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SFM, Maya, & Blender Thread #7
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Previous thread : >>626837


Post Pics, Gifs, Webms of SFM, Maya, & Blender related content here.

Tips for Posing / Animating / Modeling are allowed too (Because /3/ is such a shitty place for beginners)

>List of Active SFM, Maya, & Blender Animators :

http://pastebin.com/9VJzWQHq

>Some Red Menace's SFM models :

https://mega.nz/#F!qthl2TjB!EtKw_4mSuii6J9R4axco2g

Animating with DAZ ? Back to the >>>/trash/

Oh, and no debate about SFM vs Maya vs Blender please. Good animation is only thing that matters, not Software.
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>>679675
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>>679677
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>>679683
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>>679682
Seems like fun
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>>679682
moar
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>>679675
>List of Active SFM, Maya, & Blender Animators

>On the list, even though i've been inactive for 2 months

Alright.
>>
>>679993

Who are you ?

So i can update the list.
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>>679675
> Good animation is only thing that matters, not Software.
> Animating with DAZ ? Back to the >>>/trash/

How long have you been a useless fuckwit, OP
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>>680444
No worries, i just recently came back. Busy "relearning" some stuff now.
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>>681132
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>>681134
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>>681136
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>>681139
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>>681143
Any requests?
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>>680778

DAZ wasnt meant for animating anyway.

DAZ is mainly for Poser.
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>>681144
Could you give me some sites with good webms like in this thread?
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>>681292
No idea, I just got everything from 4chan over the years.
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>almost nothing but Overwatch porn these days

Fuck that shitty game.
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>>681497
We had billions of Elizabeth from Bioshock a while ago, so it'll be fine eventually.
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>>681144
Feet
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>>681136
Okay, I'm having trouble trying to understand the perspective and position of this one...

Is she on a table? What happened to it's textures? Or against the wall maybe? What is that thing next to her and why is it not falling?

I don't like being that guy, but it's a great piece (huge hands, tiny chick) with the drawback of disorientating scenery.
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>>681139
Now that girl knows what she wants and really enjoys taking it... sadly, a girl like her would probably just use him for his seed and never come back. Still win.
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>>681318
Yummy Bayonetta!
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>>681532
I think it's warcraft models, looks like something from WoW (besides Elsa ofc). Pretty sure she's on a table and that's some devoured meat on the table next to her, and she's getting fucked by a red orc. I could be wrong tho
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>>681144
facefucking/irrumatio please
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>>681497

Gotta add those tumblr notes anon.
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>>681497
>a new game with waifus gets porn
OHH NOOO
Retard
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>>681278
you have probably never even used daz.
It's perfectly fine for animation. you're just trying to troll. What do you use to animate?
>inb4 Anim8tor
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>>681547
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>>682215
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>>682218
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>>681522
Does this count as feet?
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>>682221
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>>680778
DAZ as far as I know doesn't really let you animate, it's presets that you can slap a character onto. You know, like the rest of the fucking program is. Also DAZ/Poser just looks like trash. Even though SFM is a game engine, it still manages to look better than 90% of the junk DAZ/Poser users put out.
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>>682235
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>>682237
>as far as I know
which is nothing it appears
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Who would want a blowjob animation made with a stretched out Widowmaker face, as pic related?
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>>682562
> Oh my god, I've become a slag
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>>681144
cammy white pls
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>>682057

Give me one good DAZ animation.

Oh since we're on /aco/, porn only please.
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>>682614
Give me a good SFM animation because so far this isn't much of a position to throw shit from, sempai
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There's a bigger (20mins) dva movie up on opiumuds page fyi
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When is StudioFow releasing Jill's movie?
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>>682692

>Countering argument

There isn't any good DAZ animation, isnt it ? :)

Here, i give you One of the many good SFM Porn animation (Animation, not quality of render)
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>>682946
looks like ass desu
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>>682962

...This ends up with harley being shot in the head right ?

