
You have to name that ass after me, now. But no, seriously, you've helped me, too. My weights pretty much look the same, it was the bone placement throwing it off.

>> No.738049

>>737051
morph targets aren't vertex animations per se, and can be a lot cheaper than you'd think.

>> No.738072

>>738049
you're animating the vertices. that's a vertex animation. Key frames directing verts.

>> No.738100
File: 683 KB, 2000x1200, rigposedwithbonelayout.jpg [View same] [iqdb] [saucenao] [google]
738100

>>736867
By chance I happen to have a rig of very similar shape and went ahead to produce a pose somewhat matching this one and adding a joint display pic so you can see what layout and helper joints i have worked into the rig.
This video with some pans around it in the different views should also give you a better insight (it was too large for this place)
gfycat untimelyfreshangwantibo


>>737834
no you didnt

>> No.738101

>>738100
degenerate subhuman filth

>> No.738111
File: 399 KB, 2048x1223, Spok.jpg [View same] [iqdb] [saucenao] [google]
738111

>>738100
Fascinating.

From a purely logical viewpoint of course.

>> No.738132

>>738100
great furry work, anon

>> No.738138

>>738100
that's really neato

>> No.738146
File: 232 KB, 1180x842, YouBreakingMyHeartLeah.jpg [View same] [iqdb] [saucenao] [google]
738146

>>738100
>Behold the power of the human nutsack, when man wants to commit genital atrocities with that which does not exist he wills it into being.

Mah riggah.

>> No.738280

>>738100
https://www.youtube.com/watch?v=vprx6nKZmbU

>> No.738387

>>738100
>gfycat untimelyfreshangwantibo
looks really good, did you make that model yourself, do you have a twitter or something?

>> No.738406

>>738100
I've been trying to do something similar in blender, but my character has a really fat ass that overlaps. I find it hard to understand what's going on without context like constraints and modifies.

>> No.738425

>>736867
https://www.youtube.com/watch?v=Js_HX7aqdBY
This was a good video on the rigging/animating of things. Likely could incorporate some of the same techniques into other things.

>> No.738440

>>738100
Okay, you clearly need to recreate Katia Managan. You were born for it.

>> No.738453
File: 2.57 MB, 944x1079, 45758678687.png [View same] [iqdb] [saucenao] [google]
738453

>>738100
Isn't that one of the models from WildLife?

>> No.738593
File: 691 KB, 790x756, 1580876619328.png [View same] [iqdb] [saucenao] [google]
738593

>>736867
take shortcuts like the devs did

>> No.738599

>>738387
yeah I modeled and rigged it, I do have a twitter but since im the wild life dev you might as well just google "wild life twitter" so it doesnt look as im shilling in here.

>>738453
yes, thats zuri from wild life

>> No.738600

>>738453
Not the first time that guy posted here. I still remember the grandma or whatever story about them walking in on the tentacle monster and not giving a fuck. You guys do amazing rigging. Dunno about those clothes though. The flavor of wip I guess.

>> No.738633

>>738593
can you share where you got it or if you ripped it yourself share it here?
>>738599
>yeah I modeled and rigged it, I do have a twitter but since im the wild life dev you might as well just google "wild life twitter" so it doesnt look as im shilling in here.
oh neat, I didn't know you posted here, I thought it looked like the lion from wild life but I wasn't sure.

>> No.738671

>>738633
sent

>> No.738701

>>738633
anonfile com/xdW1Setao1/eb24_rar

>> No.738703

>>738701
What's with the dolphin porn?

>> No.738795

>>738701
thank you, hate to ask for more but could you share the encryption code thing so I could ripp some other models myself?

>> No.738800

>>738795
I got the file from /v/, loverslab modding guide suggests that there's no encryption to the files, try overriding game detection to UE 4.22, maybe it will work.

>> No.738803

>>738800
ok, thanks, I haven't tried to ripp anything yet I just figured they would need a encryption code since most AAA game need one.

>> No.739270

Any model with original game rig?

>> No.739271

>>739270
No.

>> No.739275

blendshapes

>> No.739884

>>739270
any model ripped from a unreal 4 game has it's in game rig and animations. Sometimes the animations don't work unless you extract them one at a time I found.
>>738701
this model has the game rig, but you need a blender add on to import it.

>> No.739889

>>739270
>>739884
I forgot to add it I don't think it extracts any blendshapes, morph keys or whatever they are called.

>> No.739924
File: 250 KB, 600x450, 1588188585926.png [View same] [iqdb] [saucenao] [google]
739924

>>737747
>"pol tourists"

>> No.740004

>>738701
>7zip
>could not open .rar as archive
help

>> No.740018

>>740004
I opened it with 7zip, try updating it.

>> No.740040

>>737945
yes

>> No.740111

>>739924
ikr? some people hate jaws AND take 3DCG seriously.

>> No.740156

>>736889
Anthropomorphism is older than civilization.

>> No.740170
File: 10 KB, 480x360, gun.jpg [View same] [iqdb] [saucenao] [google]
740170

>>740156
Not on my watch

>> No.740172

>>740170
Based Cannibal Jones. Eat his furry ass!!

>> No.740174

>hating on furries
they are the basedest
aside from the gay furries these are obnoxious

>> No.740291

>>738599
add bestiality as a separate patch from patreon pls

>> No.740338

>>740018
>try updating it.
That worked, thanks!

>> No.740445

So now that we've solved the science of rigging huge ass cheeks to accomodate extreme poses let's progress.
Modelling assholes:
What is the best work flow for modelling an appealing sphincter? The geometry is going to spend most of its life folded up inside the cheeks. Then it blooms like a flower and needs to look good while doing so.
>corrective blendshapes
Yes. That would and always will work. Now that it's out of the way what are the alternatives? What is the join driven solution?
How about rigging the anus for animation? Anumation, if you will. I've made several rigs which used 6 or 8 joints that each just grab a corner of the hole, but no actual project of mine ever really matured into something worth sharing. Is there a better (other than a corrective blendshape) way to do it? what are all the things an anus ought to be able to do to animate good looking sex, and other more extreme possibilities? Like the swiss army knife of butthole rigs.

>> No.740449

>>740445
uff mate, that depends a lot on what you want to make. I have a working anus rig with no blendshapes, just 6 joints and well designed model topology that can do pretty much all I need for it. I'd love to share some under-the-hood insights but this board probably isnt greenlit for such content

>> No.740452

>>740445
Same as animating worm mouth i imagine,

>> No.740482

>>740445
I use blendshapes and a few bones to do additional adjustments if needed, what arguments are there against them? I use a few hundred of them on models with over 100k tris (with LODs) in Unreal and in a normal game scene I can't even measure the performance difference to a model without them.
If this wasn't a blue board I'd show it here.

>> No.740493

>>740449
>>740482
is it possible to share images of sorts via image sharing links?

>> No.740496

>>740482
well the argument against blendshapes is performance first, but also dynamics. You're probably not going to have hundreds of characters on screen puckering their anuses where you might have a hudnred on screen blinking and smiling. so maybe its not as important.
However, a joint driven rig can be physics driven and be more interactive with player input.

>> No.740497

>>740493
>>740482
>>740449
its a blu board but this is for educational purposes. turn off textures and turn on wireframe on shaded, we're obviously not whacking off

>> No.740658
File: 1.52 MB, 1000x600, buttholerig3.webm [View same] [iqdb] [saucenao] [google]
740658

>>740497
ok I hope youre right. This one is a bit small and fucked fast because size limits.
Here are other versions on gfycat:
leansaltygroundbeetle
mintyimperturbabledeviltasmanian

>> No.740661

>>737219
Based

>> No.740670
File: 1.35 MB, 1280x720, witch_2020-05-12-1.webm [View same] [iqdb] [saucenao] [google]
740670

>>740658
Interesting, yours doesn't use morphs/blendshapes unless I'm mistaken.
I'm using blendshapes to drive the base shape and then a few controls to adjust to insertions from different angles or spreading it. I don't have controls to adjust the inside, but that's just because I haven't had the need for it yet.

>> No.740672

>>740658
>>740670
Damn, these are impressive. Time for me to read up on blend shapes.

