Animation progress 3/14/2017 (Pi Day!)
General | Posted 9 years agoHappy pi day! How many decimal places do you know? I know at least 50... :D
So some updates: new animations on the horizon, while other animations on the back burner. I've just started another quarter of college and I'm booked already, so my animations will be pushed back a little. Luckily, I should have some free time this week to catch up on my work, and with lots of animations nearly finished, I could release several animations in a single day.
New animations:
- For the first time, I will be working with an anthro character in an anthro x feral scenario. It will be NSFW. :D
- A worship POV animation can be expected very soon ~ SFW-ish
- Odahviing will get his moment to shine in a naughty pairing with a deathclaw ~ NSFW
Other animations:
- Paarthurnax solo will need some revising, but it's very very close to completion ~ 95%, NSFW
- Alduin solo has had some recent revisions, including being longer, so it will take a while to make ~ 25%, NSFW
- Alduin x Paarthurnax is put on the back burner for now, until other animations are done with ~ 15%, NSFW
Not started yet:
- a macro animation. I'll get to this when I can, someone suggested with Odahviing and Alduin, and I'll probably go with that.
So some updates: new animations on the horizon, while other animations on the back burner. I've just started another quarter of college and I'm booked already, so my animations will be pushed back a little. Luckily, I should have some free time this week to catch up on my work, and with lots of animations nearly finished, I could release several animations in a single day.
New animations:
- For the first time, I will be working with an anthro character in an anthro x feral scenario. It will be NSFW. :D
- A worship POV animation can be expected very soon ~ SFW-ish
- Odahviing will get his moment to shine in a naughty pairing with a deathclaw ~ NSFW
Other animations:
- Paarthurnax solo will need some revising, but it's very very close to completion ~ 95%, NSFW
- Alduin solo has had some recent revisions, including being longer, so it will take a while to make ~ 25%, NSFW
- Alduin x Paarthurnax is put on the back burner for now, until other animations are done with ~ 15%, NSFW
Not started yet:
- a macro animation. I'll get to this when I can, someone suggested with Odahviing and Alduin, and I'll probably go with that.
Animation progress 2/22/2017
General | Posted 9 years agoSo before anyone thinks I'm dead, I'd like to bring some updates on the animations I'm making. I'll only describe each by who's involved rather than what it's about, so as to not spoil the surprises.
Currently working on:
Paarthurnax Solo NSFW ~ 90% done
Alduin Solo NSFW ~ 10% done
Alduin x Paarthurnax, Part 1 of 5 NSFW ~ 15% done
Upcoming ideas:
Macro paw smooshie SFW ~ still have to figure out who to use
Deathclaw pawjob NSFW ~ not sure if giving or receiving, and to/from who
Maybe a teaser? Unknown ~ probably want to make a quick animation with some tease-y feet, maybe you can suggest who will be doing that
Currently working on:
Paarthurnax Solo NSFW ~ 90% done
Alduin Solo NSFW ~ 10% done
Alduin x Paarthurnax, Part 1 of 5 NSFW ~ 15% done
Upcoming ideas:
Macro paw smooshie SFW ~ still have to figure out who to use
Deathclaw pawjob NSFW ~ not sure if giving or receiving, and to/from who
Maybe a teaser? Unknown ~ probably want to make a quick animation with some tease-y feet, maybe you can suggest who will be doing that
Notes about Gmod and SFM
General | Posted 9 years agoOkay, so to maintain a little activity in my journals, I'm gonna discuss some pros and cons of my experience so far working with Garry's Mod versus Source Filmmaker. I don't think this list will be complete upon creating, so I'll edit it now and then. If you are looking to start with either and want to know what they're like, you'll probably understand these notes better. If you have suggestions or advice to improve my experience with either, please share!
Garry's Mod:
+Easy, simple controls. Typical game controls with WASD and mouse, with a few other controls that you can use with just your left hand.
+Multi-core rendering. A great feature of any game that utilizes it so that you can run it smoothly even on some low-end machines. Haven't seen FPS drop significantly except when looking at particle clouds.
+Instant feedback on post-render effects. Changes to depth of field, color modification, bloom, etc. update what you see right away, giving lots of freedom to experiment.
