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RomanHume

Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,359
Once we get the 1 to 2 hour art cycle implemented, I want to see if we can cut off 20 to 30 minutes of that for animation.

I know this isn't much but I put this together in less than 1/2 hour today. So if I can multiply that by 5 or 7 days, I should be able to swing some respectable animation in there as well. Just simple stuff, but stuff well done.

View attachment Animation Output18.mp4
 

RomanHume

Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,359
For shits and giggles I spent some time trying to engineer an animation pipeline that will allow me to produce 10 to 20 seconds of animation at a cost of 20 to 30 minutes of work per day, and 1 to 2 minutes per frame.

This is the raw output from this weekend's experiment without any editing. It's crude, and simple, but a good start and provides a nice outline on how to incorporate this into the process.

View attachment Animation 01 thur 05094_3.mp4
 

GetOutOfMyLab

Conversation Conqueror
Modder
Aug 13, 2021
7,430
20,447
For shits and giggles I spent some time trying to engineer an animation pipeline that will allow me to produce 10 to 20 seconds of animation at a cost of 20 to 30 minutes of work per day, and 1 to 2 minutes per frame.

This is the raw output from this weekend's experiment without any editing. It's crude, and simple, but a good start and provides a nice outline on how to incorporate this into the process.

View attachment 1447049
20/10 wanna smash.
 

jaw1986baby

Chasing Redhead sm0ls
Donor
Jun 2, 2017
2,455
7,390
For shits and giggles I spent some time trying to engineer an animation pipeline that will allow me to produce 10 to 20 seconds of animation at a cost of 20 to 30 minutes of work per day, and 1 to 2 minutes per frame.

This is the raw output from this weekend's experiment without any editing. It's crude, and simple, but a good start and provides a nice outline on how to incorporate this into the process.
OMFG
YES
YES
YES
YES
 

Dragon59

Conversation Conqueror
Apr 24, 2020
6,706
10,973
For shits and giggles I spent some time trying to engineer an animation pipeline that will allow me to produce 10 to 20 seconds of animation at a cost of 20 to 30 minutes of work per day, and 1 to 2 minutes per frame.

This is the raw output from this weekend's experiment without any editing. It's crude, and simple, but a good start and provides a nice outline on how to incorporate this into the process.

View attachment 1447049
"Hello, how are you... Uh, hello? What are you staring at? Oh, these little things. Well, then I guess I can stare there.
 

uwunya69

New Member
Aug 6, 2021
10
6
Best solution is to just go into the game files and pull the MP3's. All the tracks are from a royalty free site I buy music from, so I don't know if you'll find any of those songs on any popular platforms like Spotify.
Aha! Found it. "caligulas_01" is what I was looking for, great song. Had me stopping in the middle of playthrough just to listen, lol.
 

uwunya69

New Member
Aug 6, 2021
10
6
there is a cool app in Android called Shazam , you can turn it on while the music is playing and it will try to search the song for you...
That did occur to me, it's just that at the time my phone wasn't working and I hadn't gotten the replacement yet.
 

RomanHume

Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,359
So this took about thirty minutes to build and approximately 2 hours to render. Another 15 minute to put it together in Premiere and I'd say the results are up to par. At this point I think I have the process nailed down good enough to say that 20 to 30 second animations should be a regular part of the game going forward.

In the meantime, Amanda's struggling with her body image. Ain't she fucking cute!

View attachment Amanda Test.mp4
 

Ayhsel

Chocolate Vampire
Donor
May 9, 2019
4,901
16,277
So this took about thirty minutes to build and approximately 2 hours to render. Another 15 minute to put it together in Premiere and I'd say the results are up to par. At this point I think I have the process nailed down good enough to say that 20 to 30 second animations should be a regular part of the game going forward.

In the meantime, Amanda's struggling with her body image. Ain't she fucking cute!

View attachment 1448634
It is very cute.

But I would not be an evil supervillain without the ungrateful, ugly question of the day...

How much a couple of renders that serve the same purpose would take to make? Just to have an estimate of the alternative.

Cause really, last Cassie chapter had no animation and was by far your best content visually speaking (writing was freaking awesome too but not what we are discussing). Obviously, this was a test and all, but qualitatively speaking I think Cassie visuals were better too.

I cannot imagine anyone really care there were no animations.
 
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RomanHume

Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,359
Well... put in those terms.... no comment!
I'm not trying to be an ass about it or anything.

Truth is I have wanted animation from day 1, years ago. But Daz was proving to be such a pain the ass working with it that I had pretty much given up.

But then like everything else I started attacking it from a different angle and now I think I have a structure that will work.

Are they necessary for the story, absolutely not. But if I can put together pretty, sexy animations at a cost of a mere 15 to 25 minutes a day, hell that's just icing in my book.

Reason I haven't done it up until now is because it simply took too long and wrestling with Daz sucked. But now I have solicited it's cooperation in short bursts and at only ~1.5 minutes per frame to render, it's worth it to me personally.
 
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