>> No.740674

>>740670
>>740672
In my experience you really dont need blendshapes for this. Unless you want to animate some crazy detailed fully close-up shots like animopr0n you should be fine with a setup similar to this.
Imho there is a certain sweetspot between detail and complexity of the rig and precieved quality, going too far on the resolution, the amount of controls and the clean-look of the rig can produce results that look too clean and artificial if you know what I mean.
But yeah in the end you just do whatever works best for your needs.

>> No.740681

>>740658
>>740670
I wonder what those polygons smell like haha

>> No.740682

>>740681
like poop anon

>> No.740688

>>740670
I'm telling my nephew this is a depiction of a black hole according to science.

>> No.740689

>>740674
How did you rig these animations? Was it with bones?

>> No.740692

>>740689
Yes, just bones

>> No.740724

>>740658
that's some good ass topology

>> No.740730

>>740692
do you know of any good resources I could study from to learn how to do this?

>> No.740739

>>740730
Probably not for this particular use case. But its just placing joints on each direction of the butthole: upper,lower,left,right, maybe one or two in the inside hole, skinning them smoothly - done. There isnt really much else to it.

>> No.740745

>>740730
There is a very informative video series called "the Art of Rigging". it's on cgpeers but maybe it can be found elsewhere too. While they do not cover rigging colons for getting rammed by massive dongs they do cover esoteric rigging topics that will help you a lot.
>>740658
You're using the scale tool to expand all the bones, or what? Are the joints just parented to the nurb circle, or is it a driven key?

>> No.740760

>>740745
>cgpeers
Seems to be invite only, that's a shame

>> No.740767

>>740745
>You're using the scale tool to expand all the bones
The individual bones are driven by their own controllers. And those controllers have an offset group which is parent constrained to the main butthole control so they move apart when you scale it.

>> No.740781

>>740767
did you model the anus closed? How did you paint the weights?

>> No.740784

>>740781
the pose at the beginning of the video is the pose it was modeled in. I used NGskin tools for easy softening of weights in that region.

>> No.740803
File: 134 KB, 1200x900, witch-2020-05-12-7.jpg [View same] [iqdb] [saucenao] [google]
740803

>>740674
I found blendshapes much easier to work with, I don't control any of them manually all my shapes are driven by the rig and I'm actually using the same rig in the engine so I'm just sending the animations of my controls over, that way I always get correct deformations when blending dynamically between different animations.
Using or not using morph targets just has no noticeable performance impact for me. So In a game context like always, profiling is king. (I'm almost certain that morph targets in Unreal are actually just dirt cheap since they are applied on GPU in a compute shader.)
In the end, I just want my models to be able to bend like pretzels without me having to use any corrective controls. I'm not good at this whole animation thing, to begin with.

>> No.740805

>>740803
Yeah, but specifically for sphincter animations. How can you account for the myriad directions, orientations, and angles you might need to accommodate for with blend shapes alone?

>> No.740807

>>740805
You can't. That's why I use blendshapes and bones for that.

>> No.740808

>>740745
Is the course called "The Art of Effective Rigging" by p2design?

>> No.740810

>>740784
>NGskin
this looks really cool. The relax tool looks like the key to skinning a tightly compressed rectum.

>> No.740812

>>740808
it was not, but what i downloaded was a million years ago so maybe thats a new one. I still have it, but there's no document that includes who made it.

>> No.740813

>>740812
>I still have it
yikes it's all corrupted. So if you were going to ask. I can't pack it up and drop it in mega or something :/

>> No.740819

>>740803
sooo how many morph targets are actually working in a pose like this? I imagine its dozens.
And do you have the same amount of them also on clothes?

>> No.740821

>>740819
Over 50 are active, though about half of them are just for the face.
Yes, I replicate the same morph targets on the clothes as well. But I don't create them manually I just have a script that copies all of them with the "surface deform" modifier from the body to the cloth mesh. I only need to correct a few specific morph targets manually, the breast size morphs for example usually need to be touched up.

>> No.740899

>>740670
do you uh have any tutorial for doing this or something, for research purposes

>> No.740930

>>740658
>>740670
rigging these must have been a pain in the ass

>> No.741111

>>740899
seconding this we need to know how to manipulate holes

>> No.741113
File: 98 KB, 750x937, photo_2019-09-19_17-12-19.jpg [View same] [iqdb] [saucenao] [google]
741113

>>740930

>> No.741124
File: 1.26 MB, 594x540, anusRig.webm [View same] [iqdb] [saucenao] [google]
741124

>>740899
>>741111
-Model the sphincter closed.
-Duplicate the mesh and deform the sphincter to the maximum expansion you're going to need. (It doesnt hurt to go further. In your deformation include things like the cheeks getting pushed away. You can even deform a little, duplicate that mesh and then deform THAT mesh a little more. Then use each mesh as a "keyframe" in the blendshape. In the past I've had success by having ass and pussy expand in stages using inbetween keyframes in my blendshapes.
-Add 4, 6, or 8 joints on the cardinal directions around the rim of the anus. The more joints the more detailed control and the more work. Blend these weights smoothly, give them a little influence over the cheek geometry that will be disturbed by the blendshape.
-TIP: if you make a blendshape after you make a skin cluster, the blend will override the skeletal deformations. Hold right click on the mesh, select input>all inputs then middle mouse drag the "blendshape" node below the skincluster node.

I'll follow up with making the rigging.

>> No.741138
File: 1.42 MB, 706x610, anusRig2.webm [View same] [iqdb] [saucenao] [google]
741138

>>741124
ok so here's how *I* did it.

-The controllers are a nurbs circle placed over the sphincter with 4 lurbs curves as children.
-using the insert key place the origin of the circle in the middle of the buttHole joints. Place the origins of the little controllers directly over the joints. I have 4, but if you have more than you can either have more controllers or you can constrain some of the joints to multiple controllers so that they move together.
-Parent constrain the parent circle to the pelvis joint. (That is first select the pelvis joint THEN select the circle THEN hit parent constrain. The first objects you click are all the driver objects and only the very last object is the object being constrained.
-Then parent constrain the butt joints to the small controllers.
Now when you use the scale tool on the large circle all 4 controllers drag the joints apart evenly, and they can in turn be moved around independently.


CORRECTLY NAME EVERYTHING

>> No.741149

>>737675
if you put that much effort into ass at least subdivide the model before putting it in a game instead of leaving it low poly like that

>> No.741183

>>740449
>but this board probably isnt greenlit for such content
a thread about titty magenetism reached bump limit, you'll be fine

>> No.741195

>>741183
got a link to that thread? I've been trying to play around with different titty physics and I can't seem to get it right

>> No.741202

>>740658
>>740670
>>741124
>>741138

Unironically some of the most useful posts I've ever seen on this board, and I've been here since the day it was added.

You're a shining beacon of hope in a sea of retarded software wars arguments.

>> No.741217

>>741124
>>741138
rundown on how you did the puss?

>> No.741232

>>741124
>>741138
In your opinion, what's more difficult, ass or puss?

I get that pussy can have more bits but ass you have to deal with big asscheeks in the way and making it work around that, where the pussy is more manageable as it doesn't have to interfere with anything else

>> No.741242
File: 623 KB, 1352x701, Annotation 2020-05-13 204053.png [View same] [iqdb] [saucenao] [google]
741242

>>741149
>leaving it low poly like that
you havin a giggle m8?

>> No.741244
File: 271 KB, 903x689, Annotation 2020-05-13 204053.png [View same] [iqdb] [saucenao] [google]
741244

>>741232
>>741217
to address both, puss is harder because of more details. The cheeks get in the way, and i havent modeled an anus that looks as good as the others itt, but it's just a simpler beast.
In the Princess Ruto model i tried to cheat. the main body mesh only has the labia majora. that's the still skin colored pussy lips. The labia minora and actual vagina walls were a seperate mesh I sculpted open and then deformed closed. This helped me put in the details. The other mesh with the big ass in my webm is a rush job i made to have some kind of asset to have in my game while im developing it. The puss isn't rigged and isnt as detailed as it should be,.