+Basic building blocks. In addition to a pretty big standard assortment of props and stuff, it also includes a folder of preset "blocks" of various dimensions so you can craft a fortress/castle/hut/whatever. Their appearance can be modified as well.
+Fast posing. Though it may take some getting used to in gravity, the posing in Gmod is pretty good. I usually start with the center body, then place the limbs somewhere, then fine tune until it looks right. It can be tedious at first, but when you get good at it, you can whip up a scene in no time.
+Infinite fun to be had. From zombie apocalypses to civilian genocide, Gmod lets you destroy in as many ways as you can create.
-Bugs, bugs, bugs. The things that bother me most for any game or software are bugs. For example, if I try deleting ropes, they just "spaghettify" when I reload. Plus, a lot of workshop items that I downloaded (mostly maps) are missing textures for some reason...
-Do not press Z by accident. Z is the undo key, and in Gmod there is no "redo" option. If you're working on a pose and for some stupid reason hit Z... there will be tears.
-Eye posing can be wonky. Sometimes you try to aim them one way and they're looking back into the skull. Sometimes they reset when you move the model.
-Bone posing is not what you see. To pose the individual toes and wing fingers on the skyrim dragons, you have to do bone posing, which is a different mechanic than regular posing. And when I thought I knew how to bone pose, that's when I realized they don't update correctly. If I move a wing bone, the attached "child" bones do not stay with the new position of the wing. Possibly a bug?
Source Filmmaker:
+Great control over almost everything. Though it's got a fairly steep learning curve because of that.
+Excellent lighting and rendering quality. Truly, the thing that I love most about Source Filmmaker is the high quality of renders.
+Extensive library of assets. I probably won't use 99% of it because of how content I am with my skyrim models.
+It's free. And so is the vast online collection of resources on both the steam workshop and sfmlab
~Posing is... different. It's not like Gmod in which you move something to where you want and it updates other joints appropriately. Instead, there is a bone hierarchy. If you change one bone, it changes everything down the line. For animations that require precise movement of certain limbs, an IK (inverse kinematics) rig is necessary. I don't know enough about how it works except that it overrides the bone hierarchy. So it depends if you treat this as an advantage or disadvantage over Gmod.
-Not that easy to learn, very difficult to master. Sure you can waltz through a tutorial on youtube, but the real learning comes from patience and practice.
-Lag. Despite a small viewport, SFM just can't keep a consistent framerate even for low-resource scenes. It might not be multi-cored.
-It's got some bugs. Though my initial reactions were quite positive, the more I use SFM and start to get involved in its core features, the more I realize how buggy it can be sometimes. One of my animations I just started on last night got shut down quickly because the posing just would not update for some reason, even with restarting SFM. Maybe I'm just unexperienced and it could have a simple fix, or maybe not. Also, another issue I keep encountering is that I cannot disable world rendering permanently. As soon as I update a keyframe or change camera, the world comes back even though I set it to be disabled in the render settings. Then it gets real laggy to the point I can't see what I'm doing. Makes me not want to animate when that happens.
-Not enough community help. Being a noob to the software, I was prone to mistakes. But finding answers lent the burden to myself, because my google searches could not find anything useful. How do I use rope physics on a particle? How do I spawn multiple rope particles from a parent particle? How do I render particles behind a model? How do I permanently hide the world without removing it? How do I IK-rig a dragon?
tl;dr Gmod is quick and easy but not as powerful as SFM
Notes about the models (regardless of which environment I use):
-The dragon models are particularly strict in posing around the neck and wings. What I mean by that is if I bend the neck down enough, it will "cave in" at the collarbone, or sometimes form "flaps" underneath (in Gmod). Also when posing the wings, because either I don't know the true limitations or that the person who prepared the models didn't do a good enough job, they distort beneath the forearm making the whole wing look glitched. It's truly devastating for my Gmod screenshots.
-There appear to be a couple texture map flaws for Alduin and Paarthurnax. I'm going to try to fix these as they are a nuisance to my content.
So for now, I'm okay with Gmod. I try a little everyday to be productive in SFM, but usually end with something less than what I started with. There's a lot of trial and error involved and it sometimes conflicts with my perfectionist ego and leaves me in stagnation. But I guarantee once I mentally get past the shortcomings, I'll be working full throttle.
Garry's Mod:
+Easy, simple controls. Typical game controls with WASD and mouse, with a few other controls that you can use with just your left hand.