Need the full vids.
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>>683022
On his tumblr
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>>683033

Been there, the video link is dead.
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>>683045
Seems everything is gone.
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>>683045
http://rule34hentai.net/post/view/163561#search=pestilenceSFM
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>>683078

This is a cut version (without the male executing harley)

But its ok though. Better in fact.
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>>683100
https://mega.nz/#!MVRQEJbR!SNB5-p7YMqqpe2I6FFUKdlypeM8h6UYox_LW53JAlJQ

Full version
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Jump
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>>682614
Not him, but here.
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>>683737

HAHAHAHAHAHAHAHAHA
>>
This is probably the best place for this. There are countless webms and short clips without audio and I hate it. How difficult is it to learn to edit some audio into them? Has anyone some experience here with that? Not asking for a tutorial, but just want to know if it's something worth getting into.
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>>683824

Its easy to put audio in short clips.

It just the audio material is so few. And also its getting annoying if we hear it often in short loops.

So, silent loops is better.
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>>683890
>It just the audio material is so few
I'm actually more concerned about this than about the etchnical aspects.

>So, silent loops is better.
Not for me, it feels so lifeless.
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>>683799
Brilliant critique my faggot friend. Did it not have enough bloom and exaggerated motion blur for you or are you only able to achieve an erection to video game characters?
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>>682614
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>>684750
substantially better but that's FHM for you
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>>683899
well then edit it in yourself and if you want post it here
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>>683927
>>684750
>>684814

>Robotic animation
>Better

Yeah, i admit the render quality is better than SFM, but that animation is worse than literal poo.
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>>681517
We need more Elizabeth. All the Elizabeth.
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>>685104

No.

We have already more than enough Elizabeth.

Every SFM animators always animate liz.
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First time using SFM
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>>685047
> implying these cycles could be told apart if the animations had no textures and no motion blur
>>
So, is there a way to "lock" the end of an arm or leg in place, so the leg rotates to keep it there while the rest of the body moves position?

Like, placing a foot on a surface, then lowering the body so it kneels automatically.

I'm asking because I want to avoid limbs shifting improperly during an animation.

In 3DSMax, there was a function for this called an IK Solver. Is there anything similar in SFM?
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>>685506
google "sfm inverse kinematics" because it'll tell you better than most people here could
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>>685530
So that's what IK stands for. Thanks a bunch.
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>>685104
I don't understand why everyone animates elizabeth or that ugly michael-jackson-looking cunt from mass effect. This medium has so much potential and people just do the same shit.
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>>685585
Elizabeth is cute as fuck
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>>685615
Ehh. I can see where you're coming from, but she's still way overused and her body isn't anything special. You could paste her head onto any generic female body, remove the thumb, and presto.
>>
Bumps
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>>686113
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>>686114
i love the witcher
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>>686116
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>>686117
shame some of the webms are above 3mb
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>>686119
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>>686120
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>>686123
>▶
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>>686125
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>>686129
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>>686131
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>>686133
whops not the witcher lol
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>>679675
>Good animation is only thing that matters, not Software.
>Animating with DAZ ? Back to the >>>/trash/

If you keep this in the OP, there's a guarantee that people will argue about software.

I wish when people would argue about software that they'd upload work that they've done while doing it so we know they're not just blowing hot air.
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>>686135
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>>686142
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>>686143
wow what;s that monster on the left
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>>686146
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>>686149
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>>686150
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>>686153
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>>686155
thats not the witcher either :(
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>>686157
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>>686131
> """"""water""""""

How embarrassing, Timpossible

>>686137
OP's a tard who can't recognize cognitive dissonance, don't try to help them

>>686143
> not renaming it ho, ho, ho.webm
one job

>>686153
oh baby. oh baby. i am so aroused. right now.

>>686157
The best of the bunch so far. I would've posed the blowjob so the brunette could actually see what was happening but that's me.
>>
>>686137
>>686185

DAZ is an exception.

Because DAZ isnt even made for animating unlike SFM, Maya, & Blender.
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>>686201
>DAZ isnt even made for animating
https://www.youtube.com/watch?v=cv1vHRnT1w4
https://www.youtube.com/watch?v=meY5zr79T0s
https://youtu.be/MqNmIfu_E5k
https://www.youtube.com/watch?v=w9w8x6UHeTQ
https://www.youtube.com/watch?v=6K_xGxBb0GE

If you have a pathological need to talk about things you know dick about, stay on /v/ with the other children and don't come back until you have pubes.

