How are devs doing sex animations?

Thanos247

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So lately I've been seeing a lot more sex videos in these games. From what I've seen, Renderocita only has a few animations, so not nearly enough to cover what has been in games. So is there some different site devs are getting there animations from, or is it something else?
 
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Porcus Dev

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I think the animations you're referring to are made by the creators themselves.

With the current cards (1080Ti or the new 20xx series) you can make animations within an acceptable rendering time, which until a few years ago was the problem of animations ... if an image can take several minutes or hours to render, imagine the animations, where the minimum is usually 30 frames (images) and you can easily reach 90, 150 or more.

BTW, DAZ is not a great program in terms of animations, but with the right tools can be done :D
 
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Avaron1974

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A lot of them are doing it badly. You take a scene, position it in various ways and repeat it. That's the stop frame animations you'll see the most like in Dreams of Desire.

I stand by my statement that it looks terrible. It's like watching 2 epileptics glued together having a seizure in an 80's strobe land disco.
 

Porcus Dev

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A lot of them are doing it badly. You take a scene, position it in various ways and repeat it. That's the stop frame animations you'll see the most like in Dreams of Desire.

I stand by my statement that it looks terrible. It's like watching 2 epileptics glued together having a seizure in an 80's strobe land disco.
Dreams of Desires (if it hasn't changed) are not really video animations, they are two images that are interspersed giving the feeling of animation ... I used this system myself in the first version of my game but as soon as I could I tried to make animations (it was important to have updated from 1060 to 1080Ti, it was noticeable, to spend days to have an animation to a few hours)

But as you say, the animations can be as simple as: frame 1 one position, go to frame 30 and create another position, and you already have a simple loop, similar to the simulated Dreams of Desires animations but with more fluidity... I've also gone through this stage, hahaha :ROFLMAO::whistle:
Now I try to make longer and better animations, between 90 and 150 frames and not only move the whole character but pay attention to details: hair, hands, expression, breasts, genitals, etc ... Keep in mind that creating animations is very laborious and requires a lot of time, but I try to do my best... and it is normal that with time, as more are created, it gets better along the way :D;)
 

Rich

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Part of the reason that many games do animations with only 2-3 frames is that doing a "proper" animation loop isn't easy. Daz Studio (which used used a LOT because it's free) doesn't have a built in Inverse Kinematic solution (at least, not one that really works) which means things like "keep the hands in one place while the body moves" is tough. There are scripts written by third parties that help, but that's a major challenge to animators.

The second challenge is that not everybody has a top-of-the-line video card with which to render the animations. Suppose you do a 2-second animation at 30 frames per second. That's 60 frames to render. If it takes 10 minutes to render each frame, that's 10 hours of rendering, which you could probably do overnight. If it takes an hour to render each frame (which is not unreasonable if you're using iRay on a low-end NVidia card or doing CPU-only rendering), that animation takes 2.5 days of solid render time, during which you can't use your computer for anything else.

So doing decent animations takes a lot of time and energy. Thus, I can't blame people for taking shortcuts to at least TRY to have a little motion in their sex scenes...
 

Winterfire

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Manual animation in general is hard, it is also a long process to make it look right and even then, AAA companies or those than can afford it will always use mocap
 

Rich

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That begin said, if you ARE going to do an animation loop in Daz3d, the typical steps are as follows:

  1. Change the Render Type (Render Settings > General) to Image Series. (Ren'py can render directly to a movie, but if you start out by producing individual images, if something crashes halfway thru, you don't have to start over from scratch.)
  2. Decide how many frames you're going to render. Open the Timeline window, and set the total number of frames to one more than you intend to have in your animation.
  3. Make sure the yellow arrow on the time line is at the "zero" frame.
  4. Put your characters in the scene, and position them into their starting positions.
  5. For each of the characters that is going to be moving in the scene:
    1. Put the yellow arrow on the timeline on the "zero" frame
    2. Select Edit > Figure > Memorize > Memorize Figure Pose
    3. Select Edit > Figure > Restore > Restore Figure Pose
    4. Put the yellow arrow on the timeline on the very last frame
    5. Select Edit > Figure > Restore > Restore Figure Pose
What this just did was to create a keyframe for every bone in the figure's body on the very first frame and the very last frame, ensuring that the last frame is identical to the first frame, which is what you're going to want in order to make things loop properly. Also, having keyframes on everything prevents Daz's animation logic (which can be stupid at times) from deciding that it knows better where things should be.

Now, on intermediate frames, change the positions of the characters as you wish to. You generally get the smoothest results if you don't try to position things on every single frame. Instead, create a few intermediate poses and let Daz Studio interpolate between them for several frames. There are Daz plugins (GraphMate, KeyMate) that can help you edit keyframes better than what the raw Timeline window provides.

Then, render the image series, discard the very last image (which is a duplicate of the very first one) and then combine the image series into a movie file. There are different tools available to do that. I happen to be comfortable with command line tools on Windows, so I typically use ffmpeg to do that.