+Multi-core rendering. A great feature of any game that utilizes it so that you can run it smoothly even on some low-end machines. Haven't seen FPS drop significantly except when looking at particle clouds.
+Instant feedback on post-render effects. Changes to depth of field, color modification, bloom, etc. update what you see right away, giving lots of freedom to experiment.
+Basic building blocks. In addition to a pretty big standard assortment of props and stuff, it also includes a folder of preset "blocks" of various dimensions so you can craft a fortress/castle/hut/whatever. Their appearance can be modified as well.
+Fast posing. Though it may take some getting used to in gravity, the posing in Gmod is pretty good. I usually start with the center body, then place the limbs somewhere, then fine tune until it looks right. It can be tedious at first, but when you get good at it, you can whip up a scene in no time.
+Infinite fun to be had. From zombie apocalypses to civilian genocide, Gmod lets you destroy in as many ways as you can create.
-Bugs, bugs, bugs. The things that bother me most for any game or software are bugs. For example, if I try deleting ropes, they just "spaghettify" when I reload. Plus, a lot of workshop items that I downloaded (mostly maps) are missing textures for some reason...
-Do not press Z by accident. Z is the undo key, and in Gmod there is no "redo" option. If you're working on a pose and for some stupid reason hit Z... there will be tears.
-Eye posing can be wonky. Sometimes you try to aim them one way and they're looking back into the skull. Sometimes they reset when you move the model.
-Bone posing is not what you see. To pose the individual toes and wing fingers on the skyrim dragons, you have to do bone posing, which is a different mechanic than regular posing. And when I thought I knew how to bone pose, that's when I realized they don't update correctly. If I move a wing bone, the attached "child" bones do not stay with the new position of the wing. Possibly a bug?
Source Filmmaker:
+Great control over almost everything. Though it's got a fairly steep learning curve because of that.
+Excellent lighting and rendering quality. Truly, the thing that I love most about Source Filmmaker is the high quality of renders.
+Extensive library of assets. I probably won't use 99% of it because of how content I am with my skyrim models.
+It's free. And so is the vast online collection of resources on both the steam workshop and sfmlab
~Posing is... different. It's not like Gmod in which you move something to where you want and it updates other joints appropriately. Instead, there is a bone hierarchy. If you change one bone, it changes everything down the line. For animations that require precise movement of certain limbs, an IK (inverse kinematics) rig is necessary. I don't know enough about how it works except that it overrides the bone hierarchy. So it depends if you treat this as an advantage or disadvantage over Gmod.
-Not that easy to learn, very difficult to master. Sure you can waltz through a tutorial on youtube, but the real learning comes from patience and practice.
-Lag. Despite a small viewport, SFM just can't keep a consistent framerate even for low-resource scenes. It might not be multi-cored.
-It's got some bugs. Though my initial reactions were quite positive, the more I use SFM and start to get involved in its core features, the more I realize how buggy it can be sometimes. One of my animations I just started on last night got shut down quickly because the posing just would not update for some reason, even with restarting SFM. Maybe I'm just unexperienced and it could have a simple fix, or maybe not. Also, another issue I keep encountering is that I cannot disable world rendering permanently. As soon as I update a keyframe or change camera, the world comes back even though I set it to be disabled in the render settings. Then it gets real laggy to the point I can't see what I'm doing. Makes me not want to animate when that happens.
-Not enough community help. Being a noob to the software, I was prone to mistakes. But finding answers lent the burden to myself, because my google searches could not find anything useful. How do I use rope physics on a particle? How do I spawn multiple rope particles from a parent particle? How do I render particles behind a model? How do I permanently hide the world without removing it? How do I IK-rig a dragon?
tl;dr Gmod is quick and easy but not as powerful as SFM
Notes about the models (regardless of which environment I use):
-The dragon models are particularly strict in posing around the neck and wings. What I mean by that is if I bend the neck down enough, it will "cave in" at the collarbone, or sometimes form "flaps" underneath (in Gmod). Also when posing the wings, because either I don't know the true limitations or that the person who prepared the models didn't do a good enough job, they distort beneath the forearm making the whole wing look glitched. It's truly devastating for my Gmod screenshots.
-There appear to be a couple texture map flaws for Alduin and Paarthurnax. I'm going to try to fix these as they are a nuisance to my content.
