Daz Any established formulas for creating sex scenes ?

caLTD

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Are there pre-established formulas for creating relationship scenes?
I finally gave up on my realtime 3D obsession and decided to make my game with Daz. At least focusing on creating scenes instead of technical issues makes me happy.
However, I’m now shooting my first erotic scene, and I’m undecided. I’ve made a few animations (making your own animations is tough). Are there any pre-established formulas for shooting an erotic scene?
How many different camera angles should be used? Or how many different animations are sufficient?
Thanks.
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
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Probably not the answer you wanted to hear, but it's just something you've gotta feel out on a scene by scene basis. Over time you'll know when there's not enough or it drags on too much. but I wouldn't worry too much about it early on in your game.
 

osanaiko

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Try going back and observing H-scenes in games you have played, but this time think analytically: what do you like/dislike about the scene? Why do you think the dev made the choices they did? (hint: it's probably a trade off between effort and "quality". Or maybe they just don't think about stuff and just go with their instinct.)

On a similar note: Once you start looking at games through developer eyes, rather than just playing and enjoying them as an uncritical user... it is a dark path. A curse if you will; "ask not of what the sausage is made".

On the other hand, there are some subtly amusing things that pop out, such as: when you look for it, it's amazing how much foot-fetish fanservice there exists in some titles.
 

caLTD

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Thanks for the answers.
First of all, it's not a game I'm making right now. I'm reinterpreting a short comic I like to gain daz experience.

Creating scenes is relatively easy. I have enough 3D experience. I can also create environments from 3rd party sources. Therefore, I can easily handle the scenes required for normal storytelling.

However, the relationship scenes are a bit difficult. After all, I think there should be animation in these scenes. I haven't tried ready-made animations yet, the ones I make are both bland and take a long time to render. Moreover, I don't like them when they are finished. In short, I spend maybe 10 times more time than normal scenes, and this worries me. Because even though I spend 10 times more time, the results do not satisfy me.

Maybe I'm exaggerating too much, I don't know.
 

MissFortune

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You're not giving us a lot of information to go on, unfortunately.

What are you rendering with? Are your CPU settings turned off? What are you Render Settings? The latter is usually going to determine how long your animation takes.

For animations (I do 1440p, but if you're on lower end hardware, it should be 1080 for animations), my settings usually look like:

Max Samples: 700-800 (less is faster)
Max Time (Secs): 0
Rendering Quality: Off
_

Post Denoiser Available: On
Post Denoiser Enable: On
Post Denoiser Start Iteration: I usually do about 60 before the final iteration. So, for example, if 700, I do 640. If 800, I do 740.

Edit: I DM'd you an animation tutorial that helped me quite a lot early on.
 

caLTD

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You're not giving us a lot of information to go on, unfortunately.

What are you rendering with? Are your CPU settings turned off? What are you Render Settings? The latter is usually going to determine how long your animation takes.

For animations (I do 1440p, but if you're on lower end hardware, it should be 1080 for animations), my settings usually look like:

Max Samples: 700-800 (less is faster)
Max Time (Secs): 0
Rendering Quality: Off
_

Post Denoiser Available: On
Post Denoiser Enable: On
Post Denoiser Start Iteration: I usually do about 60 before the final iteration. So, for example, if 700, I do 640. If 800, I do 740.

Edit: I DM'd you an animation tutorial that helped me quite a lot early on.
Thank you so much.


I had second hand rtx3090. My PC specs good enoughI thing. Ryzen7900 with64gb ram with 2 tb dedicated m2 for daz. I render fhd.My animations are 60 frames. still takes time.

Premade animations does not work because they are for default characters. Any kind of different body (fat, short, long etc)does not fit them.

sbm_shot_007_frame_007.png

This was start frame.

sbm_shot_007_frame_009.png

And this was end frame. Keyframing is most basic way to create animation. However it was bland. This was artistic side of the problem and solution was not easy. I have to improve my daz skill or find a way to create animations in blender then import it.

