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beginner sfm tips, trips and tricks. post your work here and

This is a red board which means that it's strictly for adults (Not Safe For Work content only). If you see any illegal content, please report it.

Thread replies: 27
Thread images: 5

File: the orcs2.webm (508KB, 1920x1080px) Image search: [Google]
the orcs2.webm
508KB, 1920x1080px
beginner sfm tips, trips and tricks. post your work here and offer advice for others
this webm wasnt finished and the mostly finished product is currently rendering
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File: dildo daldo dva.webm (162KB, 1280x720px) Image search: [Google]
dildo daldo dva.webm
162KB, 1280x720px
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File: dd.webm (195KB, 1280x720px) Image search: [Google]
dd.webm
195KB, 1280x720px
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forgot to post sauce for my webms
perelloxxx.blogspot co uk
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From what I've seen of various SFM artists (which is a lot), the best stuff generally has a few things in common:

>Everything has weight to it
Impacts are felt throughout the entire body of whatever characters are taking part

>The set has atmosphere
Typically darkness emphasies sensuality so darker backgrounds typically make for better porn

>Speed
The slower the nimation the better

>Real-ness
Not making your characters look like two pieces of wood banging against each other is very difficult, but if you can read up on animation techniques you'll get much better

Don't be afraid to put your work out there, it shows to have a timeline of how you've progressed, but practice proper animation techniques are they'll really help you later on

Also, one good rule of thumb is that once you animate something, sit back and as yourself: Would I masturbate to this?
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>>9359204
thanks man, once this has finished rendering ill change the map for something darker (unless theres a way to overide the map light levels?)
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>>9359204
General tip I see everywhere is have key frames and make the motions revolve rather than loop back and forth
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>>9359343
revolve?
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>>9359352
The man thrusts in. Then what happens? He pulls out, obviously. But a lot of people don't actually animate him pulling out, instead just having what they just did play in reverse until it gets back to the starting point
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>>9359292

>unless theres a way to overide the map light levels

You can use camera tonemapscale to darken the image and add your own lights, or you can palce a prop in a dark place and tell sfm to use the other prop's light levels. None of this is worth the effort though. Just use a darker map and do a full or partial scene build using other models.

You need to concentrate on the physics of your animation first, and read about 3-point lighting. The human brain uses shadows to help it figure out the 3D structure of objects, so flat lighting is poor.

Anon's point about in-out motion refers to the fact that it's better to have intermediate keyframes to give an asymmetric ellipsoidal motion, but I think you need to work on a lot more things before you try that.

I don't think you'll get much help here. There's a lot of hate for SFM, especially beginners.
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>>9360309

The main beginner's animation fault is that everything moves at once. The classic robotic motion occurs when everything has two synchronous frames: in an out. In reality, the parts applying force move first and those reacting to the force move after.

A quick and dirty way of making a loop is to have an in frame and an out frame as with a robotic motion, then select and move bones according to how far they are from the force.

E.G. Doggy position: delay female pelvis and close bones by one frame, delay upper spine and neck by two frames, and delay head by three frames. Do similar things for the male. Move every bone even if it is by a very small amount. Your brain will often dismiss static things as inorganic.

Don't bother with anything more than very small camera motions. They are nausea-inducing and can make a loop unfappable.
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>>9360385

Think about the weight of objects. When a person is on all fours, the spine bends down and the collar bones go up. When the person is hit from behind, the spine bends even more and the collar bones will move as the person tries to hold themself in position.

Look at your initial pose and ask yourself if the person could actually maintain that position. Look at porn to get an idea of how the body moves and what are realistic positions. Don't try to copy gif/webms, just try to get a feel for how a particular position works.
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>>9360385

I forgot, to use this quick-and-dirty method, you make 3 copies of your in and out frames first so that you have 6 keyframes: in out in out in out. With these in place, delay the bones as described, then spline the curves. Render the middle loop. I'm assuming you're using Graph Editor because it's best for loops.

A note on jiggle bones: bake your jiggle bones before rendering. Save the baked version under a different name in case you want to alter the animation. To loop jiggle bones, either use the multiple consecutive loops to allow the jiggle bones to calm down before the section that you actually render, or use motion editor to match and smooth the curves.
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>>9359204
Maybe I'm strange but I don't often jerk off to my own animations

I think the hotness of the scene disappears after working on it for hours.

good advice in this thread already.
practice makes perfect.
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thanks for all the help guys. its really helped a lot. the tutorials only tell you how to do the animations not how to make it look real. though i think the main thing is because theres none for porn
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File: the orcs2short.webm (126KB, 1920x1080px) Image search: [Google]
the orcs2short.webm
126KB, 1920x1080px
i cant render the full thing on my laptop so ill have to wait till im back home and can render it on my tower but here is an updated version of the origonal webm. if anyone can provide any insight as to whats better and worse that would help a lot guys :)
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>>9362133
boobs are wrong, the jiggle feels way off as well
in that position, gravity should be pulling her breasts towards her face, but you have gravity pulling her boobs towards her navel- which shouldn't happen in that position unless her boobs are fake.

think of a pair of waterballoons when animating boobs. you seem to be animating them as if they are being slowly moved by the nipple (as seen here) >>9359130 due to the speed her boobs shouldn't really be moving that much

theres more movement here but its a bit all over the place, her boobs should be going up and down (and her pussy should open and close too, even if you are going for a gaping effect) >>9359135

I tried pulling each and everyone of those positions in a mirror honestly, and thats how my boobs looked so if you're going for realism hope it helped
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>>9362451
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>>9362133
>>9359114
How long did it take you to learn this? I'm interested in learning
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i've never even attempted this before....how would I get started?
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>>9362133
does noone want to fucking mention the pussy that is just a fucking hole? it doesnt look like a pussy, it looks like a fucking hole. its so ugly, i see that rig everywhere and its so off puttin
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File: dva_5.webm (812KB, 1246x854px) Image search: [Google]
dva_5.webm
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>>9366109
this desu senpai, example of a good one i found
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>>9359114

Do I need to know how to program? What computer language would be useful in making a sfm? What does sfm stand for?
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>>9368225
source film maker iirc, literally the valve engine used to make video. huge when it was first released, now pretty much exclusively used to make porn
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>>9359114
Great thread! Do you know how people make their own characters? And is it possible to modify one that already exists, and how? God, I'v been waiting for a thread like this one for ages. I should have asked myself...
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>>9368303

Used almost exclusively for porn? Dude, so like the valve engine to make videos, wouldn't this appeal to like the video gamer crowd? And people use it to make porn, so what does that say about the gamers using it to make porn?
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>>9359114
Is that shrek?
Thread posts: 27
Thread images: 5


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