So for now, I'm okay with Gmod. I try a little everyday to be productive in SFM, but usually end with something less than what I started with. There's a lot of trial and error involved and it sometimes conflicts with my perfectionist ego and leaves me in stagnation. But I guarantee once I mentally get past the shortcomings, I'll be working full throttle.
[SFM] Pose/Animation Ideas & Requests
General | Posted 9 years agoSo now that I have SFM and am so eager to do all the things with it, I'll leave a discussion open here for animation ideas that you want to see with SFM, pertaining to dragons, deathclaws, and rathalos in pawesome situations. It can be safe, mature, or adult if you would like. I might not be able to do everything that everyone may ask (though hardly anyone replies to my journals), however grand ideas have much greater priority for consideration.
So about the possibility of NSFW... just now I have successfully ported, you guessed it, a dragon dick Skyrim mod to SFM. This addition makes it possible for me to create new scenes that platonic paw-loving would not allow. But until I figure out other stuff, like making dragon cummies, I'm still limited as far as effects go.
I've already got a few ideas planned out (some definitely NSFW), but I would love to hear from you too!
(Edit: reflecting my current inventory of models that includes deathclaws and rathalos)
Edit2: I want to make this extra clear that animations take a *lot* of time, especially to a noob like me. I'm busy most of the week with other things and what little free time I have I usually spend on leisure and rest, so if you suggested an animation idea that I like, it may take months before it shows up.
Edit3: Someone was unsure if I would use models other than what I have now. I am willing to find more models to play with, but they must have appealing qualities. For example, Pokemon models online usually have uninteresting feet textures, and while I would love to try to fix that in Blender, I'm afraid my work queue is quite full.
So about the possibility of NSFW... just now I have successfully ported, you guessed it, a dragon dick Skyrim mod to SFM. This addition makes it possible for me to create new scenes that platonic paw-loving would not allow. But until I figure out other stuff, like making dragon cummies, I'm still limited as far as effects go.
I've already got a few ideas planned out (some definitely NSFW), but I would love to hear from you too!
(Edit: reflecting my current inventory of models that includes deathclaws and rathalos)
Edit2: I want to make this extra clear that animations take a *lot* of time, especially to a noob like me. I'm busy most of the week with other things and what little free time I have I usually spend on leisure and rest, so if you suggested an animation idea that I like, it may take months before it shows up.
Edit3: Someone was unsure if I would use models other than what I have now. I am willing to find more models to play with, but they must have appealing qualities. For example, Pokemon models online usually have uninteresting feet textures, and while I would love to try to fix that in Blender, I'm afraid my work queue is quite full.
[Garry's Mod] Requests for Pose Wigglegrams
General | Posted 9 years agohttps://en.wikipedia.org/wiki/Wiggle_stereoscopy
It's on my to-do list to make animations, but until I learn the basics of Source Filmmaker, I can at best make some GIFs. My idea for now is to turn a couple of my poses into wigglegrams. I'll see if I can do this for all my poses over time.
So vote up to 3 poses you'd like to see made into wigglegrams. Optionally you can include the exact camera angle that you want me to use. I'll take care of the rest and have a GIF ready within a couple days of activity.
Also, due to filesize limits and my poor upload speed (and maybe GIF specifications), the GIFs will be downsized, not sure how much yet.
It's on my to-do list to make animations, but until I learn the basics of Source Filmmaker, I can at best make some GIFs. My idea for now is to turn a couple of my poses into wigglegrams. I'll see if I can do this for all my poses over time.
So vote up to 3 poses you'd like to see made into wigglegrams. Optionally you can include the exact camera angle that you want me to use. I'll take care of the rest and have a GIF ready within a couple days of activity.
Also, due to filesize limits and my poor upload speed (and maybe GIF specifications), the GIFs will be downsized, not sure how much yet.
[Garry's Mod] Pose Redos
General | Posted 9 years agoI'm looking to possibly redo an older pose with my current skill, because I realize some of them aren't quite what I wanted now. But before I make changes, I want to ask everyone which ones they would like to see redone. By this I mean details like the lighting, toe posing, and head expression will be edited, but the overall pose and camera angles will stay the same. I'm up for doing multiple redos, if that is the case, but there are some poses I will make the exception for.
