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(CA7-21) Tentacle insert almost full blockout part2

Splined animation (didn't fit in GIF): https://www.dropbox.com/scl/fi/ldliot7dv473eratbzscy/splined_animation_fragment.mp4?rlkey=ahufej90rklv8h6f448s79me2&dl=0

Dick-tacle will be animated later, and two tentacles under her that should have played with her anus will be removed. Two tentacles played with her main hole for way too long, and I have no idea what these two tentacles under her will do all this time. 

So, I finally finished the main animation block out for this fragment. The next WIP will be with the secondary movements block out. 

It took a lot more time than I thought. It was a lot harder to animate than anything before, I can't say exactly why. Maybe this is because of a different and more proper way to animate. If I remember correctly, I've written in one of the previous posts the difference between my way of animating and the proper way to animate. Anyways, I'll remind you what the difference:

In my way of animating, I was creating full basic animation with main rig bones and then adding more and more movements on top of it. It works perfectly with short animations and is relatively fast but one drawback is the quality of the final animation (As I see, this is not a problem for most of you). And second major drawback is it cannot be used to make long animations, just because of how long it takes to add more movements to animation. Also, in this way, it is hard to make interactions between two models. And let's not look at what I have already made in this animation using my way to animate, ok? I'm kinda sad about how these parts look, but remaking them will take a lot of time (no one wants to drag out this animation for another 2 months, including me).

Now to the proper way of animating. This way you create main poses (breakdowns if I remember correctly) and then animate the transition between them using 2-4 frame animation. This way you animate near the final animation. Then you "spline" it which turns your animation from laggy (but still enjoyable to watch, if it's well done) to a smooth, but crappy in some places animation. This is where you start polishing it, usually, it takes a small amount of time because a large part of the animation already should look great and you only need to polish a few bad bits.

So in short:
My way: Basic animation (fast) > Add more movements and refinements (slow) > Repeat the previous step multiple times until the animation looks good (???).
The proper way: Create block out with near-final animation quality (slow) > Spline it (literally one button) > Fix imperfections (fast).

The proper way tends to be a more slow but more rewarding method for long animations.

Also, do you know any NSFW voice actors that have a similar to Hoodwink's voice? I have one idea that requires voice acting for it. Not necessary, but would be great if I make it. Also, this would add some "sounds" from Hoodwink in the animation.

(CA7-21) Tentacle insert almost full blockout part2

Comments

Interesting insights to the animation process. I wish I could help out with voice actors... maybe it's something you could ask Hakya about, if you're in contact with them at all. They seem to use a few different voice actors for their animations. Maybe one would fit.

Shmi Skyrunner


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