BUT when you're making a good vag something i found that helps is that while you're modelling the butt crack and crotch you often end up with these left over edge loops that normally make the mesh too dense to work with. so you just get rid of them. Instead you can keep them to use as geo for the genitals and anus. You can see in my webm that i have some 6 pointed stars at the top and bottom. Those are missed opportunities to have more edge loops going through the butthole giving it more detail.
I'm still experimenting with the idea of using a seperate mesh for the inside of the vagina. This will allow you to dedicate a lot of UV space to the texture and model lots of details without worrying about finding homes for all these extra edgeloops.

>> No.741246

when a thread about assholes is more educational than everything else in the board lmao, we should have more of these kind of threads

>> No.741257

>>741124
>>741138
>>741244
Thanks for the info, trying to find stuff on this online is nearly impossible

>> No.741266

post more asshole magic, for research

>> No.741274

>>741266
I support

>> No.741525

>>741266
>>741274
go for it. try to model / rig an anus and post results

>> No.741526
File: 2.11 MB, 400x400, vag.webm [View same] [iqdb] [saucenao] [google]
741526

Does anyone have any tips to achieve this?

>> No.741535

>>741526
really good weight painting

>> No.741537

>>741526
I'm not sure how valuable some of those controls are, but yeah really good weight painting and corrective blendshapes. That's the answer to everything.

>> No.741552

>>741526
this is some good reference material

>> No.741571

>>741526
Where did you get that from? I would like to see more of that person's works.

>> No.741631

>>741124
>>741138
is it possible you guys could share your blends? at least the butt rig part if you don't wanna share your models

>> No.741735

>>741631
>is it possible you guys could share your blends? at least the butt rig part if you don't wanna share your models

Translation: I JUST WANT TO COOOOOOOM!!

>> No.741739

Is quick rig any good to just start animating?

>> No.741741

>>741631
Share them how? You can see my wires.

>> No.741991

>>737219
It’s really funny how /pol/ chuds have more severe mental illnesses than the people they hate, they just think their particular brand is normal and refuse to address the issue. Probably why so many of them become murderers and rapists.

>> No.742075

>>741991
That's some hardcore cope. Most murders and rapes are committed in high density leftwing enclaves. The entire progressive movement has turned mental illness into a point of pride.

>> No.742081

>>741991
Dude. you fuck pets. GTFO.

>> No.742097

>>741991
Seek help please

>> No.742104

The fact that this thread is still first page tells a lot about 3D modellers.

>> No.742131

>>742104
There's a million videos on yt about how to model hands, but god forbid you want to make a character who has engages in the totally normal act of intercourse, and you cant get any help with anything.
You want to make weird and/or sexual media you come to 4chan.

>> No.742214

>>742131
This.
People that arent confident in rigging will be very uncertain how to go about rigging such non-standard things like genitals or proper ass cheek deformation or boobs or so. And since there are not really many tutorials for that out there their best bet is to come to places like these to find the wisdom they seek.

>> No.742261

>>740803
Holy shit, you are still alive?

>> No.742283

This has been the first time I've ever seen an informative thread on this shitty board
Well done furbaiters and lewdposters

>> No.742285

A bit outdated, but some newcomers may find it useful.

https://www.youtube.com/watch?v=18EoKEJzMDE

>> No.742300

>>742285
You takin the piss? That dude is retarded. That model is absolute dog shit. It's like he's never seen a human before.

>> No.742301

>>742300
All I could find that was mildly helpful when someone mentioned that only hand tutorials are available on youtube. Other videos I knew with anatomy got reported and the accounts banned.

>> No.742372
File: 2.13 MB, 640x360, pol vs jew.webm [View same] [iqdb] [saucenao] [google]
742372

>>737747
shut up nigger

>> No.742381

>>742301
And "basic female " expmicitly means low level of detail on secondary sex characteristics. Let alone how to model a bodacious bimbo with 1/8 waste/hip ratio and still have serviceable topology.

>> No.742399

>>742372
to the weeb who claims to be high iq who made this:
out of the entire heritage you're supposedly proud of couldn't you find a more fitting custom for this climaxing battle against the kike than dressing like a chink?

>> No.742405

>>742372
that's cool

>> No.742418

>>742261
I'm just not around here that often, but I don't plan to stop with this project at any point.

Regarding the butthole topic, the way I did it is just model the butt with an almost closed perfectly circular hole, then the closed up version and two or more stretched blend shapes of it (depending on how extreme the insertions are going to be you might need more).
For the bones, I just put a few bones there (four should be enough) and weighted them to the anus and the surrounding area, it's probably easier and more useful to do this with one of the stretched blend shapes active.

>> No.742420

>>742399
He is obviously poking fun at both sides.

>> No.742433
File: 247 KB, 1600x900, super-watching-videoSixteenByNineJumbo1600-v3.jpg [View same] [iqdb] [saucenao] [google]
742433

Not OP here but I have very related question;
How do I rig my hips so that my character can actually fuck and do humping motions? Whenever there's a rigging tutorial peeps just connect hip bone to some master hip bullshit and humping doesn't work. Disconnecting hip from the master turns hip into a new master instead. How to do it properly considering I have IK on the legs?

>> No.742443

>>742381
>how to model a bodacious bimbo with 1/8 waste/hip ratio
Got a tutorial for those? Please.

>> No.742485

>>742433
what? How does a standard hip/leg setup prevent you from animating humping? I dont get it.

>> No.742490

>>742433
Your blatant coomerism amuses me anon therefore I shall answer your question.

The trick to have multiple characters behave as one is to slave them to an intermediate bonesystem external to both characters.
This is not just useful only for copulatory purposes but also how you can have characters move as one if they need to dance together do jiu jutsu, wrestle etc.

In your case you wanna parent the pelvis of both characters to an external bone that can move both of them and like put an aim constrain on dudes D and have it look at lady's V.
Then you animate this interpelvic bone to have them both rock together and you have the misters pelvis translate back and forth at the same pace for the distance of his stroke
to make it look like he's the one driving the trust transferring energy into her, or vice versa depending who's on top.

same goes for any other contact point, if she's hanging onto his back her IK arm is slaved to follow a extra bone linked to his back.
If they grasp eachothers hands you have a bone that both their IK targets are parented to, and so on and so forth.

Now proceed onwards and bone.

>> No.742493
File: 705 KB, 600x900, witch-2020-05-18-00.webm [View same] [iqdb] [saucenao] [google]
742493

>>742433
Are you talking about a spine setup that allows you to change the pivot point? I use something similar to this:
https://www.youtube.com/watch?v=-Wm_WVcbxEM&list=PLWbnoG8MQdQSO79Kq3EVvtxrO8MTwzJNd&index=34
WebM shows changing the pivot in my setup in action.
Other than that what >>742490 said is helpful in order to sync up two characters, though I never got something like that aim constraint for the dick to be working well enough to be useful (but that probably depends on how detailed your animations are as well)

>> No.742510

>>742490
What about something like a copy transform instead on this intermediate bone and have the male copy it with an influence of 1 and the female with a smaller influence so it looks more like he is driving the thrust?

>> No.742511

>>742510
This is lterally just animating things guys. Move a control, move an other control a bit different with a time offset. Done.

>> No.742514

>>742511
There's no one way to go about it and in animation there's many routes to success
but much like Mario stomping a coomba you'll have a sticky situation if you approach this from the wrong angle.
For it is like the saying goes; there's an ass in master' and sometimes you gotta roll the hard six.

>> No.742586

>>742493
M-Mods

>> No.742588

>>742493
>>742586
yeah witch what the hell. This is too much. I might as well showcase my horse cock rig too then am i right?

>> No.742590

>>742586
>>742588
What a bunch of puritans you mongoloids turned out to be.

>> No.742591

>>742588
>>742590
You spergs are too easily baited. This is 4chins after all.

>> No.742592

>>742591
Go fuck yourself too.

>> No.742597

>>742592
Wow rude

>> No.742604

>>742586
>>742588
They are girls, they can't penetrate each other. They are just teasing and having fun.

Also, it's relevant to the discussion and not even a closeup of a butthole.