My main question is how many shots like this should be taken? Would it be beneficial to record the same animation from a different camera angle? Or would it have a negative effect?

What I'm actually looking for is documentation on how to shoot sex scenes. There are great videos on you tube for a variety of scenes, but not on this one.

My best regards.
 

n00bi

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My main question is how many shots like this should be taken? Would it be beneficial to record the same animation from a different camera angle? Or would it have a negative effect?
Looking at your start and end frame. i hope they are more than 1 frame apart. slideshows do not count as animations. :p
also you need to tweak more. her hands and fingers are in the exact same pos. same with her feet.
All that is changed is her facial expression. More Small changes makes a difference.

For the most part, using the same anim with multiple cam angles is ok, a lot of games already do this.
Why would you make a new anim just because the cam angle changed?
You can do this ofc... but how much time do you plan on spending on animating?
Especially seen that Daz isnt really made with animating in focus. Blender is a far better option.
And if you plan on animating in Blender, you would need to set up a rig anyway.
And once that is done. why move back to Daz.

What I'm actually looking for is documentation on how to shoot sex scenes. There are great videos on you tube for a variety of scenes, but not on this one.
Documentation?
You have Pornhub, Now get on with watching videos. :p
 
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caLTD

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Looking at your start and end frame. i hope they are more than 1 frame apart. slideshows do not count as animations. :p
also you need to tweak more. her hands and fingers are in the exact same pos. same with her feet.
All that is changed is her facial expression. More Small changes makes a difference.

For the most part, using the same anim with multiple cam angles is ok, a lot of games already do this.
Why would you make a new anim just because the cam angle changed?
You can do this ofc... but how much time do you plan on spending on animating?
Especially seen that Daz isnt really made with animating in focus. Blender is a far better option.
And if you plan on animating in Blender, you would need to set up a rig anyway.
And once that is done. why move back to Daz.



Documentation?
You have Pornhub, Now get on with watching videos. :p
Sure, you put 30 frames between the start and end, leave the rest to the software, and you have a keyframe animation block.
When I was a high school student, we used to leave the computer on for hours, even days, to render something with an Amiga 500 and Scala, praying there wouldn’t be a power outage.

Even though I didn’t make money from this, I was never too far from it. Sometimes there were AutoCAD jobs, and once I set up a closed-circuit TV channel.

But character animation is a whole different beast, and since it’s so challenging, motion capture was invented.

My problem isn’t watching videos and shooting scenes; the problem is creating scenes that align with the story I’m telling and producing relatively high-quality work, at least until I find my own style, while adhering to certain standards (if they exist).

Thank you...

PS:


When it comes to Blender, it’s better than Daz Studio in many ways, and I can use it decently or even write scripts for it.
However, Daz is a complete package within its own scope, including tutorials, and as I invest time in improving myself, I get better results.

When it comes to exporting characters from Daz to third-party software to do something there, there are always technical issues to resolve. For example, with Unreal Engine 5, there’s a clothing problem—it doesn’t fit as well as it does in Daz. Maybe spending more time to fix the issue is needed.

Similarly, there’s an issue in Blender too. The clothing simulation didn’t turn out the way I wanted.

Personally, I’m tired of constantly dealing with these obstacles. At the very least, I want to complete a small project with Daz because other creators can do it.
 
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n00bi

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When I was a high school student, we used to leave the computer on for hours, even days, to render something with an Amiga 500 and Scala, praying there wouldn’t be a power outage.

Even though I didn’t make money from this, I was never too far from it. Sometimes there were AutoCAD jobs, and once I set up a closed-circuit TV channel.

But character animation is a whole different beast, and since it’s so challenging, motion capture was invented.
Ohh the good old Amiga. I had a 500 and a 2000. and yea i know scala. :D
Our local TV station used to run it in the old days and i knew the people working there.
And i ofc got a "free" copy of it to play with.


