What could improve 'Frustration'?

  • Better Renders

    Votes: 286 16.4%
  • Better Animations

    Votes: 501 28.7%
  • Better Writing

    Votes: 187 10.7%
  • Longer Stories

    Votes: 176 10.1%
  • More H content

    Votes: 1,035 59.2%
  • More Music

    Votes: 12 0.7%
  • Minigames

    Votes: 34 1.9%
  • Sounds in animations

    Votes: 259 14.8%
  • More content per Release

    Votes: 416 23.8%

  • Total voters
    1,747

mannymulatto

Newbie
Jun 26, 2021
82
61
Nope, who care if harem girls have some fun together but other dick than mc is ntr for me...and clone is not mc.
In all honestly ive never been a huge fan of the clone thing mostly cuz im not big on gang bangs but youre blowing it waaaaay out of proportion imo but eh people have different perspectives n shiz. Personally I dont feel threatened by a magical clone of myself that wont even exist long....its like feeling threatened by a dildo.
 
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mannymulatto

Newbie
Jun 26, 2021
82
61
I understand but as you can see it doesn't matter, nothing you explain won't change their Opinion - that's the Anti-NTR crowd for you, stubborn and Vanilla.
Im not a fan of Netorare myself but calling this NTR feels like a stretch even for ur average NTR hater.
 

lamia2

New Member
Aug 17, 2016
3
0
Really enjoying it so far - the animations are really nice! I'm trying to learn how to animate stuff in HS2, do you have any tips/ know any good tutorials? Did you use timeline to animate?
 

blobzerz

Member
Sep 15, 2017
469
667
Anyone making crunched version of this one? Animations are ungodly stuttery maybe making them smaller in size would help.
 

J&R Games

Member
Game Developer
Nov 5, 2023
101
232
Really enjoying it so far - the animations are really nice! I'm trying to learn how to animate stuff in HS2, do you have any tips/ know any good tutorials? Did you use timeline to animate?
Don't really have any tutorials beyond the basics you'd find here. I had to learn through experimenting and deconstructing other people's scenes. You can download some off the Illusion discord. At the start I used a mixture of piston gimmicks for my main loop and timeline for smaller things like head's moving, but now I'm fully using timeline, although this is much more time consuming. You also need to know about node constraints and there's tutorials on here for that.

As for actual tips for sex animations, the main thing I focus on is getting the main "bounce" right. Most regular sex is going to come from the hips and thighs IK bones. Blowjobs usually have hips, shoulders IK bones + neck FK bone. Handjobs use Hand IK obviously but throwing in the shoulders and hips can make it more dynamic. There's generally a "giver" and a "receiver". Somebody doing the main movement and somebody reacting to that. With this dynamic I do a few things.

You want a bit of overlap between their movement. In other words they shouldn't be moving together and apart in perfect time. If the giver is moving forward the receiver should start moving forward before the giver reaches the end of their movement. Play around with the timing until it looks natural.

Making the giver's hips move before their thighs/shoulders to give the body a little bit of a more dynamic "rolling" look. You can also do this for the receiver as well in reverse, e.g. thighs before hips, but I generally don't bother and just move them together. Where I do this is with the receiver's peripheral limbs e.g. head, feet, and hands move a little after the main body moves.

These tips don't always apply and obviously there's more than one way to skin a cat, but those are the principals I generally follow for a nice "bounce" and that's 80% of a decent animation.

Other than that, another big tip is that if you want something to do more than simple movement and have it look smooth, you're going to have to get creative. E.g. if you want something to move and rotate or move in a circle. One thing I've found is parenting in the main studio workspace window can allow you to have two separate objects affecting movement. For example if you node constraint an object to a body part and then parent that object to something else it allows you two sources of movement/rotation from the first node constraint object 1 and the parent object 2. So if you make object 1 move up and down and object 2 move side to side you end up with a circlular movement on your body part. An actual application of this I use a lot is head nodding/bobbing. I can have the head nodding along with the main bounce, but then also rotate the face different directions and I don't have to animate every new angle and I can adjust the larger rotation without worrying.