>> No.742605
File: 151 KB, 751x720, Annotation 2020-05-18 140635.png [View same] [iqdb] [saucenao] [google]
742605

>>742443
I could make one but idk if i even know how to do it right.
>>742433
maybe your question's been answered, but my solution is to make the spine and the hip bones both children of the root. Rather than have the root be the pelvis. No vertices have any influence from the root bone. It is simply there to move around the whole skeleton if i need it.

>> No.742609
File: 1.52 MB, 640x480, dynamic_cock.gif [View same] [iqdb] [saucenao] [google]
742609

>>742588
yeah you should.
We should have a separate thread though. This thread is about asses.

>> No.742619

>>742609
>30 degree snap after the intial thrust
That doesn't look right at all.

>> No.742620

>>742609
It's about deforms, should be fine.

>> No.742744

>>742493
does this run in realtime in the viewport?
what are the scene specs, and your hardware specs?

>> No.742760

>>742493
Hey, I've been meaning to ask, if I did the patreon reward level to get your models, what is the licence? Can I use them in my own porn games or animations? I would change the way they look up, I mainly just like how nice your topology is. If you don't want them to be used commercially like that I understand though.

>> No.742763
File: 136 KB, 1024x689, Picnik collage (1024x689).jpg [View same] [iqdb] [saucenao] [google]
742763

>>742490
>Your blatant coomerism amuses me anon therefore I shall answer your question.
Okay, but you didn't - I didn't have a problem with synchronizing the characters or whatever.

>>742493
>Are you talking about a spine setup that allows you to change the pivot point?
I didn't mean that but this is really cool, I might actually look into that, thanks

>>742605
Thanks, that's actually what I was looking for and I got it myself before checking back in this thread. I actually always start with the root on the ground level but I was confused by the setup I followed. I actually opened Klub17 pose editor I was once good at and noticed hip movement there is close to what I have, I just have to limit movement of upper spine when moving hips

>> No.742765

>>742490
>>742510
>actually animating penis into bagina precision level by hand
what is procedural animation

>> No.742771

>>742765
Its automated animation that was generated by simulation or code.
The problem with it is that it often doesnt output the results you want and the amount of time you spend tweaking parameters to get something halfway decent out you couldve spent in making a perfect animation by hand.

>> No.742773
File: 62 KB, 600x900, witch-2020-05-19-00.jpg [View same] [iqdb] [saucenao] [google]
742773

>>742744
A model with hair is about 70k verts and 140k triangles. A single model runs slightly above 30 fps, two drops the framerate to 20 something.
CPU is I7 8700k, GPU 1070ti, 32GB RAM.
There are many modifiers in blender that can significantly impact framerate like "triangulate", using a normal map or having physics collision for one of your meshes on (even if that mesh isn't animated)

>>742760
First, the models on patreon currently aren't up to date. I plan to update them this month though.
It's a non-commercial license, I don't care if you want to use them as a posing reference for drawings (mentioning that my models were used would be nice though).
If you want to use them for commercial purposes we can figure something out depending on what you want to do with them, how much you change them, and so on. (I'm not opposed to it, I mostly want to know what happens with my models if someone wants to make money with them, also at that point 5$ is a bit too cheap)

>>742765 >>742771
I just never got it to work without clipping and then fixing it up took just as much time as animating the whole thing by hand.

>> No.742782

>>742773
>If you want to use them for commercial purposes we can figure something out depending on what you want to do with them, how much you change them, and so on. (I'm not opposed to it, I mostly want to know what happens with my models if someone wants to make money with them, also at that point 5$ is a bit too cheap)
That's understandable, I don't need them right away but how should I contact you to discus it when I do?

>> No.742785

>>742782
Just send me a message on patreon.

>> No.742808

>>742773
What's your patreon?

>> No.742811

>>742808
patreon dot com slash witchdev
(I don't do much advertising and the game isn't really in a state I want to advertise with currently)

>> No.743180

>>738425
This guy has a complete rigging course for games and from what I've read on cgpeers it's really good. If it's as good as people say I'll pay for it (the guy puts lots of free content on rigging and animation, so that's a plus).

>> No.743234

>>743180
His recent course, the art of effective rigging, is quite good, although you can find most of what he goes over on youtube for free. But it's nice to have it as a single resource to refer to, and he does some very interesting solutions for some things like the eyelid rig.

>> No.743576

>>741571
From the webm title
https://twitter.com/nushihikaru/status/1011609005951803398

>> No.744557

Any new recommendation?

>> No.744635

>>744557
for what?

>> No.744657

>>744635
To wire ofc

>> No.745377 [DELETED] 

coom

>> No.745885

>>741202
The power of pornography to accelerate learning.

>> No.746745

>>740724
i kek'd

>> No.747698
File: 1.19 MB, 2000x1000, buncastmodifier.png [View same] [iqdb] [saucenao] [google]
747698

Anyone use the cast modifier to make vaginas deform when a penis or tentacle is penatrating them? I cant find a better way

>> No.747714

>>742609
In practice, how useful are simulated dynamics like this? Seems like simulations would only really work (a.k.a. give you a decent result), for things like cloth, particles and so on, but I always see a bunch of people gushing about simulating breast physics and shit like that.

Is it just an amateur thing, or are these things actually used?

>> No.747727

>>747714
>>747698
I consider myself somewhat of a professional in this field and my stance is that these things are still best dealt with using bones and manual animation. Its the shortest path to victory.

>> No.747759

>>747698
MODS

>> No.747939
File: 1.27 MB, 545x535, dynamicButtHole.gif [View same] [iqdb] [saucenao] [google]
747939

>>747698
>>747727
i agree with this. Maybe in a real time environment youd want to rig some kind of automatic response, but even then the whole thing would be driven by manually crafted animations. But to get back on topic, if we're talking an anus, you can get some interesting animations with dynamics.

>> No.747941
File: 642 KB, 376x503, dynamicButtHole2.gif [View same] [iqdb] [saucenao] [google]
747941

>>747939
for posterity

>> No.747944

>>747939
How do you do this?

>> No.747950

>>747944
>WHY do you do this?
fix'd

>> No.747959
File: 31 KB, 472x623, buttholesettings.png [View same] [iqdb] [saucenao] [google]
747959

>>747944
pic related.
>>747950
I do it because I want to.

>> No.748042

>>747941
Doing gods work!

>> No.748049

>>747959
>>747941
>>747939
The problem with such fancy looking dynamic setups is they only work so flawlessly in perfect lab conditions. But try putting that on a character with animation being fucked by an other fully animated character. It quickly becomes an inefficient nightmare that takes days to fix and deal with while youd have a decent anus penetration anim using just bones and controls in less than 30 minutes.

>> No.748110
File: 1.90 MB, 2000x1000, tentacle.png [View same] [iqdb] [saucenao] [google]
748110

>>748049
What if the thing doing the penatrating has a bunch of bumps and ridges? I tried using shrinkwrap and cast to deform the hole, but yeah, lots of work and not a very good outcome.

>> No.748117

>>736879
>>736867
you took these shots? Holy shit dude.... go outside, have sex.

>> No.748129

>>748110
that amount of surface detail might actually be negligible when it comes to resulting deformation, if that was an asset Im dealing with Id probably ignore those bumps, nobody is gonna tell the difference or care.

>> No.748177

This some rather impressive stuff. Almost makes me want to get back into blender again. Then again it has been like...5 years since I even touched it.

>> No.748206
File: 762 KB, 344x421, dynamicButtHole3.gif.gif [View same] [iqdb] [saucenao] [google]
748206

>>748049
If I were to make a full length animation, I'd use this technique just for brief close ups with special geometry made to work properly.
>>748110
Well let's just try it. If the details are big enough and the resolution on the anus is high enough you can see a difference in the deformation. I think it would be a valuable affect in a specialized situation. Again, very close up, and I'd render a completely separate scene with specialized geometry and just edit it in the final sequence.

>> No.748218

>>748206
Your cloth sim isn't stable and your "anus" wobbles. That's gonna be messy once you try that on a rigged, animated character.