My problem isn’t watching videos and shooting scenes; the problem is creating scenes that align with the story I’m telling and producing relatively high-quality work, at least until I find my own style, while adhering to certain standards (if they exist).
Yea animating characters is hard.
I am not sure what kind of documentation you are looking for.
Its not magic, you just have to spend time tweaking and fiddling until you get the result you want.
I am far from any expert in animation, even tho i use a good software its still time consuming.
And porthub was just a partly joke. a scene from a movie can be a good reference when making a animation.
Just grab a few short clips here and there from movie/scenes you like.
as you probably know you will find all from soft to hardcore on that side and alike.

The problem here is, we dont know what your story is about or what style you want.
Even if we know what the story was about, we all probably have our own opinion on how a scene should be like.
You want you own style so you need to experiment until you find it.

I don't think there is any standards when it comes to making porn anims or scenes.
This forum is probably one of the best sources to find info/tutorials on this topic along discord perhaps.
Poke around in misc forum sections / search is an option too.


When it comes to Blender, it’s better than Daz Studio in many ways, and I can use it decently or even write scripts for it.
However, Daz is a complete package within its own scope, including tutorials, and as I invest time in improving myself, I get better results.

When it comes to exporting characters from Daz to third-party software to do something there, there are always technical issues to resolve. For example, with Unreal Engine 5, there’s a clothing problem—it doesn’t fit as well as it does in Daz. Maybe spending more time to fix the issue is needed.

Similarly, there’s an issue in Blender too. The clothing simulation didn’t turn out the way I wanted.

Personally, I’m tired of constantly dealing with these obstacles. At the very least, I want to complete a small project with Daz because other creators can do it.
The only thing Daz is better at is providing NSFW assets. ;)
Blender dosent lack tutorials in general, there is a ton of them out there.
Exporting is always a pain in the ass. esp if you want gentiles and morphs from Daz.

But Blender had this diffo tool or what its called, that should allow the import of Daz models to be less painfull.
Once you get the exporting/importing workflow up and running its another world.
I have tried using Daz a few times. and good lord i wanted to shoot me self each time i did use it.
So i have become familiar with a export/import procedure instead, "that works for me in c4d".

I have no idea about a realtime engine like Unreal.
But i can see problems arise with cloth. especially if its a tight sitting dress.
In c4d, I can add in a constraint. a cloth colider on the body and even set the parameter for how close before the colition.
But in a realtime engine that would probably be hard to do as it requires massive calulations.
Also that the body of genisis models uses a mix of deformation on the body.
Some parts are deformed by bones, "alot of that in the face". and some parts are just modified vertices.

There is "always" some issues when traversing between 3D tools.
And i can see your point in that you,, "just want something what works" so to speak.
Then again, if you really want high quality animations, Daz is not the best option.
But if you can wrap your head around Daz and actualy use it, Why not. whatever float your boat.
Its just not my cup of tea as a 3D tool. I do like the assets one can get from it tho :p


Anyway have fun on your 3D animation vetrure.
Cheers old Amiga mate :)
 
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caLTD

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Ohh the good old Amiga. I had a 500 and a 2000. and yea i know scala. :D
Our local TV station used to run it in the old days and i knew the people working there.
And i ofc got a "free" copy of it to play with.




Yea animating characters is hard.
I am not sure what kind of documentation you are looking for.
Its not magic, you just have to spend time tweaking and fiddling until you get the result you want.
I am far from any expert in animation, even tho i use a good software its still time consuming.

And porthub was just a partly joke. a scene from a movie can be a good reference when making a animation.
Just grab a few short clips here and there from movie/scenes you like.
as you probably know you will find all from soft to hardcore on that side and alike.

The problem here is, we dont know what your story is about or what style you want.
Even if we know what the story was about, we all probably have our own opinion on how a scene should be like.
You want you own style so you need to experiment until you find it.

