Update and Plans ~ 📓
3 years ago
X
I finally uploaded all the animations I had ready before starting this little adventure,
so my buffer is now officially empty.
From now on I'll work as much as I can to provide enough content at an acceptable rate.
How much will it take for an animation to be ready?
I can't really guess how much will it take under pressure.
If we suppose it's not much different from working at ease, based on the total time of about 30 days spent to create the 5 animations, I suppose one week should be more than enough to provide a complete work.
As of now this is my best estimate. With time I'll get faster.
So there you go.
The next big thing:
I kept track of all the feedbacks I received, noted them down and took my time to think about how I can improve my work.
First of all...
LONGER ANIMATIONS
There's nothing I can do about that, they will be longer!
But what does that mean?
It means 2 things:
- The looping cycle will be a bit longer and diverse.
- There may be more than one action in an animation.
Why did I choose looping animations in the first place?
Looping animation allows it to be repeated seamlessly for a neverending enjoyable experience without the hindrance of using a mouse or a keyboard to travel along the timeline.
For me it's a very big deal!
Are looping animations harder to create?
The truth lies between a yes and a no.
Looping animations requires a different approach with simulations, meaning they can't be simply baked, and simulations are surely one the major pillar of a quality work.
There must be a process to make fluids or hairs or cloths have the same behaviour between their first and last frame of the cycle which is not exactly easy, and surely takes time.
On the other side looping animations requires no linearity in their lore, meaning I can only work on the big moment, rather than doing a prologue and an epilogue.
Second of all...
IMPROVED SIMULATIONS
In short: yes.
In reality: I need to get good at realflow.
Fluid simulations take AGES.
It's not like I'm glossing over, I can see them, I see how much they can improve...
But sometimes, after a couple days of trials and baking you kinda wanna take it as it is, treasuring the experience for the next simulation.
Third...
BETTER ENVIRONMENTS
I do like modeling stuff, but I also sadly do know myself.
Sometimes I can't resist being a perfectionist and waste days of precious time working on a crack in the distant wall.
This is clearly not efficient so I came up with a faster solution: I'll invest.
Hopefully the next few animations will have slightly better environments, with quality materials and textures.
What will I be working on this week?
Next animation will feature Odogaron and Viper Tobi-Kadachi.
The animation will contain facefuck, deepthroat and hopefully bukkake.
Depending on how much time it will take I may be able to work on another animation.
Feel free to suggest characters and kinks in the comments!
X
I finally uploaded all the animations I had ready before starting this little adventure,
so my buffer is now officially empty.
From now on I'll work as much as I can to provide enough content at an acceptable rate.
How much will it take for an animation to be ready?
I can't really guess how much will it take under pressure.
If we suppose it's not much different from working at ease, based on the total time of about 30 days spent to create the 5 animations, I suppose one week should be more than enough to provide a complete work.
As of now this is my best estimate. With time I'll get faster.
So there you go.
The next big thing:
I kept track of all the feedbacks I received, noted them down and took my time to think about how I can improve my work.
First of all...
LONGER ANIMATIONS
There's nothing I can do about that, they will be longer!
But what does that mean?
It means 2 things:
- The looping cycle will be a bit longer and diverse.
- There may be more than one action in an animation.
Why did I choose looping animations in the first place?
Looping animation allows it to be repeated seamlessly for a neverending enjoyable experience without the hindrance of using a mouse or a keyboard to travel along the timeline.
For me it's a very big deal!
Are looping animations harder to create?
The truth lies between a yes and a no.
Looping animations requires a different approach with simulations, meaning they can't be simply baked, and simulations are surely one the major pillar of a quality work.
There must be a process to make fluids or hairs or cloths have the same behaviour between their first and last frame of the cycle which is not exactly easy, and surely takes time.
On the other side looping animations requires no linearity in their lore, meaning I can only work on the big moment, rather than doing a prologue and an epilogue.
Second of all...
IMPROVED SIMULATIONS
In short: yes.
In reality: I need to get good at realflow.
Fluid simulations take AGES.
It's not like I'm glossing over, I can see them, I see how much they can improve...
But sometimes, after a couple days of trials and baking you kinda wanna take it as it is, treasuring the experience for the next simulation.
Third...
BETTER ENVIRONMENTS
I do like modeling stuff, but I also sadly do know myself.
Sometimes I can't resist being a perfectionist and waste days of precious time working on a crack in the distant wall.
This is clearly not efficient so I came up with a faster solution: I'll invest.
Hopefully the next few animations will have slightly better environments, with quality materials and textures.
What will I be working on this week?
Next animation will feature Odogaron and Viper Tobi-Kadachi.
The animation will contain facefuck, deepthroat and hopefully bukkake.
Depending on how much time it will take I may be able to work on another animation.
Feel free to suggest characters and kinks in the comments!
X
FA+

However.
I was thinking about opening a Request Section in the near future here on FA so you might want to check it out when the time comes.
So yeah, there might be.
As of now it's just a thought. Next journal I will explain my intentions about it.