Kellermann
Engaged Member
- Oct 20, 2020
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I can certainly appreciate that and the hard work involved. Though, if hair movement the deciding factor that an animation cannot be looped then I vote to ditch the hair movement. And this from a person who generally supports physics in lewd animations. Ain and Nadia (especially) hair movement look very nice but I'd rather see time focused on body movement than hair. I would almost prefer a static render to an auto-advancing animation.This is something we discussed as a last minute addition but ended up not going with it, mainly for 2 reasons.
1. While I agree that being able to select angles is better, I personally felt that the simplest ways -having a menu or some "camera angle" icons- seemed slightly out of place and/or "distracting" in a sense, and
2. More importantly, some animations are not loopable, not without heavy editing at least. The Ain animations for instance cannot loop seamlessly due to the hair movement being out of sync in first and last frames (dForce and all). There are a couple of ways around it, like fading to black in every loop, but that would be jarring for a 1.5 second animation.
Or render a far longer animation and carefully cut it, which wasn't an option this time around sadly (a 4-second animation takes ~80 hours at 40 minutes per frame).
Hence our choice to sort of "chain" them together into a single, bigger one.
That said, it might (possibly? probably?) end up being in the game in some fashion, at least for some scenes.
Nadia I understand a little more because her hair is one of her defining features. But Ain hair tied, so in several positions the amount of hair movement can be limited (or non-existent) without any great loss. But again, just a personal preference thing.