I don't think there is any standards when it comes to making porn anims.
This forum is probably one of the best sources to find info/tutorials on this topic along discord perhaps.
Poke around in misc forum sections / search is an option too.




The only thing Daz is better at is providing NSFW assets. ;)
Blender dosent lack tutorials in general, there is a ton of them out there.
Exporting is always a pain in the ass. esp if you want gentiles and morphs from Daz.

But Blender had this diffo tool or what its called, that should allow the import of Daz models to be less painfull.
Once you get the exporting/importing workflow up and running its another world.
I have tried using Daz a few times. and good lord i wanted to shoot me self each time i did use it.
So i have become familiar with a export/import procedure instead, "that works for me in c4d".

I have no idea about a realtime engine like Unreal.
But i can see problems arise with cloth. especially if its a tight sitting dress.
In c4d, I can add in a constraint. a cloth colider on the body and even set the parameter for how close before the colition.
But in a realtime engine that would probably be hard to do as it requires massive calulations.
Also that the body of genisis models uses a mix of deformation on the body.
Some parts are deformed by bones, "alot of that in the face". and some parts are just modified vertices.

There is "always" some issues when traversing between 3D tools.
And i can see your point in that you,, "just want something what works" so to speak.
Then again, if you really want high quality animations, Daz is not the best option.
But if you can wrap your head around Daz and actualy use it, Why not. whatever float your boat.
Its just not my cup of tea as a 3D tool. I do like the assets one can get from it tho :p


Anyway have fun on your 3D animation vetrure.
Cheers old Amiga mate :)
Well we got the programs via local swapper gangs. When I left the school I work for small shop for building pc and copying games (yes at that time our copright laws are not mature enough).

Amiga was always our best darling those days.


And my main issue in this topic is not about how 3D animation is made. I was researching whether there is a study done on how to shoot a love scene.


And when I say "scene," it shouldn’t just be understood as animation. After all, in our work, we are telling stories about relationships between two or more people.
Therefore, these relationships between characters cannot be conveyed solely through nudity and sex. We also need to answer the question of why we do this work, so that what we create is distinct from gonzo porn.
In my work, I try to capture the vibe of the narrative adult films shot in Europe, particularly between 1975 and 1985. For this reason, I want the scenes in my work to have a sense of cohesion and to follow established cinematic formulas as much as possible.

If you are interested in cinematography, there are tons of cinematography tutorial videos on YouTube. They cover things like where to place the camera, how to do blocking, and which scenes are better shot in certain ways.
In my mini-story, the opening starts with a dream scene. For example, on YouTube, an amateur filmmaker explains how they shot a dream scene. This provides a foundation for beginners.

I wanted to find out if there is such a formulation. Since I couldn’t find any results in my own searches, I chose to ask on the forum.

My Best Regards.
 

n00bi

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Nov 24, 2022
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Well. there are many formulas and rules in general for cinematography that goes into creating a good shot..
Everything from depth of field, focus, exposure, using rule of 3rd etc.
You will find many videos on youtube that explains these in general.
Example:


Cheers.
 
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drapak12

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I think that you are asking the wrong questions or expect wrong answer.
Blender is better then Daz but both are limited. Cameras angles/lightning etc must be set to obtain nice effect but more important to hide imperfections, misstakes, lack of skills etc. It is almost impossible to create 3d characters, poses, animation effects (physic, bouncing, squishing...) which looks good from few angles. Best animations which you can find on the net are usually dark, show only body parts, closeup face view not overall view and I'm creating/posing took a lot of time, much more then rendering and/or setting camera.
- I see on your renders poor grab effect - palm/fingers barely touch legs. It is very hard to fix, best solution do not expose this area.
- Gravity has no effest on breast. On right breast bed mattress has no effect as well. It can be fixed with morphs or dforce sufaces. It is not easy, because most morphs make breasts huge not natural.
- Bed and characters bodies are rigid and not collide each other - use dforce
 