>> No.748229
File: 690 KB, 480x270, 4e85.gif [View same] [iqdb] [saucenao] [google]
748229

>>748206
>after anon finished animating an awesome sex scene with the perfect coomdoll with a kabandokulous ass and boobaliscious tits he stopped and thought to himself.
>maybe I'm meant to do something else, something greater. Maybe I can make money doing sfw animations.
>Then he proceeded to make an animation of a guy motorboating some big ass titties
>nah the money is too good to pass up

>> No.748235

>>748218
>If I were to make a full length animation, I'd use this technique just for brief close ups with special geometry made to work properly.
>Again, very close up, and I'd render a completely separate scene with specialized geometry and just edit it in the final sequence.

>> No.748236

>>748229
flattering
but
>Maybe I can make money doing sfw animations.
Isn't true

>> No.748299

>>748229
>motorboating some big ass titties
Shit, im yet to see an animation of this!

>> No.748475

>>748299
sfm plebs with stolen models cant do it

>> No.750763
File: 712 KB, 1920x1080, 0001-0040.webm [View same] [iqdb] [saucenao] [google]
750763

>>747939
Allright I think ive got it. bones was way easier then directly effecting the mesh with cast. Now Ive got a curve that controls objects that control bones that distort the hole. Now to add more bumps

>> No.750769

>>750763
M-MODS!!!!

>> No.750788
File: 789 KB, 1920x1080, 0001-0080.webm [View same] [iqdb] [saucenao] [google]
750788

>>750763
hahahaha
>>750769

>> No.750791
File: 3.14 MB, 1900x1920, bell.png [View same] [iqdb] [saucenao] [google]
750791

>>750788
maybe later today ill try on this

>> No.750804
File: 16 KB, 351x185, thumbnail1-1-351x185.jpg [View same] [iqdb] [saucenao] [google]
750804

>i-if I put face in thumbnail I get admonies...

>> No.750805
File: 78 KB, 351x185, thumb1-351x185.png [View same] [iqdb] [saucenao] [google]
750805

>>750804
>many monies...

>> No.750806
File: 98 KB, 351x185, Rigify_PART_005-351x185.png [View same] [iqdb] [saucenao] [google]
750806

>>750804
>>750805
ADMONIES YOU SAY :DD

>> No.750808
File: 1.40 MB, 404x347, 1563829736773.gif [View same] [iqdb] [saucenao] [google]
750808

>>736867
>>736879
>>737659

>> No.750812

>>750788
looks like it works

>> No.750813
File: 230 KB, 560x396, keelbelly.webm [View same] [iqdb] [saucenao] [google]
750813

How would you rig a realistic belly that could be hefted?

I've seen people just do a single belly control bone for big wobbles but I don't think that provides enough granularity for a gut that realistically deforms.

>> No.750814
File: 853 KB, 1066x720, fattydragonitebelly.webm [View same] [iqdb] [saucenao] [google]
750814

>>750813

>> No.750817
File: 19 KB, 480x360, fuck this.jpg [View same] [iqdb] [saucenao] [google]
750817

>>750813
>>750814

>It was fun while it lasted /3/ but god damn I'm so out of here. Good luck guys.

>> No.750831

>>750817
who are you quoting

>> No.750845

>>750813
there's a reason you don't see this kind of deformation (or character design) in feature animation; the technology isn't there yet

>> No.750859

>>750845
This is so insanely wrong.

>> No.750866

>>750813
I'd guess some combination of bones(primary and secondary form), softbody physics(secondary and tertiary form) and blendshapes as needed(Fixes and specific key details)

>> No.750868

>>750845
Nonsense.

>> No.750871

>>750866
I've been using bones with wiggle/jiggle properties on them but the difficulty is they don't maintain volume. So when you push them further it kind of flattens stuff out.

Maybe I could just fix that with a blendshape hooked up to the bone though, softbody is also a given but very fiddly and I've never gotten it to look right.

>> No.750918

>>750859
>>750868
elaborate
give me some examples

>> No.750958

>>750763
>>750788
Neat.

What do you do for collision where you want a boob or a butt to get pushed around, squish a little from being pushed to its limit (like trapped against the breast bone / hip bone), then sproinking back into place?
I've fooled around with the cloth modifier but it's kind of awful

>> No.750963

>>748229
Art, the creative process from which the ideas within the sentient mind are made manifest in the world of the physical, that is the apex of creation.

All other endeavors are but the application of naturally occurring phenomena, while art is unique in the universe.
And of all the artistic endeavors available to man it is Porn that is the greatest form of art.
And what greater form of praise, what greater emotion, what greater level of engagement between artist and viewer is there than the COOM?

Now show me that anthropomorphic rabbit cop getting fucking RAILED in her dynamically deforming anus

>> No.750967
File: 1.52 MB, 462x435, bigBellyClothSim.gif [View same] [iqdb] [saucenao] [google]
750967

>>750813
If its prerendered do what I did in >>748206
You have a volume tracking cloth sim which drives a wrap deformer. Hid colliders in hand or w/e.
If it's going to be real time then you fake it with joints and blend shapes.

>> No.750968
File: 29 KB, 447x641, Annotation 2020-06-21 164604.png [View same] [iqdb] [saucenao] [google]
750968

>>750958
You crank up those collision frames. And if that doesnt work, you have to fake it and splice in the footage in post.

>> No.750969

>>750958
maybe i misunderstood your question.
You want a bodypart to get deformed, extremely, and then to bounce back into shape.
It's just about getting the settings right. There's a lot and its about finding the right harmony. Low stretch resistance might make the body droop, so it needs less mass, less mass means it might float around so it need other considerations. Lots of experimenting and really read up on what these options really do.

>> No.750970

>>737133
didn't you read his filename, you ding dong?

>> No.750985

>>750967
holy moly anon thanks for a direction.

>> No.751143

>>747698
I used shrink wrap before one time with very particular settings but that was several versions of blender ago
cast seems like the best bet

>> No.751254

>>741991
ive seen more disgusting degenerate shit from furry community than pol

>> No.751266
File: 671 KB, 640x480, 0000-0080.webm [View same] [iqdb] [saucenao] [google]
751266

>>751143

>> No.751268

>>751266
cast doesnt work consistently it seems. No matter my render settings, it keeps bypassing the modifier for some reason. Although it seems to work if i render one frame at a time instead of the hole animation

>> No.751320

>>751254
Furries are all nazis. You new or something?

>> No.751322

>>751268
Yup. It will take at least more work to get the dynamic solution to work as it will to animate it by hand. That's just the reality of it. Dynamics are not a labor saving solution.

>> No.751448

>>751268
you could opt for the really silly solution of having a ring of bones bones with bone constraints to match location of mesh objects that have rigidbody physics and spring constraints and slam another rigidbody mesh constrained to the penetrator into said meshes to bump them out of the way

have fun configuring all of this btw, it's a huge chore. the furthest i've taken it so far is for making bodies bounce off of each other

>> No.751757
File: 1.09 MB, 688x493, jointDrivenAnusRigidbodies.gif [View same] [iqdb] [saucenao] [google]
751757

>>751448

>> No.751758
File: 1.10 MB, 691x482, JDAnus2.gif [View same] [iqdb] [saucenao] [google]
751758

>>751757
with obvious tweeks. Locked rotation and Y axis movement. Would be locked to parent in real rig.

>> No.751759
File: 1.09 MB, 689x504, JDAnus3.gif [View same] [iqdb] [saucenao] [google]
751759

>>751758
it works. and its going to be as responsive as you make it. I have a ring of 8 colliders. you could have 64 and 4 layers deep if you wanted. The question is: Why use this over the hand made animations? the handmade will always look better, can be controlled dynamically, and work exactly how you want. When you rely on the dynamics you're just throwing dice to see if your simulation will make somehting visually interesting. \

>> No.751762

>>751759
There's no reason you can't use those dyna joints as a partial influence on top of manually adjusted joints and get the best of both worlds. Just parent the dynamic system to traditional rig controls so that the dynamics are at the end of the hierarchy.
add a custom attribute to scale the dynamic influence for when you don't want it.

>> No.751788

>>751762
out of experience I can tell this wont work the way you imagine it. Youll spend twice the amount of time because you are manually adjusting and fixing and countering the dynamics behaviour while trying to get a speicific look using the manual controls and end up spending about twice the time you needed to just get it done manually.
I've been there, if you want to learn the same lessons, go ahead.