> but that's not perfect animation

DS has a timeline and an animation graph that allows you to interpolate poses. Download the fucking thing and see for yourself.
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>>686264
>https://www.youtube.com/watch?v=6K_xGxBb0GE
holy fucking shit my sides
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>>686379
I wanted to save the best for last. :3
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>>686264
I left one out that's more fappable, my bad
https://youtu.be/kZFnOUrVZOM
>>
Give me some inspiration.
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>>687711

We're never gonna be good animators like Disney/Pixar animators.
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>>682550
>>680778
go back to fapping to garbage sliders you dirty mongoloid
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>>687753
I meant it in a "give me a request" sort of way.

In fact, I probably should have phrased it like that to begin with.
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>>682957
that looks like ass too, so
>>683737
absolutely disgusting
>>684750
"i just moved things, that's good, right?"
>>686264
first one has no sense of weight, lots of foot sliding where there shouldn't be.
second one is better so I got nothing to bitch about.
third one is just a tutorial, and even shows it automatically generates head movement and lipsync, which we all know is also in SFM and is trash. So this will probably be trash too.
fourth one is okay, but the tits are just water balloons
fifth is hilariously bad, were you actually trying to showcase how well DAZ can animate?

But to be fair to DAZ, most of SFM animation is also trash too.

>>686452
10/10 hand clips through face at 30 seconds.
Christ, they didn't even care to fix the clipping, they probably just used the standard walk cycle and called it a day.
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>>682233
Yes, moar plz
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>>687783
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Yump
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SFM, also known as "everybody does anal all the time because nobody can animate vulvas".
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>>688761

80% of SFM models do not have an poseable vagina.

Also Anal >>>>>> Vaginal
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>>681532
Those are all mundane details. Just... let it go
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>>681139
THIS
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>>688761

>>688795
this
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>>679675
>>>/gif/
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>>687783
>fifth is hilariously bad, were you actually trying to showcase how well DAZ can animate?
I was taking the piss, how obvious did it have to be
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>>688761
my least favorite thing about sfm porn is that sfm artists have literally the worst taste

there is a long high quality sfm video for EVERY SINGLE FETISH
RAPE
TENTACLES
SNUFF
NTR
BESTIALITY
DEMONOLOGY
MONSTER
FUTA
FOOTFAGGOTRY

but not a SINGLE long high quality vanilla mff threesome (I'd even accept that m being futa), you'd think it wouldn't be so rare
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>>689437
Those things would require making longer animations in most cases that weren't just piston cycles.
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>>689437

Foot Fetish is vanilla anon.
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>>689437
Where the fuck are you seeing these long high quality sfm videos? Only ones you can really classify as long high quality is FOW
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>>689863
> It's vanilla because it doesn't involve massive penetrations or semen everywhere

OK kid
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>>689941
>high quality
hehehehe
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>>682233
Yes sir ty
>>
Taking requests. Still somewhat new to SFM but very familiar with animation techniques.
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>>690558
Someone passionately kissing someone else's neck and reaching into their shorts while they moan
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>>690565
Try giving the camera a slight delay with its tracking. It makes it look better in motion.

Also I can't stand that zarya model. It looks like someone just pasted her limbs and head onto a generic thin female torso. No muscle definition at all on a bodybuilder.
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>>686157
MUH DIK
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Here's a project I'm working on in Blender. Animation is about 20% complete.
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>>690030

Suit yourself, gramps.
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>>690995
> no scrotum

but seriously though, good on you for creating OC
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Working on an animation with the new glory model. Here's a still.
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>>690628
>a generic thin female torso. No muscle definition at all on a bodybuilder

They reused the Mei body and didn't really do much to it. Downside of using DAZ figures is that most of them don't come with bodybuilder morphs, those are sold separately.

This is just an example of base bodybuilder/definition morphs being applied.
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>>689941
>StudioFOW
>high quality
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>>690271
>>691251
I don't consider it high quality. I just have no idea where he saw lengthy high quality sfm videos.
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>>689437
>long high quality vanilla mff threesome
Well, you've given me my next project.
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>>691251

StudioFow animations is high quality....

