I have pretty much the whole animation blocked, slightly animated in some capacity, and felt like it would be a good time to do some work on the pull out sequence.
My original idea was that the bepis pulls out, softer now, and the [c][u]m splurts out. But I thought it could be really neat if the 4skin gets sucked on during the pull out.

I also started testing some fluids out:

The problem is the fluids kind of get in the way of seeing the suction, but I figure it's an idea that I can always do again with more clarity later! I think it's a hot idea, personally. Let me know what you think about that!
Also, I'm trying something different with the fluids this time. Up until this point, I was using a splash-like mesh to animate with whatever. But I thought of an idea that could make things a bit easier and better looking.

The blue mesh coating the [di][ck] is the inflow object- it's got a displacement modifier and vertex proximity so that when it's close to a mesh that's just the hole (not shown here) it expands to act as a "coat" (similar to what I did in the barn boys thing). I just keyframed some stuff on the displacement to go back inside the bepis to have a more gradual transition from emitting fluids to not emitting.
I also did something similar for the hole itself, for further fluid emission. This time, I copied the hold mesh, added displacement/solidify/some shape key stuff to get it to get the shape I wanted as it animates.

Then here's the POV splurt (wip fluids, even the one in the attachments is wip, the one I'm baking now as I type this looks better)

I'd like to have another layer of this, where a bit gets on the camera, and there's some nice splat marks left behind, more of a stream to go with the more ribbon-like fluids that's a "direct hit" to the cam.
That being said, I'm really liking how the fluids are turning out with this one. These new techniques I think really help give the fluid a more organic, better look over all.
vincent
2022-05-01 09:47:25 +0000 UTCSalazzled
2022-05-01 03:05:33 +0000 UTCRavenWorks
2022-05-01 00:38:50 +0000 UTC