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Meme dude

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It depends how he's animating things. If he's using Spine (like those galaxy assets suggest) that actually may be less work because he could mostly reuse everything except the bodies and just swap skins on the same rigs.

I'm still not sure if he's key framing animations by hand or rendering out frames from Spine. Maybe both.
He's using Paper2d. I think he draws the frames by hand and bakes them in to Paper2d so it's a lot of work which might explain why the Ice Cream Lady from Sunset Bitch is back in Cunniversity but has a different name. The exceptions are for some minor scenes like with Marika floating, where he animates it in Unreal and Deep Space because the sprite sheets in deep space are very different compared to the normal sprite sheets in other games.
 
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Meme dude

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Hey everyone, the Kemono page finally updated and I was able to grab the links for both the Android and Mac versions. Not sure how it got overlooked before, but here they are below. Also, I'm nearly done with the lewd park and call of beauty galleries so expect them in a few hours.

Android:


Mac:
 

Meme dude

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Hello again everyone, I'm now finally finished up with 2022 gallery with Lewd Park and Call of Beauty fully being completed. I'm gonna continue doing the rest tomorrow by starting with Wild Breast. I'd also like to know what you thought of the new game and maybe some of your ideas for a potential Cunniversity V2 (There are some doors that can't be unlocked so maybe it's for a future update). Also, I made a walkthrough for V1 so if y'all are interested, check it out in in the link below and also check out the new updated gallery.

Gallery:


Walkthrough:
 

CyanCoyote

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Feb 27, 2018
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Is there Any NEW Furry or Monster girl content made from Fuckerman? The last thing I remember is the Reindeer Christmas game.
 

MysticXcore

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It will probably take him more work overall but it is a good idea nonetheless.
Yeah, I know he did that before in other games he made a while ago, months ago. What I meant is, if you play as male, then all the girls are just female (non-futa), and if you play as female, then those same girls are all futas. Same map, same game, just different version. Keeps both routes consistent without mixing the two.
 

DreamingAway

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Aug 24, 2022
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He's using Paper2d. I think he draws the frames by hand and bakes them in to Paper2d so it's a lot of work which might explain why the Ice Cream Lady from Sunset Bitch is back in Cunniversity but has a different name. The exceptions are for some minor scenes like with Marika floating, where he animates it in Unreal and Deep Space because the sprite sheets in deep space are very different compared to the normal sprite sheets in other games.
Paper2D is just Unreal's way of rendering 2D sprites / frames - it doesn't tell us what he's using to create them.

I don't know if he hand animates them or not. The fact that Deep Space has a 2D atlas for the characters suggests he's 2D rigging them then maybe doing touch ups or that was an experiment like he does with 3D sometimes.

Yes, the final result is a sprite sheet of 2D frames but how he generates those frames - He would need to tell us.
 

Meme dude

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Paper2D is just Unreal's way of rendering 2D sprites / frames - it doesn't tell us what he's using to create them.

I don't know if he hand animates them or not. The fact that Deep Space has a 2D atlas for the characters suggests he's 2D rigging them then maybe doing touch ups or that was an experiment like he does with 3D sometimes.

Yes, the final result is a sprite sheet of 2D frames but how he generates those frames - He would need to tell us.
Most of Bambook’s games use hand-drawn animations. That means each frame of movement is drawn out like a flipbook and then exported into a sprite sheet. When you look at the files, you see rows of full poses, one after another. Below is an example from Ero Ring. They're much more expressive (and also look better in my opinion) but they take longer to do which is why he sometimes uses rigs
11.png


But a few games, especially Deep Space, look different when you rip the files. Instead of full poses, you see a 2D atlas made up of body parts — arms, legs, torso, head, etc. That doesn’t mean it’s 3D or auto-rigged. The parts themselves are still hand-drawn artwork, but the game organizes them into pieces so it can reassemble or reuse them more efficiently. As you can see, all of the parts are there for both nude and fully clothed versions. He does also use a new method where he rigs them directly in the engine but uses a base image but I don't fully understand that one.
Parts.png
 