....Except their autism tier fetish rape bestiality shit.
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>>681537
no one cares about you or your personal experience
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>>686120
dat filename
>>
>>691340
>StudioFow animations is high quality
https://www.youtube.com/watch?v=-zJBacm8zpk

> no plosives or tongue touching teeth to form consonants, cheeks never puff, lip corners stretch back too far

But I bet the fucking looks real cool, amirite
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>>681497
second
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>>688029
what. THE fuck.
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>>691480
> watching the full version

overall direction isn't bad

> dog cock diffuse maps are low res, mirrored and look unrealistic
> teeth clipping the dog cock
> nostril maps not painted black so they show up white every time the head tilts back

overall not too shitty but still, sloppy
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>>691178
Here we go. That didn't take as long as I thought it would.

I'm really happy with the subtle stuff, like the hand movements & facial expressions, but the overall movement in the animation (the part that involves manipulating the neck, spine, and hip bones to form a nice curve) is definitely the hardest part for me.
>>
>>691549
Also, I want to make it loop better. Any advice?
>>
>>691549
>>691554
I'm not sure if you used volumetric lighting or not, but volumetrics don't loop unless you turn the noise strength down to 0. Other than that, it looks like it loops fine.

Also, probably not related to your animation, but flexes don't loop properly if they're active in the very beginning of the loop. I move everything half a second to the right, and cut out the first half second in a video editor.

Nice animation by the way, really subtle movements that I like, and good camerawork.
>>
>>691560
Thanks. Didn't know noise strength did that. I'm probably going to do a few more animations with this scene in different poses.

Do you have any tips for animating faster stuff? I've only done slower animations in SFM so far. When I speed up the "rate" I'll be going at, the motion curves almost always start to get a mind of their own and go all over the place, especially when I try to cut & paste the looping areas for a smooth transition.
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>>691340
no, it is not
the most people just have no clue what high quality animations are
>>
>>691592
I haven't done too much faster stuff myself, because like you said, the curves tend to mess up if you add more keyframes.

You can smooth out motion in the motion editor with the smooth slider, but if the curves fuck up royally, the only option is to find the bone that's messing up and redo the motion for that curve.

I've had several moments where models' heads would go full 360 when I copy/pasted the loop. It was infuriating.
>>
>>691651
>I've had several moments where models' heads would go full 360 when I copy/pasted the loop. It was infuriating.
This exact thing happens to me, except on every single limb. Really annoying.
>>
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>>691677
I've never had that happen. If the whole model does it, it might just be one of the root bones. I've seen that before.
>>
>>691066
There is, it's just a bad angle.
>>
>>691480
>>691601

Pixar Quality porn doesnt exist.

Deal with it.
>>
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>>691549
Part 2.

Does anything look off? The hands were pretty hard to do well, but I was determined to make it work. Even if it does look a bit janky.
>>
>>692376
Hmm, are you trying to do some sort of grinding? I don't think the move she does with her upper spine is very realistic. Make sure the penis stays in the same place in the vagina so it doesn't look like its sliding around. Just some observations
>>
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>>691180
Pirate all the things
>>
>>692568
Thanks for the advice. I made the spinal motion less exaggerated, double-checked and lined up the point of contact, and softened up the hand movements.

Really appreciate it, it definitely felt like something was off, but I couldn't tell what it was until you pointed it out.
>>
>>692599
Don't be a cunt, either you can afford this hobby or you can't and should go do something else.
>>
>>692606
>want access to endless's SFM models
>can only get access via patreon
>dont want to spend a single fucking dollar on amazing quality models with full, accurate rigging because i'm a gigantic faggot asshole bitch cunt
>>
>>692610
That's what I'm talking about. For Christ's sake you don't even need to pay for Genesis models, just the morph sets.
>>
>>692610

It will be nice if someone here share all endless models like some anon share some of red menace's models in here.
>>
>>692604
1 more thing: I hate when models are super shiny, unlike human skin (though I don't know that character, might be a cyborg with synthetic skin). You can manually edit the .vmt of a texture to make it less shiny. The hand-holding also looks pretty good, good job with fingers.
>>
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>>692634
Glory is indeed a cyborg. Completely chromed up, so I think the shininess fits.

