An Australian WereKangaroo in London TF (Contains Videos)
Resting after a long day, an unknowing citizen is bestowed with a curse which causes him to be transformed into a Were-Kangaroo....
Cinematic 3rd person perspective
https://mega.nz/#!xNcXGahT!QJ49KGNl_c-8ROhvDqGnamW6I4w34QVICHvNIXdl5Fk
First Person View (Experience being transformed into a WereKangaroo yourself!)
https://mega.nz/#!wJ8y3CqZ!PVlcB4LhsHqTxO9onrtfJmZnOTxP5W1Zv1NCVmW2Tbk
First Person View (No voices or music)
https://mega.nz/#!RA0SQa7Q!-ReyY_bFDbhRPptXvoUFkNoPFxX9iJ_2MgJDL7R6sO4
720P Versions (Drop Box)
Third Person
https://www.dropbox.com/s/ello6uatb....._720P.mp4?dl=0
First Person
https://www.dropbox.com/s/7yc3rezif....._720p.mp4?dl=0
First Person Voiceless
https://www.dropbox.com/s/esp6py6xz....._720P.mp4?dl=0
This has been animated myself using motion capture for the hands and head. (When the character drops to the ground on all fours, I physically dropped to the ground on all fours so you are essentially seeing me physically moving around!) Everything else follows with physics/IK. Bare in mind that there was a minor glitch in the first person version where I couldn't get the videos to sync up during the fur growth (I think it was a FPS irregularity so I'll need to look out for that in the future) and the tracking of my hands glitched out twice towards the end. Facial animations are still really difficult to do satisfactorily in VAM so the guys face is static at times.
I would like to personally thank
mackster112 for suggesting that I made a kangaroo tailsplosion video following on from the initial tailsplosion test animation I made. If it hadn't been for that one suggestion, I probably would never have learnt how to fix Daz Studio Morphs and learn how to make custom morphs. To be honest, this video would probably have never existed if it wasn't for that one request ;)
Sounds from An American Werewolf in London, Sound Dogs and Youtube. Initial head morph was sourced from Team Fortress 2's Manngaroo.
Cinematic 3rd person perspective
https://mega.nz/#!xNcXGahT!QJ49KGNl_c-8ROhvDqGnamW6I4w34QVICHvNIXdl5Fk
First Person View (Experience being transformed into a WereKangaroo yourself!)
https://mega.nz/#!wJ8y3CqZ!PVlcB4LhsHqTxO9onrtfJmZnOTxP5W1Zv1NCVmW2Tbk
First Person View (No voices or music)
https://mega.nz/#!RA0SQa7Q!-ReyY_bFDbhRPptXvoUFkNoPFxX9iJ_2MgJDL7R6sO4
720P Versions (Drop Box)
Third Person
https://www.dropbox.com/s/ello6uatb....._720P.mp4?dl=0
First Person
https://www.dropbox.com/s/7yc3rezif....._720p.mp4?dl=0
First Person Voiceless
https://www.dropbox.com/s/esp6py6xz....._720P.mp4?dl=0
This has been animated myself using motion capture for the hands and head. (When the character drops to the ground on all fours, I physically dropped to the ground on all fours so you are essentially seeing me physically moving around!) Everything else follows with physics/IK. Bare in mind that there was a minor glitch in the first person version where I couldn't get the videos to sync up during the fur growth (I think it was a FPS irregularity so I'll need to look out for that in the future) and the tracking of my hands glitched out twice towards the end. Facial animations are still really difficult to do satisfactorily in VAM so the guys face is static at times.
I would like to personally thank
mackster112 for suggesting that I made a kangaroo tailsplosion video following on from the initial tailsplosion test animation I made. If it hadn't been for that one suggestion, I probably would never have learnt how to fix Daz Studio Morphs and learn how to make custom morphs. To be honest, this video would probably have never existed if it wasn't for that one request ;)Sounds from An American Werewolf in London, Sound Dogs and Youtube. Initial head morph was sourced from Team Fortress 2's Manngaroo.
Category All / Transformation
Species Kangaroo
Size 1920 x 1080px
File Size 236.6 kB
Listed in Folders
Heh, glitches and stuff are an unfortunate fact of life when you're working with the absolute cutting edge of technology. Some of the other glitches I came across when putting this together included the following:
1) Due to the real-time, highly physics based nature of VAM, there were times when the scene wouldn't play the same way twice. A problem I initially came across was during the tail growth where the guy would fall on his side after the tailsplosion but it would happen in a way that was inconsistent. I eventually got this to be more dependable by manually holding the guys hips in place and then recording the motion of the guys hips moving (this is noticeable during the tail growth section where I made my hand tremor and shake in place to get the strained movement that I wanted).
2) When jumping back and forth on the timeline to do different takes, there were occasional cases where the arms/legs would become twisted as a result of jumping too far back and forth. Fixing this was just a case of untwisting the arms (looks painful lol). This again would cause the occasional consistency problem when going back to the beginning of the scene causing the guy to not be sat down correctly.
Even with the shortcomings and occasional technical problems, I honestly cannot thank the creator of VAM enough for how his program has enabled me to bring TFs to life in an all new way. As the years go by, this tech is only going to get better and even more visceral.
Really can't wait to work on a Lizard themed TF with everything I've learnt so far. ;)
1) Due to the real-time, highly physics based nature of VAM, there were times when the scene wouldn't play the same way twice. A problem I initially came across was during the tail growth where the guy would fall on his side after the tailsplosion but it would happen in a way that was inconsistent. I eventually got this to be more dependable by manually holding the guys hips in place and then recording the motion of the guys hips moving (this is noticeable during the tail growth section where I made my hand tremor and shake in place to get the strained movement that I wanted).