>> No.751847

>>751759
>Why use this over the hand made animations?
I typically don't, it's just fun to experiment with physics-driven animation from time to time to see what kind of neat stuff I can come up with

p.s. it does sort of work if you're using realistic equine genitals

>> No.751863

>>751847
>p.s.

That is totally a perfectly normal observation anyone could've stumbled upon.

>> No.751871

>>751788
the eternal problem
You set up dynamics to do something automatically that's tedious to do by hand. You end up baby sitting the dynamics as much, or more, than a manual rig to get decent results.
Now if there were some kinda game where you're jabbing a butt hole with uniquely shaped objects and the angles and positions are somehow super important then a dynamic rig that works in real time would be valuable. but I can't imagine a game mode that would benefit from it that wouldnt work better with manual animations.

>> No.751889

>>751871
if there were a way to create and assign all the necessary meshes and parameters via a script like how rigify makes a rig from a metarig it would be considerably less painful of an endeavor

>> No.751969
File: 242 KB, 1920x1080, EZSBVeNWAAIfmy-.jpg [View same] [iqdb] [saucenao] [google]
751969

>> No.751971
File: 289 KB, 1920x1080, EZSBWk9X0AIwJW_.jpg [View same] [iqdb] [saucenao] [google]
751971

>> No.751972
File: 309 KB, 1920x1080, EZSBXvhWoAMMRoj.jpg [View same] [iqdb] [saucenao] [google]
751972

>> No.751973

>>751969
>>751971
>>751972
Time for a purge.

>> No.751975

>>736867
research anatomy and sport movment they try to format how joints and mussle groups work together. learn what the mussle is that you want to model then break it down to simplyfy it.

>> No.751976
File: 425 KB, 640x480, 0000-0040 (1).webm [View same] [iqdb] [saucenao] [google]
751976

>>751322
and yet i keep trying

>> No.751981

>>751976
This seems like the kind of deform that is much simpler to program in Houdini.

>> No.751989
File: 507 KB, 1000x1000, 0000-0060.webm [View same] [iqdb] [saucenao] [google]
751989

>>751972
>>751973

>> No.751996

>>751973
>Time for a bulge.

>> No.751999
File: 658 KB, 1900x1920, 0000-0080 (1).webm [View same] [iqdb] [saucenao] [google]
751999

>>751996
do you think im some kind of pervert?

>> No.752012

>>751999
Yes.

>> No.752036

>>751889
you'll never be able to make a script that could just slap the necessary controls onto a model.
Not unless it were made to allow for a complex setup process and 123 we're back at the beginning. We'll just have to admit that technical artists are invaluable and the highest IQ members of the pipeline, and whenever you see one you should bow your head and step to the side until they've passed you to whatever unimaginable endeavor they have in front of them.

>> No.752037

>>751999
>>751989
needs a sharper transition of bone weights behind the knees. She's bending like gumby over here.

>> No.752110

>>752037
i didnt modify the any of the bone weights. Just added jiggle to the embiggened butt and tits and hair. spending more time trying to figure out anus deformations when lumpy tentacles are penetrating.

>> No.752201

>>752110
then whomever did the bone weights made a mistake and you're 1 little adjustment away from having a better rig that the original.

>> No.752306

I know this is just a thread of furry perverts but one of the Half-Life: Alyx devs shared their work on real-time deformation in Source 2.
https://twitter.com/PThuriot/status/1275868553913069568
tl;dr You better know anatomy, son.

Also, papers from Disney and Pixar have some work on deformation:
https://graphics.pixar.com/library/
https://www.disneyanimation.com/technology/publications

>> No.752307

>>752306
It's only natural that you copy real bones to achieve real deformations, but damn it looks great.

Here's a tutorial regarding this topic. Advanced shoulder setup in maya:
https://www.youtube.com/watch?v=9WKbQL8GvWY
Looks great even with skinning, but there's more magic to achieve: you have to make scapula stand out when shoulders are pressed into the body. Or pecs to maintain volume while stretching when you're raising a hand, but concentrate the mass in the right areas. They don't just have nice and smooth curve IRL. I assume you can do this with shape keys.

>> No.752326

has anyone here messed with x-muscle in blender?

>> No.752386
File: 739 KB, 489x508, boobcageBones.gif [View same] [iqdb] [saucenao] [google]
752386

To see if I can revive the thread
I am working on a rig for driving volume conserving breast deformations. The rig works in principle because it works using maya IKs (gif).
I'm trying to make it work in RT in unity, but they dont have native IK support. I really feel like what I need is very simple and feasible but I cannot get the damn thing to behave how I want.

>> No.752387
File: 234 KB, 294x233, homeMadeIK.gif [View same] [iqdb] [saucenao] [google]
752387

This is the results of a completely home made IK algorithm. It works, but its like pushing on string. In Maya the whole joint chain will pull back and scrunch up on its preferred angles.

>> No.752388
File: 1.92 MB, 420x378, boobCageIK using assetstore ik3.gif [View same] [iqdb] [saucenao] [google]
752388

There is an asset store IK script but it's really janky. You need to set up special bones to get it to work and then you're limited to a 2 bone chain. 3 bones I think is the minimum to make it look "ok" but I'd like to be able to have as many as I want.
This is a boob after painstakingly accommodating the script to work at all. With more live it would look better, but there's a hard limit on how long the joint chain can be and it;s creatign a very sharp corner when the boobs get squished in.

>> No.752389
File: 2.84 MB, 604x448, boobCageIK.webm [View same] [iqdb] [saucenao] [google]
752389

>>752387
This is a boob using my home made IK script. Doesnt work right.

>> No.752392
File: 547 KB, 681x403, interpolateBoneChain.gif [View same] [iqdb] [saucenao] [google]
752392

To try and "fake" this behavior maya has I added a portion to the algorithm which just resets all the bone positions and interpolates to a kind of "guess" as to what the bones should be doing as the affector gets closer and further away. In the gif it is detecting if the affector is closer to the root than the tip of the chain in its default state. When closer is lerps towards a hand made curled position. When further it lerps toward pointing directly at the affector.

>> No.752395
File: 640 KB, 681x403, lerpIK Bones.gif [View same] [iqdb] [saucenao] [google]
752395

>>752392
and this is the IK algorithm, but the bones are set to an adjusted default position at the top of every frame. The problem is when it gets too close and the bones start to flip out.

>> No.752396
File: 1.90 MB, 681x403, lerpOn a boob.gif [View same] [iqdb] [saucenao] [google]
752396

>>752395
And when I apply this rig to a boob anyways. It sort of works, but cant handle the complex rotations of the joints. In all my test rigs the bones are planar. These are not. I have no tried making the rig planar yet, but I'm starting to just recreate my problem.
>The IK which works requires a precise and exotic skeleton that's too hard to set up.

>> No.752397

>>752396
>>752395
>>752392
>>752389
>>752388
>>752387
>>752386
And so Here's where I'm at. I know i could bake the dynamics in maya, but I really want them to be RT. I can use what im calling the "boob tube" where i contorl the whole breast with a single bone chain going down the middle, but then the breasts dont deform they just sway around.

>> No.752401
File: 359 KB, 629x393, lerpIKnewVector.gif [View same] [iqdb] [saucenao] [google]
752401

I just wanna thank 4chan and /3/ for this collaborative effort. While writing these posts and making these gifs I've come up with a solution and apparently it's working.
Where as before the "up vector" of each joint was the world's up. Now it;s the joints y-axis prior to being moved. Because the algorithm is iterative (it adjusts each joint a little bit at a time till it's dont every frame) this means the joints wont flip around and will always be close to what they were in the last frame.

>> No.752419

>>752386
>>752389
>>752396
hnnnnghghhhhh IM COOOOOOMING

>> No.752472
File: 1.99 MB, 448x454, boobCagenewIKwithJoints.gif [View same] [iqdb] [saucenao] [google]
752472

this thing's so fucking close to working.
The joints just go fucking nuts on the outer joint chain.