I'm with you though, it gets weird when it's just a regular scene and everything looks like it's coated in oil for no reason.
>>
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>>691251
Using the resources they're using. Theyre work is fairly high quality. Props to the animators
>>
>>692702
They make fast-paced stuff look so easy. I'm jealous.
>>
>>692673
Oh that's pretty hot. Looked it up, haven't played Shadowrun games yet, though I love cyberpunk stuff.
>>
Does anybody have the Pharah, Mercy, and Symmetra SFM models? Those are the ones I'm missing
>>
>>691303
Why symmetra tho? she's so ugly
>>
>>692795
Just put a bag over her head, problem solved
>>
>>692797
I guess. Her body is good just that face is so bleh.
>>
Got a strange bug happening. Preview window shows my animation just fine, but when I render it, it's like all the keyframes are way off.

My project fps is 60, and my rendering fps is 60. So I'm kind of confused.
>>
>>692882
If you don't render in image sequence, do that.

Renders will still just fuck up sometimes, but it'll be higher quality and it won't mess up the animation as much.
>>
>>692890
Alright. I'll just piece it together in vegas or vdub or something, then.
>>
>>692905
Yeah, that's what I have to do, but I also do post-processing on my videos so I'd have to take it into Vegas anyway.
>>
>>692913
Wow. You were right. The animation errors are specific to rendering as an avi file. The image sequence is unaffected. It would be nice to know what's causing this, though.
>>
>>692918
For some reason, the rendering codec for avi, and even MP4 if you're retarded enough to get Quicktime for it, just don't work like they should.

Image sequence or bust. Makes your video look better too.
>>
Any scenes of the lady with the dark eyes from the first Witcher 3 expansion?
>>
>>692922
Scratch that, image sequence has the same problem. What could cause some rigged parts to move on their own, assuming they aren't parented or locked to anything and have no keyframes?
>>
>>692992
http://webmshare.com/ovGx6

This is the issue here. Any ideas? Both the flexes and bones for the cheeks have NO keyframes in that area, and I've even tried deleting all the keyframes on the whole model, and this weird cheek thing still happens.
>>
>>692160
>he doesnt know about Ellowas
spot the retard with shit taste
>>
>>692702
>implying implications
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>>693240

>He thinks Ellowas is Pixar or Dreamworks tier animator
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>>692795
Your mom is ugly
>>
>>692795
> oh god she doesn't have anime facial proportions and she's brown
> if the face isn't childlike and actually looks adult = horse face OMG OMG

neck yourself
>>
>>690558

If you're an animator, just do something that you think showcases your talents and isn't an overused character / sex act.

>>692160

Finding Dory: runtime 97 minutes, budget $200 million. That's $2 million per minute, or $33,000 per second. It's silly to think amateurs can compete with this.
>>
3ump
>>
>>693655
>It's silly to think amateurs can compete with this
Money doesn't equate to skill.
>>
>>692606
How about you fuck off?
>>
>render as poster
>everything looks fine
>render as image sequence or movie
>exact same frame has things out-of-place
I'm not talking about just the shadow quality and depth of field and stuff. I mean like, joints aren't where they should be. Is it possible to render every single frame as a poster without having to do it manually for each frame?
>>
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>>694678
jesus christ
>>
>>694689
thats what rendering as an image sequence should be doing.
Do you have dynamics or simulations in your scene?

alternatively you could render out everything in the sequence but just manually render out the specific frames you need.
>>
>>691340
Monster and beast is better than niggers at least.
>>
>>693655
well a lot of that budget went into rendering. The relvent part of the budget just went into the wages of skilled people spending time on their portion of the project. It's not the money it's the time and expertise. You'll have a guy whose only job is to animate Dory's face, and he spend 3 years devoting all of his time to moving Ellen's fish face. It's going to be good because he's an expert at that thing and has devoted a lot of time to just that.

If you're an amateur you gotta do everything yourself, so no time to develop an expertise and however much time you're spending is spread across the whole project.

It'd be pretty slick to see more collaboration in 3D porn.
>>
Is SFM easy to learn? I already draw porn and I'm thinking of doing some 3D stuff too.
>>
>>694774
So long as you practice good animation techniques it's not that hard.

The difficulty comes from dealing with valve's shitty programming and lack of documentation. Shit like jittery animations and volumetric light errors can fuck up a project fast and happen very often.

Basically, just save often and keep backups. It'll save you a ton of headaches if you decide to get into it.
>>
>>694757

I rather fuck Niggers than fuck Dogs.
>>
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>>694746
I'm not sure about dynamics or simulations. As far as I'm aware, no.