[Garry's Mod] Pose Ideas & Requests
General | Posted 9 years agoIf you want to make a request, now's your chance! I'll be needing some ideas so that I can put stuff out for the next few days. I can't guarantee every request will be granted, but good ideas will have higher priority.
Per usual, the focus is paws only (includes macro, worship, some tickling*). Characters can be Alduin, Odahviing, Paarthurnax, a random dragon, or Deathclaw. Just give a simple description of the setting and I'll interpret a pose for it.
*While tickling looks fun to do, the dragon models I use don't look particularly engaged in the activity due to the lack of facial manipulation support. I will attempt to construe their emotion to the best of my ability despite this drawback.
edit: ayy dubs
Per usual, the focus is paws only (includes macro, worship, some tickling*). Characters can be Alduin, Odahviing, Paarthurnax, a random dragon, or Deathclaw. Just give a simple description of the setting and I'll interpret a pose for it.
*While tickling looks fun to do, the dragon models I use don't look particularly engaged in the activity due to the lack of facial manipulation support. I will attempt to construe their emotion to the best of my ability despite this drawback.
edit: ayy dubs
Storytime: How I got my fetish
General | Posted 9 years agoSo a few years back, I got Skyrim for Xbox. Definitely the best game I ever played, despite what some gamers say. Anyways, when I got the game, I didn't have any interest in feet, no - I was a vanilla guy. So when Skyrim started glitching up, the dragons would not "burn up" when defeated, rather becoming ragdolls. It became a running gag among gamers to show off these ragdolls in funny poses, usually with their feet in the air. Examples:
http://i.imgur.com/PUnuB4Q.jpg
http://i.imgur.com/zHdKbNK.jpg
http://i.imgur.com/gYqOwU6.jpg
http://i.imgur.com/dG0IqU2.jpg
When I first experienced this bug, it was in the hot springs around Bonestrewn Crest. The bug was gamebreaking, but it was also gamechanging. It gave the dragons a comedic value in stark contrast to their nature. So when I had a ragdoll dragon to play around with, I would try to pose it against something, using spells as forces.
Originally, my naughty thoughts were towards their crotch, which featured just an obvious bump. However, as I tried aimlessly to strike a pose, the feet were always dangling in my way. So my eyes kept rolling to them when they moved a lot. One day, I just... changed. There's nothing I can specifically say what ticked, but I suddenly found myself feeling giddy about the feet. I had noticed their feet were so well done and animated. It was eye candy. It made me realize the skyrim dragons were something to cherish, not destroy.
This was before I even thought about Alduin. So when I confronted him, you can imagine I wanted to see what his feet looked like. My first memory of this was running up underneath him as he revived the dragon near Rorikstead. It was a muggy day in the game, and I did what I could to get the best view (slow time and magelight). Thick round toes, deep heel, great texture - I wanted more.
When it came to the fight at the Throat of the World, I had a mischievous idea. I got him downed and rode my horse into him. I pushed him over the cliffside, which caused the game to mess up his orientation when he tried to move around. So here I am sliding down the side of a mountain with a big black dragon following me, shuffling his feet in ways that teased my eager mind. I had a camera with me to capture the moment, but the images were so low quality you could count the pixels. Those images are long gone because of a hard drive wipe. (They weren't worth recovering anyways)
When I reached the endgame boss fight with him, I had other plans. First, I would wait for him to drop close to the ground so that I could get directly beneath him and cast candlelight. When this worked the first time, I couldn't believe my eyes: the candlelight orb colored his swaying feet a tint of blue, like this (that's an actual screenshot I took).
It doesn't stop there. During my second playthrough of Skyrim when I had done just about everything before reaching the end again, I was determined to get closer than ever before. Numerous hours of scrutiny later, I figured out how to "escape" the game boundaries and walk the strange lands beyond Sovngarde. I might be the only one to discover it. Anyways, so I get out into the weird landscape with Alduin chasing me tirelessly. In my exploration, I haphazardly reach the ocean that surrounds Sovngarde at its base. Still, I'm the only one who knows how to reach it. So here's where my clever tactic comes in: waterwalking boots. You see, once in a while Alduin will trigger an animation that lets him stop in midair and drop down gently until he's juuuuust above the water. When that happens, his feet are right up there in your face, swinging up and down so gracefully. I can show you exactly what that looks like: http://imgur.com/a/B80OW (these are large files!). So that's the gist of how I went from "nope" to "hmm" to "ooh" to "omg <3".