>> No.752473
File: 1.99 MB, 456x433, boobCagenewIK.gif [View same] [iqdb] [saucenao] [google]
752473

>>752472
This thing either needs to look perfect or I have to completely scrap at and do something else. No one's going to tolerate crunchy

>> No.752484

>>752473
its like the voyeor threads on /b/ with fat moms that no one really what to see but cant look away

>> No.752489

>>752484
> fat moms that no one really what
water ewe gay?

>> No.752519

>>752472
The outer chain seems to be shorter than the others so the IK keeps snapping it straight when the control moves out of its reach.

>> No.752534

>>752472
could also the the pole vector plane not being consistend for all ik elements in the chain

>> No.752571

>>752519
Yes. I'll have to rethink the joint chain to make it accommodate the scripts limitations.
>>752534
The pole vector needs to be different for each side, but part of the problem is the bones are twisted in their preferred angle. When I redo it I'll make each chain completely planar. I think that'll make a big difference.

>> No.752725

How many bones are boobs supposed to have? Not going for anything super complex

>> No.752728

>>752725
As someone who rigged a lot of boobs for secondary non-pornograpic motion; you can get a lot of natural looking movement from two bones per boob.
On par or better than what you see in most fighting games.

One bone need to sit deep inside the ribcage and provide a point for the entire mass of the breast to be positionally translated.
Like when the boobs are lifted or pushed togheter by a pushup-bra or lagging/bouncing behind gravity while moving about.

The second bone is located on the surface of the ribcage where the pectorial muscle would sit and in the center of the boobmass
this bones rotation is animated for the boob to sorta jiggle in place to give it a flesh/springy like appearance and can also be animated by scale.
So that as your model lean forward you scale the breast to very slightly narrow and elongate as gravity thugs on them downward.
As she lies on her back you do the opposite so they spread out and compress.

>> No.752729

>>752728
>One bone need to sit deep inside the ribcage and provide a point for the entire mass of the breast to be positionally translated.

That is you rotate this bone but because of the lever distance to the second bone starting at the base of the boob itself the effect of rotating it is you slide the entire mass of the boob around the top of the ribs.

>> No.752731

>>752728
Are you able to make a diagram? If I am reading you correctly the first bone is located in the center of the left rib cage chest level (deep bone). The second is located at the exact point where the boob would be on a man (control bone)?

>> No.752733

>>752571
>I'll make each chain completely planar. I think that'll make a big difference
yes, thatll make all the difference

>> No.752736
File: 1015 KB, 640x360, boobiphysicsWL2.webm [View same] [iqdb] [saucenao] [google]
752736

>>752728
We are currently using 5 bones per side for our boob setup.One in the center, then one on each cardinal direction upper, lower, inner, outer side.
They are all constrained to each other using a network of physical constraints and collision detection.
This setup also allows to do nice things like regional dampening for things like push cleavage where the center of the boob is fixed by some firm clothing and the top side which is pushed up can still jiggle around.

>> No.752737
File: 519 KB, 804x1123, boobBuilder.jpg [View same] [iqdb] [saucenao] [google]
752737

>>752731
Here you go.

>> No.752739

>>752736
50 bones for both tits?
Running in 60fps in realtime (unreal?) with all that physics enabled?

>> No.752740

>>752739
Maybe he meant 10 overall? 5 per boob?

>> No.752741

>>752737
Hey cool, thanks!

>> No.752742

>>752736
It's a shame you're doing blacked shit, but your shoulder setup I saw in a thread somewhere is absolutely gorgeous.

>> No.752743
File: 1.51 MB, 1920x1080, PortlyThirstyBrownbutterfly.webm [View same] [iqdb] [saucenao] [google]
752743

>>752739
Its actually 10 for both, this anon gets it >>752740
Btw here is a view of the cleavage jiggle thing

>> No.752744

>>752742
Not even into it but I always get a good boner when the male talent turns out to be a black guy.
Because I feel like Obi Wan sensing Aldeeran getting annihilated, but instead it is a million nazis screaming out in pain.

Only thing that bothers me with black on blondes is when they zoom in too close during anal
so you can no longer see the guys balls and it looks like the girl is taking a shit.

>> No.752747
File: 36 KB, 659x609, so_good.jpg [View same] [iqdb] [saucenao] [google]
752747

>>752743
Holy based

>> No.752748
File: 884 KB, 990x540, 2020-02-23 19-50-54.webm [View same] [iqdb] [saucenao] [google]
752748

>>752736
Isn't this significantly harder to animate when compared to a simple sim?
Seems like it's significantly harder to set up, harder to animate, might look worse in some cases when compared to a sim and only brings a bit of extra control as a plus

>> No.752753
File: 146 KB, 600x600, BoobRiggingNCloth.webm [View same] [iqdb] [saucenao] [google]
752753

>>752748
not sure if you know but that video is already a sim of the setup I explained. Its super easy to animate by hand and also produce very nice behaviour in simulation. Its not as accurate as a cloth sim but its definitely more stable for fast movements and runs actually in real-time.
Also ive made a full-length tutorial for setting up nCloth system like you demonstrated there, maybe it helps you take that further: https://www.pornhub.com/view_video.php?viewkey=ph5b7ea0e86001b

>> No.752758

>>752753
Oh, it's you who made that redtube tutorial, I snatched it when you first posted here first time a while ago, I learned to do these sims from you, dude(thanks by the way). Got anymore of these tuts anywhere, payed or not? Unironically the stuff you post is gold for people doing coomer stuff

>> No.752764

>>752736
>>752743

how can you disable one of the bones for making it firm when the bra is attached?

>> No.752791
File: 901 KB, 1299x779, why.png [View same] [iqdb] [saucenao] [google]
752791

So, uh...
Why? First of all you'll never see it, second - it's not even anatomically accurate

>> No.752923

>>752791
>First of all you'll never see it,
I've come across a few wembs where the perspective is of something entering the holes.
That's probably the reason.

>> No.752954
File: 1.10 MB, 429x368, withPlanarBoneChains.gif [View same] [iqdb] [saucenao] [google]
752954

>>752733
It has made it different alright

>> No.752959

>>752748
>>752753
the real issue with a cloth sim isnt that it's worse, or even "not the best" solution. It's not applicable to real time dynamics.

>> No.752960

>>752791
It's a cartoon you could do w/e you want, but if you dont model and rig something then you can't show it.

>> No.753022

>>752744
based open minded anon.

>> No.753027
File: 486 KB, 1280x1024, 0001-0060.webm [View same] [iqdb] [saucenao] [google]
753027

>>752791
Maybe for 3d printing

>> No.753181

>>753022
>lol the nazis that live in my head hate this porno
>this nigger's dick looks like a shit

>> No.753200

If I am using 3DS Max to skin my mesh is it okay to use dummies instead of bones? On import into 3DS Max they don't visibly look correct when importing as actual bones and when imported as dummies they look correct and also keep the same weighting. Is this going to bite me in the ass down the line if I keep the bones as dummies or is this okay when I finally export into UE4?

>> No.753201

>>753200
I don't think the dummy node persists after import. It surely gets baked into the file somehow as normal joint nodes. So if it only looks right when you do it, you have to.

>> No.753203

>>753201
Normal joint nodes as in recreated into bones to the engine? Sorry I am sort of bad at this.

>> No.753209

>>753203
the dummy is just something 3DS does. Unreal doesnt understand it and intermediary formats like FBX dont support them. So they'll have to be converted into regular joints, and it seems as though 3DS knows how to do it very well because you said the results are good. That's the thing to focus on. You have a method that produces good results.

>> No.753215

>>753209
Ok but I have OCD and it angers me that 3DS Max is the only one that does this and it's my animation program of choice.

If I remake the skeleton from scratch can I feasibly transfer the dummies weighting to the bone weighting? Thank you for the responses by the way.

>> No.753216

>>753215
Go ahead and use the dummy. If it doesnt cause a problem then it's not a problem right? You said when you export using the dummy it still looks good, correct?

>> No.753218

>>753216
I will get back to you on that. Moment O_O
-scuttles off-

>> No.753222

>>753216
>>753218
Yes it works with dummies the skin is preserved in UE4. But it feels like dummies aren't right to use, will anything in future cause a problem?