Posters are still different from single images for some reason. Is there a specific rendering setting I'm missing?

Pic related. Ignoring the shadows and lighting, what's with the eyes & mouth? Why the fuck is the stuff that's actually animated, stuff that looks fine in the preview window, moving?
>>
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>>695031
I'm guessing this is from the very beginning of your loop. Flexes are handled terribly in SFM, and most of the time they will start at their default value and quickly move to the value you set for them.

I avoid this by moving all the keyframes for any motion a half-second ahead, and rendering a half-second of empty space in the beginning. I then cut out that half-second in Vegas when I'm doing my post-processing, and boom.

As a frame of reference, I'm dropping one of the animations I've done. It has a watermark because I don't save my Vegas projects, unfortunately, because I hate shilling myself in these threads.
>>
>>695060
>most of the time they will start at their default value and quickly move to the value you set for them.
Fucking kill me. I've been at this for more than 10 hours just constantly re-animating it, trying to figure out what I did wrong, and you're telling me it's some kind of buggy shit built into the program.

aaaaaaaaaaaaaaaaaaaaa so I guess I'll just shift all the keyframes over by like 50, then render an extra 50 at the end to compensate, and cut out that beginning 50 in vegas.
>>
>>695073
Exactly. I had to ask LordAardvark what was happening with my shit since I was completely baffled.

I have to do that with all of my animations now, but I don't have to do it until the end. Unfortunately, this makes looping automatic jigglebones a bitch.
>>
>>695078
Yeah, I was going to say it would probably make looping a huge pain in the ass. How do you handle looping, by the way?

At first, I just synced up the beginning and end frames, but that didn't handle transitioning well, so now I duplicate the entire animation and smooth it out, but SFM is buggy as shit and likes to make things jitter for no reason after I paste a loop at the end.
>>
>>695087
For the most part I just copy-paste the beginning frame to the end, and then I spline every keyframe. I normally do this more often than I need to, because SFM will fuck with your motion whenever you're not looking.

With jigglebones, I actually wrote out a text tutorial that I'll copy-paste in the next post.
>>
>>695087
>>695100
>Do your animation, and make sure your motion is on point, and that you have done all you possibly can, because once you loop the jigglebones, the changes are set unless you re-enable procedurals and repeat the process.
>Bake your procedurals on the bodies and hairs, if your model has a separate hair model.
>Go to the motion editor, select all the jigglebones (since they’re baked, normally they’ll have “.jiggle” at the end of the bone name, but depending on the model, they might not be) and click and drag the green bars on either end of the timeline until the only thing in the green area is a section of your loop where the jigglebones have settled into their motion. I typically use the last loop segment to make the loop more seamless.
>Right-click, “Copy Samples,” then click and drag the center of the green bar to move it to the beginning of your loop. Right-click, “Paste Samples.” The bar will turn orange to signal that you’re making changes to the curves in that selection. Hit enter to finalize the changes.
>Right-click in the motion editor, and select “Select all Time,” to make the green bar fill the timeline again.
>You may have used the “Zero,” “Default,” and “Playhead” procedural sliders before. In that menu, we’re dropping down to the “Smooth” slider. Still in the motion editor, click and drag the Smooth slider all the way to the right to apply it. The bar will turn orange, and you may notice the curves being toned down a bit. Hit enter to finalize the changes, and apply the slider twice more, making sure to hit enter each time.
>Playback your loop to make sure it looks good, and if the jiggles don’t look quite where you want them, you can hand-animate them to adjust them!
>>
>>695078
Actually, I just tried copying my animation way ahead, and it still had the strange flexes which, again, don't show up when rendering posters.

Any ideas?
>>
>>695078
>>695158
I meant moving. I shifted the entire thing ahead by a couple hundred frames and the flexes still had the weird, inaccurate movements.
>>
>>695158
Can you screenshot your motion editor curves when you have the flex in question selected?
>>
Which one is better Post Production software ?

Photoshop or Sony Vegas ?
>>
>>695175
Ideally both. Vegas for editing videos and photoshop for the occasional single frames & still images, and gifs I guess.
>>
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>>695163
I fixed it once by setting everything to 0/default and re-animating every individual flex, but it seems to happen again no matter what. I've redone the flexes three times now.