caLTD

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I think that you are asking the wrong questions or expect wrong answer.
Blender is better then Daz but both are limited. Cameras angles/lightning etc must be set to obtain nice effect but more important to hide imperfections, misstakes, lack of skills etc. It is almost impossible to create 3d characters, poses, animation effects (physic, bouncing, squishing...) which looks good from few angles. Best animations which you can find on the net are usually dark, show only body parts, closeup face view not overall view and I'm creating/posing took a lot of time, much more then rendering and/or setting camera.
- I see on your renders poor grab effect - palm/fingers barely touch legs. It is very hard to fix, best solution do not expose this area.
- Gravity has no effest on breast. On right breast bed mattress has no effect as well. It can be fixed with morphs or dforce sufaces. It is not easy, because most morphs make breasts huge not natural.
- Bed and characters bodies are rigid and not collide each other - use dforce
Yes, thank you, my animations are indeed quite terrible.

So far, the only animation I’ve come across online that I liked was a 5-minute piece about two young women making love on a motorcycle. The others are just keyframe animations with filler in between, and I’m forced to do the same.

I started rendering for a game or visual novel with Daz about a month ago. Half of that time was spent with a 3060, and when I realized 12GB was the limit, I bought a second-hand 3090. What you’re seeing now is the result of the last 15 days of experience.

The main issues I’ve faced so far: environmental lighting. From what I understand, most people prefer using emissive materials instead of real lights. I don’t have enough experience to comment definitively, but I canceled all emissive materials in my scenes and replaced them with real lights. These have their own issues, but I think they’re more manageable.

Another issue is animations—they’re incredibly time-consuming and can throw you off track. They’re difficult to create, and making something decent is even harder. As a result, they can cause a loss of focus while building the story and dampen enthusiasm.

For this reason, I want to finish the storytelling first and then focus on the marked animations later.
The main goal of this project is to complete it and produce a final product using Daz. I’m tired of constantly trying to do better and getting stuck at this or that import step.

So, to create an efficient production pipeline, I’ll break down the problems into parts, first applying existing solutions to gain enough competence in the subject, and then focusing on custom solutions.

Environments and sets, lighting, animation.

I have some ideas for the others, but for animation, I currently have no clue. So, I want to explore all the possibilities within Daz to bring it to a certain level.

However, as I mentioned at the start, this wasn’t the purpose of this message. I think the discussion reached this point due to my lack of English proficiency and my inability to fully express myself.

Still, I’m satisfied with the outcome—I’ve received very valuable information and critiques.

I’ll strive to improve myself.

I’m grateful,

My Best Regards.
 

GPoint

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Actually, when it comes to general impressions, here, it is important to be well-watched.


Just like designers look at other designers’ work to train their imagination and understand “how things can be done,” the same applies here… You need to watch a lot of porn to realize that the work of the vast majority of camera operators is terrible.


They point the camera where I don’t want it, they don’t use wide shots, and so on.


Now you are the director and the camera operator — you can fix everything that has annoyed you all these years :)
Do it the way YOU like it!
 

AllNatural939

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Nobody can really tell you for sure what to do or what not to do—that's up to you. It depends on your story, what you're aiming for in a scene, the connection between the characters, your own skills and limitations... it's a long list. What I do (and by no means am I an expert—until a few months ago I'd never animated anything in my life) is start with a base scene, a starting point, animate it, and then take two or three different angles of that same animation—maybe even tweak the animation itself a bit... For example:

View attachment d1_p4_262ani.webm














Then another angle... but I decided it had to be something out of the ordinary, so I fixed the camera right onto the woman’s head and made some extra tweaks to her expressions... even though they still look kinda stiff. Like I said, I’m no expert XD

View attachment d1_p4_263ani.webm













I think that’s a good way to extend the lifespan of an animation without having to remake the whole thing... Sure, you still have to render extra for each new angle, but it saves you from having to create a brand-new animation every time...
 
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