2) When jumping back and forth on the timeline to do different takes, there were occasional cases where the arms/legs would become twisted as a result of jumping too far back and forth. Fixing this was just a case of untwisting the arms (looks painful lol). This again would cause the occasional consistency problem when going back to the beginning of the scene causing the guy to not be sat down correctly.
Even with the shortcomings and occasional technical problems, I honestly cannot thank the creator of VAM enough for how his program has enabled me to bring TFs to life in an all new way. As the years go by, this tech is only going to get better and even more visceral.
Really can't wait to work on a Lizard themed TF with everything I've learnt so far. ;)
Reading this I wonder how you do the facial expressions. Is this something that you have to perform yourself and a camera or something is capturing and translating them - or do you have to set them somewhere in VAM for specific moments in the scene?
And, aye. Totally agreeing with you there on the lizard one! :D *secretly wishes for more animated green stuff in your gallery* ;)
And, aye. Totally agreeing with you there on the lizard one! :D *secretly wishes for more animated green stuff in your gallery* ;)
Right now, the way it's done involves setting a trigger, setting a beginning and end timestamp and then setting the morph along with it's target final value.
Whereas in Daz Studio in 3DS Max, you'd have the timeline in front of you, set a keyframe then set the what you want the morph to. In VAM, you have to go through soo many screens to animate/change a simple morph it just becomes really annoying. On top of that, you can't set animation curves on the morph so it looks more robotic more than anything.
As soon as I have a way to do facial expressions via a camera through VAM, you can bet there'll be numerous test demos that i'll post here. They've been making prototypes of facial animations/eye tracking in VR so I do believe that it will happen in the future.
https://www.youtube.com/watch?v=VCd1aRriIis
https://www.youtube.com/watch?v=86-tHA8F-zU
https://www.youtube.com/watch?v=THuKfaezWKo
I seriously can't wait to get my hands on this tech.
Whereas in Daz Studio in 3DS Max, you'd have the timeline in front of you, set a keyframe then set the what you want the morph to. In VAM, you have to go through soo many screens to animate/change a simple morph it just becomes really annoying. On top of that, you can't set animation curves on the morph so it looks more robotic more than anything.
As soon as I have a way to do facial expressions via a camera through VAM, you can bet there'll be numerous test demos that i'll post here. They've been making prototypes of facial animations/eye tracking in VR so I do believe that it will happen in the future.
https://www.youtube.com/watch?v=VCd1aRriIis
https://www.youtube.com/watch?v=86-tHA8F-zU
https://www.youtube.com/watch?v=THuKfaezWKo
I seriously can't wait to get my hands on this tech.
You can definitely expect more TFs that are in line with this in the future. ;) The next version of VAM (1.17) supposedly has support for custom physics based clothing. Hopefully should allow for theoretical undressing like in the original movie assuming it properly supports the male model. Due to how highly physics based VAM is, I have no idea how stable or consistent it'd be. (one of the many perks with working with cutting edge technology) :P
To anyone else that sees this, I've just realized that I missed out the muscle flexing scene in the 3rd person version which was in the 1st person version. As of writing, I'm currently rendering a new vid and will upload it in due course. Note to self, check video integrity before uploading :P
I've had no joy watching these videos at all, I'm afraid. Online, they spend more time buffering than playing, and when I downloaded the first vid, hoping for a better experience, the soundtrack was out of sync and the picture frequently distorted. But I like what I've seen from the image links you posted.
I'm assuming the tail growth video I posted here worked for you? http://www.furaffinity.net/view/28932463/
I could try uploading them to DailyMotion. I was doing this a while back then got put off due to a glitch which left one of the leg growth vid stuck at 380p (it's still stuck like that today). Have you tried different video players perhaps in the downloaded copy?
I could try uploading them to DailyMotion. I was doing this a while back then got put off due to a glitch which left one of the leg growth vid stuck at 380p (it's still stuck like that today). Have you tried different video players perhaps in the downloaded copy?
Yes, that lizard one worked fine.
I had another go at downloading the 3rd person video, and managed to get most of it, but not all. For some reason it cuts off just after he first checks out his new muzzle. But I have watched the whole video online, and, allowing for all the buffering, thoroughly enjoyed it. It was great to see a full sequence! You're very talented.
I had another go at downloading the 3rd person video, and managed to get most of it, but not all. For some reason it cuts off just after he first checks out his new muzzle. But I have watched the whole video online, and, allowing for all the buffering, thoroughly enjoyed it. It was great to see a full sequence! You're very talented.
A Werewolf is something I'd definitely like to take on at somepoint as I've got all the morphs required to produce it. Tailsplosion is doable as I'd just need to author the tail/physics version then animate the scale as I've done here.
No idea on anything like a Horse or Donkey TF as things like that should ideally be feral which is far beyond the capabilities of the Virt-A-Mate software and my current know-how. A mid TF freakout (ALA the Donkey TF in Pinocchio) would be amazing to to do with Mocap assuming I didn't hit anything in my living room. ;) Anthro versions are likely doable (depending on morph availability) but it ultimately stems back to what's expected from the subject matter and tropes of such things. (I.E. Staring at the hands as they turn into hooves, dropping on all fours with the transition to quadraped and so on).
No idea on anything like a Horse or Donkey TF as things like that should ideally be feral which is far beyond the capabilities of the Virt-A-Mate software and my current know-how. A mid TF freakout (ALA the Donkey TF in Pinocchio) would be amazing to to do with Mocap assuming I didn't hit anything in my living room. ;) Anthro versions are likely doable (depending on morph availability) but it ultimately stems back to what's expected from the subject matter and tropes of such things. (I.E. Staring at the hands as they turn into hooves, dropping on all fours with the transition to quadraped and so on).
FA+

Comments