Pic related.
>>
>>695243
Were those your final keyframe positions? Because the way I do it is to have 0.5 seconds of no movement in the beginning, so I move all my keyframes 0.5 seconds to the right. In short, I have 30 frames of nothing happening at all before the motion begins. By then, the flexes will have settled out.

If it still happens, then unfortunately, I don't know what else to tell you.
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>>695252
Yeah that's just something I set up at the beginning to test. The actual animation is some 300 frames later, and it still has the issue.
>>
>>695253
I honestly don't know man. My animations have never done that to me before, after the flexes settle out.

I don't get it. SFM is so fucky sometimes.
>>
>>695266
Well, I'd post about this on the steam forum or something, but I'm not entirely sure this kind of content flies. I think I'll just shoot a message at Aardvark.
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>>691340
>>
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>>695276
Time to re-animate everything for the fourth time, I guess.

And then I'll uninstall SFM and destroy my harddrive so this doesn't happen again.
>>
>>695104

Some of my tips:

1. To get sensible jiggle bone behaviour in graph editor, make multiple copies of a loop's keyframes e.g. 5 loops in sequence. Spline the sequence so that you get an animation consisting of 5 smooth cycles. Bake procedural bones. Render the 4th loop.

This cuts out the settling of the jiggle bones, and ensures that the first frame is a smooth continuation of the last frame. Unless you have volumetric or flex settling problems, you don't even have to cut out frames at the beginning.

2. To deal with bone rotation flipping in graph editor, manually enter the correct angle at keyframes (click on the point to highlight it and alter the value in the box above the timeline). You will probably also need to add an intermediate keyframe to completely pin down the curve.

SFM will happily swap 180 for -180 because, mathematically, they are the same angle, but the curve between them is radically different. SFM will also happily change values by 180 degrees for some less obvious reason. In either case, you have to manually enter an angle that is either 360 or 180 more or less to get the correct curve.
>>
>>695517

3. Pelvic glitches at -90 degrees. Say you have a loop with two splined keyframes defining pelvic motion. If rotation Y goes through -90 degrees, you will often see the pelvis jerk.

To overcome this, use motion editor instead. Define a starting value for the pelvis, select a time region, then drag the edge to give a zero-length time selection at the second "keyframe" point. Pull out the falloff regions and press 4 to select spline falloff. Move the playhead to the zero-length selection point and define the second "keyframe" for the pelvis. Remember to use offset mode when manipulating motion editor curves in graph editor.

To solve the problem in graph editor, you need to plan ahead and rotate the model using roottransform so that the pelvis never goes through -90 degrees in your animation.

Another way to improve, but not solve this problem is to put keyframes around the jerk point in graph editor and use a linear spline on those frames.

I have no idea why this happens.

4. I have seen flexes take over a second to settle, making it necessary to throw away 30 frames at 24fps. I have never seen flexes not settle. Sometimes a problem appears to be with flexes, but is actually an illusion due to lighting. To check this, try rendering with flat or no lighting to see just the flex behaviour.

One thing you should remember is that with normal render settings, SFM is actually averaging out several images close to each frame. This allows it to do motion blur, but can lead to strange looking results. Also remember that besides actual rendering, the most accurate view you can get is by selecting the scene camera and going to the clip editor. This allows you to see the effect of focus, light radius and motion blur.
>>
>>695243
If I understand correctly, in that particular gif, you're rendering from time zero and animating from time zero. This means flex settling will occur at the start, weighting the lid values towards zero. It doesn't matter if you start the flex at zero and increase it; SFM will still weight the first few frames towards the default of zero, leading to asymmetry around the maximum. Also the render will average out several images close to the frame, so the lid won't be perfectly closed even if everything is as expected.

Didn't you say in your previous posts that you were cutting frames out? That gif shows the animation starting at time zero. Where's the half second throw-away render period to allow flex settling?
>>
>>695011

I like to do longer pieces, not just loops, so I use a version history to avoid completely destroying a lot of work.

Every time I undertake a major addition or something that might fail, I save my session to a new name e.g. I start with a file session33_01, then increment the version for every major/dangerous change. This means that if I really mess up, I can go to the previous version. I think Aardvark uses multiple shots to isolate parts of an animation, but I can't get my head around that.

