- Aug 17, 2019
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1. Blender or, if you've got money to blow, Maya are going to be your best bet(s). The latter is an industry standard is often used for sculpting (afaik) AAA characters. I"m not too up on Unreal, so someone else can chime in on that.1. Proper rigging setup for fresh model, how to setup genitals and so on. The most important part for me is error-free export to game engines like Unity\Unreal and maybe even ability to take advantage of built-in animation tools there. Like, are there a common setup, what exactly the difference with NSWF models, and so on.
2. Also, it would be nice if i could use some premade animations on this skeleton (its called skeleton, right?), for example from Unity Store or Marketplace. I can imagine there are going to be some problems since our skeleton will have genitals and stuff, is this correct?
3. Tools to make animations easier to make? I saw some tools that allow you to create facial animations (was it Character Creator? not sure if its useful for custom models). Just to know if there is anything that will make my job easier.
4. Just... how to start with sex animation? model requirements, rigging, animation, export, engine setup? I want to follow along Anime Nyan tutorial for now, is it a good start?
Sorry if my questions are too broad, or straight up stupid, hopefully after getting an understanding of how to built my pipeline, they will be more reasonable.
2. This is why a lot of devs use Daz, even if it isn't their main rendering engine. Daz Male Figure + Dicktator > Diffeomorphic to Blender > Animate/etc. Once it's rigged in Blender, I imagine it'll be a fair bit easier to move between other software. Blender does do well with stylized figures, but I'm not sure how genitals work in the software itself. Premade animations are a longshot, I'd imagine, and any that do exist are probably very much overused (e.g. stimuli with Daz.)
3. I've seen a few devs working with Metahuman and CC, but the ease of use vs Daz turns a lot of people away from it. Unreal is probably the future for this space, but it takes a pretty significant amount of knowledge even with Blueprints.
4. Anime Nyan is probably the best you're going to find. I'd suggest going through a few beginner Blender courses, picking up the fundamentals and such first, and then attempting to follow it.
I think the biggest issue here is that you're looking for ease of use of something that's inherently difficult. You're going to likely need to learn a few different engines/software suites to accomplish what you want here. Blender/Maya, Marvelous Designer, 3DCoat/of the like, mostly Substance Painter and/or Designer, Photoshop, plus some money to blow on assets/plugins and licenses/software licenses. Probably more, too. That's why people want Blender to be a free do-all software despite that being the very reason it's taken so long for it to become usable.