>> No.753253

>>752954
where u at with this anon? I remember trying this approach many years ago and miserably failing at it, so im interested the results

>> No.753265

>>752791
>you'll never see it
oh my sweet summer child

>> No.753307

>>752743
>>752743
hello, are those bones a deform bones or just part of the system? Can you get it done with 4 influences limit or is it a nonissue. One more, is more than 5influence per vertice on ue4 such a big impact on performance, cant seem to find anything related to it on the net except probably your post regarding weight accuracy limit. Thanks for sharing your knowledge all this time btw, long time lurker, loved your work, truly inspirational.

>> No.753353

>>753222
you're over thinking it. The "Right" way is the way that works.
Repeat this mantra:
>It doesn't have to BE perfect it just has to LOOK perfect.

>> No.753384

>>753307
>are those bones a deform bones or just part of the system?
Not so sure what you mean with this. They are bones that deform but are driven by a physics system.

>Can you get it done with 4 influences
Ouf, you may be able to if the mesh has fewer polys or youll notice the influence area borders too heavily on just 4 bone influences.

>is more than 5influence per vertice on ue4 such a big impact on performance
Not really, in the latest version of 4.25 they even upped that number from 8 to 12 bones influences per vertex. We run dozens of characters with ~120k polys and 400+ bones per character on 8 bone influences and the performance hit is noticeable but still so small its an acceptable price for the increase in quality.

>> No.753619
File: 2.41 MB, 653x389, manualAnimations.gif [View same] [iqdb] [saucenao] [google]
753619

I've been preaching it this whole thread
>Oh yeah you can set up dynamics but you'll be babysitting it forever.
MY scripted IKs are a bust. I drug my feet back and tried to make the whole thing work with physics joints. It worked better than my previous attempt with the help of those modeled grey bones. It still was very bad.
So now ive given in and while they're not perfect just yet, it can be driven by a dynamic controller the IK affector was going to sit in. An invisible bobble will bounce around in front of the breast and it's local position will drive an animation blend.
At this point the problems are just a matter of tweeking the animations and the bone weights. I think it needs more bone chains radially too.

>> No.753707
File: 1.59 MB, 1037x683, 24860ECB-0603-4E7B-B110-A23B849D7F73.gif [View same] [iqdb] [saucenao] [google]
753707

>>753384
my bad blender jargon, by deform-bone I mean weighted bones, which is the case I see. Pic related is the one I did, simple tentacle parented to one unweighted bone that works as pivot when scaling to fake squish and also constrained with rigid body/phat. cant do elaborate thing like titjob though, was hoping it'd work with future UE's FEM lattice.
Aaand am I talking to theAdept himself? Adeptanon? Sorry if I sound rude but I think I'll miss an opportunity if I don't ask this:
>do you have an experience with epic megagrant?
if so what kind of project they're looking for? or to make answering easier, do you think the following are enough to get consideration from juries: One that looks like your early prototype, 3rd person OC with simple ABP and state machine (data used was kubolde animset wasnt it?)
in other words, semirealistic PBR character doing stuff on simple level, and some dancing maybe because my rig specializes in grabbing motion from raw mocap data. Also visual wise I'm confident its no less than TLO*2 aesthetically :p
Again thank you for responding, been pursuing the dream of having my own production just like you (if you are Adeptanon), burned all bridges and currently running on fumes.

>> No.753816
File: 2.65 MB, 1280x720, RichAridCobra.webm [View same] [iqdb] [saucenao] [google]
753816

>>753707
>future UE's FEM lattice
Uhm what? Never heard of that, imma look into that.
Also, boobjobs is always best done by manually animating the breasts tho, there is too much collision to handle for a simulated system to be able to handle it well. And yes, its me.

>do you have an experience with epic megagrant?
not really sry. But I can imagine itll take a bit more than just a video with some walking character. Best to check out what former megagrant participants have submitted - especially those who won something.

>> No.753944
File: 3.36 MB, 622x410, D3C43AFA-DFB7-471D-867B-A5A343F166A6.gif [View same] [iqdb] [saucenao] [google]
753944

>>753816
>And yes, it's me.
Brroo!!!!
Damn that webm is just gold, the way those spine pivots is interesting.
5bodies for each melon got me like hnggrrrggh God thats a lot of skinjob. I use one physics body for each boob so I only get to adjust shape based on inertia and gravity but collision is godawful. Im going to have to wrap this rigging phase and move on to skin shader, I need to get a prototype going soon or else Im stuck with perpetual indie RnD and risking total burnout. Talking with you is really cool it got me really pumped, thanks for that. And I attached pic, kindly some feedback? thumbs up or down?

>imma look into that
google unreal Finite Element Method implementation, fancy name and all that it's just a lattice deformer isn't it? IF I'm correct, it works with vertex shader meaning computed with GPU(huh??).. anyway you definitely know where I'm going: you use rigid bodies to approximate collision, then use vertex color to mask region that gonna fake highres collision with shader on SK mesh! Unless I'm totally deluded, thats true real time soft body.. right?? sounds too good to be true now I'm worried if it is.

>> No.754016
File: 2.19 MB, 1280x720, FirsthandSnivelingDunlin.webm [View same] [iqdb] [saucenao] [google]
754016

>>753944
> the way those spine pivots is interesting
eh, its a very rudimentary spline setup I made that works a bit better than the one that comes with ue4. The pivots arent good but it was just to have some point on the upper body to grab and rotate to check out them tiddies.

>God thats a lot of skinjob
Not really if you know how to go about it. You can use your 5 bones to skin a cutout of the boob which should give you a pretty solid autobind, and then copy those over to the complete model.

>I need to get a prototype going soon or else Im stuck with perpetual indie RnD and risking total burnout
Yeah do that, you can always go back and improve stuff you already have later. Its healthy to keep pace and progress. I wish our project would progress faster too, but well, some things just need time.

>kindly some feedback? thumbs up or down?
I like how much it is able to adapt to the overall torso orientation. Looks really good considering its just one bone :O Its a bit strange how it doesnt feel like immediate physics but more like a "hardcoded" animation that triggers after a certain degree has been reached. How does it work?

>Finite Element Method implementation
Ah that thing, yeah saw the demonstration back then. Looks really promising. We are definitely gonna do some reasearch in that direction. I hope UE5 introduces this in full production volume.

>> No.754089

>>754016
>webm
i if if if if you claim to be second best , who dares to claim to be the first. I'm serious, who else polish their game rig like this? Can you give a couple or at least one example? y-you set the bar too high man..
jk, imma make mine do that too one day.. I hope. (not kidding with that example query though, do tell if you have someone you look up to, might be an eye opener if there's any, and I'm not baiting for arrogance I swear)

>very rudimentary
0_0 wow.. said something about pivot because I thought you did the same I did, I gimmicked the spine02 and spine03 hierarchy to mess with the pivot for better T4 compression and ribcage swerve. Haven't got the chance to play with UE spline sadly so I won't know if it would give me a headache down the line or not.

> "hardcoded" animation that triggers after a certain degree has been reached. How does it work?
The hardcoded like feeling is, I'm sure because I used 1:1 lerp on the constraints, and the trigger like feeling must be the clamped rotation range. I might be able to ease everything with custom curves for when I get them assembled in UE.. As for how its done I have the tentacles (not an intuitive looking one ofc :D) read and act on all transform of the rigidbodyconstrained bone, literally all available, rotation, translation and scale. Used 1 bone in blender to get those transforns but might need an extra bone in UE because I suspect phat constraints are not a bone. Wow I'm rambling, I hope I'm not wasting your time, habit of me and my twin brother whenever we have an itch to solve.
>We are definitely gonna do some reasearch in that direction
YES!
>I wish our project would progress faster too, but well, some things just need time.
wishing it done, well received, and a success. Cheers!

>> No.754094

New thread since this one at the bump limit.

>>754092
>>754092
>>754092

>> No.754689

>>753253
I have abandoned my custom I'm script, moved on to physics driven joints, abandoned that, and I am now making manual animations that I can drive with dynamics.