Sometimes I spend a lot of time creating an animation that I like, but find that I've totally destroyed some other parts of the animation in the process, and rolling back the history loses the good stuff. In this case, you might be able to save your session, load a previous version, copy samples from the uncorrupted animation, reload the current version and paste samples to restore what you destroyed without having to rollback the new stuff that you like.

For quick rollback, go to the history window and double-click on the last change that you wish to keep.
>>
>>695451
Are you sure you haven't got a Gremlin living in your PC? Maybe it's like some of the people on here and it just hates SFM.
>>
>>681497
100000000000000000000x better than Mass Effect (all girls are horrible), Bioshock, The Last Of Us (WHy?) and Witcher (girls have man faces). Better than Lol or Dota or WoW too.

At least Overwatch girls are actually attractive. Some more DOA or Street Fighter would be nice too.
>>
>>695276

You have touched NSFW. You are a pariah to those people. Seriously, they will hate you. I wonder if that's one of the reasons Red Menace manages his NSFW releases: to lessen the righteous anger when he posts SFW stuff.
>>
>>695553
I'm familiar now with the flex settling, the animation at the beginning, in that image, was just made for the sake of showing the problem off. It's actually constant throughout the whole timeline. The actual animation is active from frame 300-600, giving a whole 300 frames of "settling" before the loop actually starts. Didn't help at all.

>>695557
>>695538
I refuse to abandon the animation I made. I'm rendering every single frame as a poster and it's taking forever. I'm on frame 430/600 right now.

>>695566
Exactly. It would take a REALLY clever crop to prevent them from seeing the content while showing off what's wrong.
>>
>>695564
Where the FUCK is the karin model for SFM? There's a nude mod for SFV, all SFV models are ripped from the game, there are people who've posed her in fucking xnalara or poser or maya or some shit, WHERE IS IT

WHERE
>>
>>695517
>>695524
> gimbal fuckups, gimbal fuckups everywhere

It's like I'm using Poser 4 all over again. I'm not being snarky, Valve needs to fix that shit if only for their own internal purposes.
>>
>>695564
>100000000000000000000x better than Mass Effect (all girls are horrible), Bioshock, The Last Of Us (WHy?) and Witcher (girls have man faces).

Translation: these characters have facial bone structures that resemble actual women who'd reject me

I'll give you Miranda because the actress they modeled her on is an Australian, but seriously your animu standard for 3D models is your problem not Western developers'.

Stop being that guy who can only get it up to anal because female anatomy down there upsets you.
>>
>>695609
>Miranda
Good god she is by far the ugliest cunt in SFM and I have no idea what people see in her. She's even an annoying cunt as a character and her ass is mediocre at best. Michael Jackson lookalike. Fuck.
>>
>>695701

This
+1
Like
Noted
>>
To people who struggling animating Jigglebones in SFM :

Keep learning, someday you know how to bake jiggle instead of relying on jigglebones script.

First rule of baking jiggle : you must know how gravity works.
>>
>>693602
No she's just ugly. Looked great in concept.
>>
>people still using SFM instead of maya or blender

It's like you enjoy suffering
>>
>>695794

I hope you enjoy lack of porn resources.
>>
>>695803
>implying converting existing shit to .fbx is difficult
>implying sharing .fbx in the first place wouldn't be way easier than using valve's old ass format
>>
>>695803
Are you retarded by any chance? You can easily convert from sfm to fbx, you just need to rig it. Something sfm plebs are missing out on... Is far easier to animate this way...
>>
>>695810
>>695804
Not that guy but what about environments? That's really the only thing keeping me from using Maya exclusively.
>>
>>695810
don't even need to re-rig it (though its recommended since most sfm models have absolutely atrocious rigging)
>>
>>695825
what prevents you from using environment models in maya?
>>
>>695794
This kind of thing just boils down to personal preference. I animated for years in 3DSMax before starting with SFM, and I found SFM to be much easier to use [spoiler]even though I had more control over my models and animations in 'max.[/spoiler]
>>
>>695829
>spoilers dont work on /aco/
kill me
>>
New to animating here--How do I connect two limbs of two seperate models? IE; a leg being held by a hand and moves wherever the hand goes.
>>
Locking. If your model is rigged, click on the hand rig on the left side bar, then drag it onto the leg's foot rig.
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