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      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

4uDIK

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Posts posted by 4uDIK


  1. Too similar frictions. Excessive movement of the chest. Looks unnatural. The impact energy is not transmitted by the human body instantly. It goes like a wave.


    Try to view live video and look at the movement analyze them. Take yourself a pose and look as if you're moving. Critic himself. 


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  2.  

     

     

     

    15576771538_84b7464640_t.jpg

     

    Ah right I can see what you're saying. Yeah taking another look at it I can see where I have gone wrong (it was 3am that's what! LOL). I'll fix it for the next update. If no update by end of week I will look at simply doing a hotfix. I'm reluctant to make any changes until previous issues have been ironed out a bit with other users upgrading.

     

     

    If you just move the player (fister) up 4 clicks it's fine.

     

    I disagree with you. The problem is not in movement but in rotation. SexLab has keys for actors movement, but it has no keys for rotation of one actor relatively to another. She is rotated in wrong direction and must be turned at 180 degree in scripts.

     

    Fix for this

    sslNSLAnimationFactory.zip

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  3.  

    Я делаю анимацию в 300 кадров, с помощью IK. в 3-4 ключа задаю плавное, естественное движение тела. (Дыхание, изгибы, повороты головы) Потом ставлю ключи фрикций, а затем делаю сами фрикции. Затем фиксирую опорные части с помощью IK Solvers и constraints.

    А как в Максе коллапсить разные ИК группы и сохранять ключи от предыдущих?

     

    Т.е. делаю например ноги сначала с одной ИК-группой, делаю ключи(коллапс), потом делаю на эти же ноги другую ИК группу - как смешать эти ключи? Если например включать-отключать ИК или через сейв анимации получается каша, ноги дергаются, переворачиваются... Можно ли как-то слои использовать что-ли, как Вы делаете?

     

    Я вобще не использую колапс. Сначала анимирую без привязок, потом делаю привязки. Со слоями я пробовал но ИК начинает глючить.

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  4. Я делаю анимацию в 300 кадров, с помощью IK. в 3-4 ключа задаю плавное, естественное движение тела. (Дыхание, изгибы, повороты головы) Потом ставлю ключи фрикций, а затем делаю сами фрикции. Затем фиксирую опорные части с помощью IK Solvers и constraints.


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  5. Downloaded and watched Sekslab. Software part honed to perfection, the animation is poor. This stimulated to do a bit of animation for me. 

     

    h_1415110675_6452826_17907e2295.jpg

     

    Animators note. 

    Man is always in motion. Breathes, looks around, stretches, keeps his balance, changes the reference point. (Even artists depicting the statue and then suddenly starts to move can not be completely fixed) In half of the Sekslab animations - one fixed actor. 

    Symmetry - the enemy of naturalness. Try to do a little asymmetrical postures. Watch for the center of mass of the actor. (many animations Sexlab fall down) Use the momentum and energy transfer (sweep - kick - the result of kick - rebound or return). Movement should differ in amplitude and time. Man is not a robot and not a chronometer. A small looping animations (2-3 cycles) cycle becomes noticeable and lost naturalness. Should be 8 - 10 cycles. 

     

    I do animation in 300 frames, using IK. Then 3-4 switch instructs smooth natural motion of the body without frictions. (Breathing, twists, turns head) Then I place the keys frictions, and then do frictions. At least fix bearings using IK Solvers and constraints.

     

    You can use this animations in your mods. Jast write in credits about me as autor of this animation. Mark it 4D or 4uDIK.

     

    Mods with this animation:


     

     

    4d04.zip

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