Got a bit carried away, but those are the biggest things I've found. I learned through a lot of experimenting and really studying other animations I liked, not just HS2 ones.
 
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lamia2

New Member
Aug 17, 2016
3
0
Don't really have any tutorials beyond the basics you'd find here. I had to learn through experimenting and deconstructing other people's scenes. You can download some off the Illusion discord. At the start I used a mixture of piston gimmicks for my main loop and timeline for smaller things like head's moving, but now I'm fully using timeline, although this is much more time consuming. You also need to know about node constraints and there's tutorials on here for that.

As for actual tips for sex animations, the main thing I focus on is getting the main "bounce" right. Most regular sex is going to come from the hips and thighs IK bones. Blowjobs usually have hips, shoulders IK bones + neck FK bone. Handjobs use Hand IK obviously but throwing in the shoulders and hips can make it more dynamic. There's generally a "giver" and a "receiver". Somebody doing the main movement and somebody reacting to that. With this dynamic I do a few things.

You want a bit of overlap between their movement. In other words they shouldn't be moving together and apart in perfect time. If the giver is moving forward the receiver should start moving forward before the giver reaches the end of their movement. Play around with the timing until it looks natural.

Making the giver's hips move before their thighs/shoulders to give the body a little bit of a more dynamic "rolling" look. You can also do this for the receiver as well in reverse, e.g. thighs before hips, but I generally don't bother and just move them together. Where I do this is with the receiver's peripheral limbs e.g. head, feet, and hands move a little after the main body moves.

These tips don't always apply and obviously there's more than one way to skin a cat, but those are the principals I generally follow for a nice "bounce" and that's 80% of a decent animation.

Other than that, another big tip is that if you want something to do more than simple movement and have it look smooth, you're going to have to get creative. E.g. if you want something to move and rotate or move in a circle. One thing I've found is parenting in the main studio workspace window can allow you to have two separate objects affecting movement. For example if you node constraint an object to a body part and then parent that object to something else it allows you two sources of movement/rotation from the first node constraint object 1 and the parent object 2. So if you make object 1 move up and down and object 2 move side to side you end up with a circlular movement on your body part. An actual application of this I use a lot is head nodding/bobbing. I can have the head nodding along with the main bounce, but then also rotate the face different directions and I don't have to animate every new angle and I can adjust the larger rotation without worrying.

Got a bit carried away, but those are the biggest things I've found. I learned through a lot of experimenting and really studying other animations I liked, not just HS2 ones.
Thanks so much! This is all super useful - so if i'm reading this right, you tend to parent body parts to objects (like a basic cube or something), and then animate those objects in timeline, rather than animating the body parts themselves? I'll try to put this stuff into practice :)
 

J&R Games

Member
Game Developer
Nov 5, 2023
101
232
Thanks so much! This is all super useful - so if i'm reading this right, you tend to parent body parts to objects (like a basic cube or something), and then animate those objects in timeline, rather than animating the body parts themselves? I'll try to put this stuff into practice :)
Only if I want a more complicated movement. You can get by with just animating the body parts (bones) for a basic loop that's a simple back and forth every time, and you should probably get used to that to start with, but if I want to move side to side or rotate as well as back and forth, that's when I start parenting. In most of my scenes I'll only do complicated stuff with the women because they're the focus. I'll just use basic IK/FK bones for the man.

And I should also clarify there's node constraint parenting and (I don't know the proper term for it) but workspace parenting? In the Studio object window you can parent objects to each other and they go underneath in the window and then if you move the parent object the child will move but the child can also move independently, unlike with node constraints, but with that type of parenting you can't parent sub objects, for example body parts. So, the main use for node constraints is attaching things like hands to moving parts. But then what I'm doing is a combination of the two of those things. So, I use a basic sphere and node constraint that to a bodypart, and then in the workspace window I can parent that sphere to another sphere or a folder or whatever and now I have two objects that can move my body part.
 
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