DreamingAway

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Most of Bambook’s games use hand-drawn animations. That means each frame of movement is drawn out like a flipbook and then exported into a sprite sheet. When you look at the files, you see rows of full poses, one after another. Below is an example from Ero Ring. They're much more expressive (and also look better in my opinion) but they take longer to do which is why he sometimes uses rigs
View attachment 5275897


But a few games, especially Deep Space, look different when you rip the files. Instead of full poses, you see a 2D atlas made up of body parts — arms, legs, torso, head, etc. That doesn’t mean it’s 3D or auto-rigged. The parts themselves are still hand-drawn artwork, but the game organizes them into pieces so it can reassemble or reuse them more efficiently. As you can see, all of the parts are there for both nude and fully clothed versions. He does also use a new method where he rigs them directly in the engine but uses a base image but I don't fully understand that one.
View attachment 5275976

You just explained what I already said / didn't read what I said.
 

Meme dude

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You just explained what I already said / didn't read what I said.
The sprite sheets are the giveaway that he did hand-animate them. Those frames aren’t just the same parts rotated — they show redrawn motion, squish/stretch, and pose changes you can’t get from a rig alone. In the older games he really did animate them frame-by-frame, then export to sheets. Deep Space switched to part-based atlases, and in some of the newer games (Ero Ring and Cop bang for example) it’s engine rigs on top of a static drawing to save on memory — but the sprite sheets prove he is doing hand-drawn animation.
 

Hair Beat

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Apologies if this has been posted before, but I downloaded Collection 1 and 2. 1 was smooth and bug free, 2 on the other hand starting from the "Villa" has been super laggy and slow, is there a fix to this? I tried reducing the resolution, but still no luck
 

DreamingAway

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The sprite sheets are the giveaway that he did hand-animate them. Those frames aren’t just the same parts rotated — they show redrawn motion, squish/stretch
That's actually not true - Squish / Stretch are all part of 2D Rig Animation. Spine2D has soft meshes and physics. Doing hair / breast jiggle physics is really easy although I doubt he's using physics, but I do think he keyframes the squish and nipple motion.


and pose changes you can’t get from a rig alone.
The redrawn poses are probably just separate rigs / poses. Each pose has a unique sprite sheet of frames. He's got the Side walk animation (which he flips) then the standard "idle". There's zero transition from one to the other. It's a binary swap.

Even if there was transition frames - this is done a lot in 2D rigged software through layer swaps (swapping a closed hand with a open hand on a keyframe to show a different angle). Also Spine2D allows you to export your animation as a rendered Sprite sheet and you can even clamp your physics to force symmetry for the outputted animation sprite sheet so that your first and last frame "match" and you don't get weird physics artifacts.

--

He may do hand edits afterwards, or he may do everything in Spine.. or he may hand animate everything - all are valid workflows and I would believe any of them but without him saying we can't know. I always assumed he does hand animations like Inusen until the space level where he clearly used a sprite atlas in-engine vs outputting a pre-animated sprite sheet.
 

Meme dude

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That's actually not true - Squish / Stretch are all part of 2D Rig Animation. Spine2D has soft meshes and physics. Doing hair / breast jiggle physics is really easy although I doubt he's using physics, but I do think he keyframes the squish and nipple motion.
Spine can fake squish/stretch and export sheets, but Bambook’s older games don’t look like rig exports — those sprite sheets have redraws and in-betweens that rigs don’t naturally give you. Deep Space (and a few cases like the Bride in Wedding Rings) experimented with atlases + engine rigs. And now he’s using a third method: a single base image rigged in-engine, which he confirmed himself with Marika’s idle sprite (the one where she's hanging in the air and not the one standing up) — “this animation is in fbx format, not gif format. It is played only in the game engine. I sometimes make simple animations in fbx format to save memory.”

The walk cycle only appears once because Paper2D just flips it in-engine, which is standard.

So unless Bambook says otherwise, the pattern is pretty clear:

Older games = hand-animated sheets
Deep Space & a few = rig/atlas
Later = back to sheets, just optimized + new method every now and then
 
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