Imagine my excitement when I got Skyrim for PC, with screenshot capabilities. And now look at where I'm at with Gmod...
tl;dr dead dragon bug turned me on
http://i.imgur.com/PUnuB4Q.jpg
http://i.imgur.com/zHdKbNK.jpg
http://i.imgur.com/gYqOwU6.jpg
http://i.imgur.com/dG0IqU2.jpg
When I first experienced this bug, it was in the hot springs around Bonestrewn Crest. The bug was gamebreaking, but it was also gamechanging. It gave the dragons a comedic value in stark contrast to their nature. So when I had a ragdoll dragon to play around with, I would try to pose it against something, using spells as forces.
Originally, my naughty thoughts were towards their crotch, which featured just an obvious bump. However, as I tried aimlessly to strike a pose, the feet were always dangling in my way. So my eyes kept rolling to them when they moved a lot. One day, I just... changed. There's nothing I can specifically say what ticked, but I suddenly found myself feeling giddy about the feet. I had noticed their feet were so well done and animated. It was eye candy. It made me realize the skyrim dragons were something to cherish, not destroy.
This was before I even thought about Alduin. So when I confronted him, you can imagine I wanted to see what his feet looked like. My first memory of this was running up underneath him as he revived the dragon near Rorikstead. It was a muggy day in the game, and I did what I could to get the best view (slow time and magelight). Thick round toes, deep heel, great texture - I wanted more.
When it came to the fight at the Throat of the World, I had a mischievous idea. I got him downed and rode my horse into him. I pushed him over the cliffside, which caused the game to mess up his orientation when he tried to move around. So here I am sliding down the side of a mountain with a big black dragon following me, shuffling his feet in ways that teased my eager mind. I had a camera with me to capture the moment, but the images were so low quality you could count the pixels. Those images are long gone because of a hard drive wipe. (They weren't worth recovering anyways)
When I reached the endgame boss fight with him, I had other plans. First, I would wait for him to drop close to the ground so that I could get directly beneath him and cast candlelight. When this worked the first time, I couldn't believe my eyes: the candlelight orb colored his swaying feet a tint of blue, like this (that's an actual screenshot I took).
It doesn't stop there. During my second playthrough of Skyrim when I had done just about everything before reaching the end again, I was determined to get closer than ever before. Numerous hours of scrutiny later, I figured out how to "escape" the game boundaries and walk the strange lands beyond Sovngarde. I might be the only one to discover it. Anyways, so I get out into the weird landscape with Alduin chasing me tirelessly. In my exploration, I haphazardly reach the ocean that surrounds Sovngarde at its base. Still, I'm the only one who knows how to reach it. So here's where my clever tactic comes in: waterwalking boots. You see, once in a while Alduin will trigger an animation that lets him stop in midair and drop down gently until he's juuuuust above the water. When that happens, his feet are right up there in your face, swinging up and down so gracefully. I can show you exactly what that looks like: http://imgur.com/a/B80OW (these are large files!). So that's the gist of how I went from "nope" to "hmm" to "ooh" to "omg <3".
Imagine my excitement when I got Skyrim for PC, with screenshot capabilities. And now look at where I'm at with Gmod...
tl;dr dead dragon bug turned me on
Break for the Holidays
General | Posted 9 years agoThough I've been churning out lots of content the past few days, I think it's reasonable that I take a break for Christmas and couple days after. It's amazing how much support I've received for my work in such short time; can't wait to see what the future holds. My only concern for now is to make sure the spice will always flow: I don't want exact rehashes of previous content, and I want to be able to shuffle between dragon characters. As long as I have ideas and poses to find, that won't be much of a problem.
Wishing everyone a Merry Christmas and Happy Holidays! 🌲🎁🌨☃👌
Wishing everyone a Merry Christmas and Happy Holidays! 🌲🎁🌨☃👌
Etiquette question
General | Posted 9 years agoSo I've been thinking of finding some users that may be interested in what I got and show them my gallery. But part of me thinks that seems rude to advertise when I have said nothing of their works, besides maybe faving. Should I get my name out there or should I just let others stumble upon my stuff?
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