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RE: Mocap.

Motion capture is a great way to get 80% of the animation data you need, but that data still has to be fine-tuned for animations.
Even the pre-made dance animations in 3DX, many of which are just downloaded from Mixamo/etc and put into 3DX, have to be modified to fit 3DX's rigs better and other small fixes. The original human rig might have had forearms that were 0.4 meters but 3DX's are 0.35, for example. So even adding free stuff takes work.

An example would be in that pole dance video above, where at some points her hands are not correctly aligned with the pole. That last 20% of polish and finishing touches is necessary whether by mocap or custom keyframe animations.

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9 minutes ago, Xaufin said:

RE: Mocap.

Motion capture is a great way to get 80% of the animation data you need, but that data still has to be fine-tuned for animations.
Even the pre-made dance animations in 3DX, many of which are just downloaded from Mixamo/etc and put into 3DX, have to be modified to fit 3DX's rigs better and other small fixes. The original human rig might have had forearms that were 0.4 meters but 3DX's are 0.35, for example. So even adding free stuff takes work.

An example would be in that pole dance video above, where at some points her hands are not correctly aligned with the pole. That last 20% of polish and finishing touches is necessary whether by mocap or custom keyframe animations.

Totally agree with you, it's not simply copy & paste. The question is: how perfect does it have to be? I never realised the flaws with the pole dance 😝

But another problem with the poses we could get, when we get more customizability for our avi's. When you make your avi taller or smaller, thinner or thicker, the poses wouldn't fit sometimes anymore.

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Yeah, nipple placement is an interesting problem that makes certain foreplay poses seemingly impossible. A breast sucking animation that works fine on small breasts would end up swallowing the partner's entire head if the breasts were max size.

I've mentioned before this should be solvable with inverse kinematic (IK) animation, where one avatar's mouth is navigating by code to a point on the other avatar instead of using preset keyframe positions.

The mythical "pose editor" might be able to solve this too, where players could trade poses or pose files like "breastplay_small", "breastplay_medium", etc. that would manually account for these differences. Still wouldn't work if "_medium" was for a 50% breast and their partner had 48% breasts, but it's a start.

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13 hours ago, Xaufin said:

Yeah, nipple placement is an interesting problem that makes certain foreplay poses seemingly impossible. A breast sucking animation that works fine on small breasts would end up swallowing the partner's entire head if the breasts were max size.

I've mentioned before this should be solvable with inverse kinematic (IK) animation, where one avatar's mouth is navigating by code to a point on the other avatar instead of using preset keyframe positions.

The mythical "pose editor" might be able to solve this too, where players could trade poses or pose files like "breastplay_small", "breastplay_medium", etc. that would manually account for these differences. Still wouldn't work if "_medium" was for a 50% breast and their partner had 48% breasts, but it's a start.

Or perhaps they could use the technique another world uses where no matter the size it defaults to a predetermined size when the animation runs. This technique is also used for avi heights. No matter the avi size.. mini to max, when two avi's interact they default to a common size. Small grows, extra large shrinks.  Breast Medium for example, or Height medium for example as default could solve this. However, what you speak of sounds far better if possible.

 

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19 hours ago, Xaufin said:

Yeah, nipple placement is an interesting problem that makes certain foreplay poses seemingly impossible. A breast sucking animation that works fine on small breasts would end up swallowing the partner's entire head if the breasts were max size.

I've mentioned before this should be solvable with inverse kinematic (IK) animation, where one avatar's mouth is navigating by code to a point on the other avatar instead of using preset keyframe positions.

The mythical "pose editor" might be able to solve this too, where players could trade poses or pose files like "breastplay_small", "breastplay_medium", etc. that would manually account for these differences. Still wouldn't work if "_medium" was for a 50% breast and their partner had 48% breasts, but it's a start.

There's far too many variables for IK or anything like that to be a realistic option here. The pose editor as you mention is what would take 3dx to the next level for interactivity between characters. If the current character editor had values assigned to the sliders(which is an easy addition) and you could use the models you assign to the animator, then you could make perfect fitting animations for all sizes.  User says my char is xx xx xx xx xx xx dimensions, can you make/adjust this pose for them, because if you've already made the animation then it would be a case of adjusting it to suit the different hip/breast etc sizes.

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