One trick you can use to speed things up while you're developing the animation is to change the Daz Studio render engine from iRay or 3Delight to Basic OpenGL. This render engine doesn't give you the beautiful images that iRay will, but it's FAST - it can render each frame in seconds. This gives you the opportunity to render out your image series, make a movie out of it and play it to see how things look, then go back and redo things that don't look right without waiting hours and hours for the rendering. Once you're happy with how the figures move, then go back and do the "proper" iRay or 3Delight renders.
 

Porcus Dev

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That begin said, if you ARE going to do an animation loop in Daz3d, the typical steps are as follows:

  1. Change the Render Type (Render Settings > General) to Image Series. (Ren'py can render directly to a movie, but if you start out by producing individual images, if something crashes halfway thru, you don't have to start over from scratch.)
  2. Decide how many frames you're going to render. Open the Timeline window, and set the total number of frames to one more than you intend to have in your animation.
  3. Make sure the yellow arrow on the time line is at the "zero" frame.
  4. Put your characters in the scene, and position them into their starting positions.
  5. For each of the characters that is going to be moving in the scene:
    1. Put the yellow arrow on the timeline on the "zero" frame
    2. Select Edit > Figure > Memorize > Memorize Figure Pose
    3. Select Edit > Figure > Restore > Restore Figure Pose
    4. Put the yellow arrow on the timeline on the very last frame
    5. Select Edit > Figure > Restore > Restore Figure Pose
What this just did was to create a keyframe for every bone in the figure's body on the very first frame and the very last frame, ensuring that the last frame is identical to the first frame, which is what you're going to want in order to make things loop properly. Also, having keyframes on everything prevents Daz's animation logic (which can be stupid at times) from deciding that it knows better where things should be.

Now, on intermediate frames, change the positions of the characters as you wish to. You generally get the smoothest results if you don't try to position things on every single frame. Instead, create a few intermediate poses and let Daz Studio interpolate between them for several frames. There are Daz plugins (GraphMate, KeyMate) that can help you edit keyframes better than what the raw Timeline window provides.

Then, render the image series, discard the very last image (which is a duplicate of the very first one) and then combine the image series into a movie file. There are different tools available to do that. I happen to be comfortable with command line tools on Windows, so I typically use ffmpeg to do that.

One trick you can use to speed things up while you're developing the animation is to change the Daz Studio render engine from iRay or 3Delight to Basic OpenGL. This render engine doesn't give you the beautiful images that iRay will, but it's FAST - it can render each frame in seconds. This gives you the opportunity to render out your image series, make a movie out of it and play it to see how things look, then go back and redo things that don't look right without waiting hours and hours for the rendering. Once you're happy with how the figures move, then go back and do the "proper" iRay or 3Delight renders.
"keyMate" makes daz easier to create animations, instead of "memorize" or "restore" poses (which are great tools), you just have to place yourself in the frames you want in "kayMate", select the character / object you want and create a "keyframe" (I recommend changing the option "TR" to "TRSV" in kayMate)

Also, "Toggle Pins" in "Tools Settings" is your friend with the animations ;), with it you can define which parts of the body to block and with "Active Pose" move only those that interest you.

But, indeed, it's an arduous task o_O

Another possible trick to speed up the rendering is to reduce the "iterations"... the video in motion does not require "photographic quality", I have sometimes rendered an image to more than 1000 iterations, but then to create an animation in the same scenario, leaving it at 200, 300 or 400 is enough... you can also use a photo retouching program to remove the dots that may remain in the image and/or soften it in various ways... the result in video is very good.
 
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Thanos247

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So if I’m reading this correctly, people are using Daz to animate there sex scenes? I was thinking of using a program like iClone, but I don’t think it’s good for sex. Not sure though.
 

Saki_Sliz

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I don't know if they are just testing with a custom software, but I believe there is a standard file formate for motion caputered data, and I know blender supports it, does anyone know if you can use such data with daz as well?
 

Saki_Sliz

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So if I’m reading this correctly, people are using Daz to animate there sex scenes? I was thinking of using a program like iClone, but I don’t think it’s good for sex. Not sure though.
I tend to use blender because I am better at it and I think it is more flexible (and I think the software is better optimized especially if you have a weaker rig and need to worry about speed, but it comes at the cost of having a hard time getting access to useable nsfw models, {at least for free that is}).
 
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9thCrux

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Well they using this tools, at least when they do their animations in Daz 3D:









Some have experience using software like Source filmmaker:



In most cases you have to do your own animations from scratch, there is a learning curve to it.
 

Rich

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"keyMate" makes daz easier to create animations, instead of "memorize" or "restore" poses (which are great tools), you just have to place yourself in the frames you want in "kayMate", select the character / object you want and create a "keyframe" (I recommend changing the option "TR" to "TRSV" in kayMate)
I'm not a KeyMate guru, so quite possibly what you're saying is correct. Without KeyMate, what I've found is that creating a keyframe using the Timeline only (usually) creates one for the specific item (bone) that you have selected in the Scene view. If you don't create a keyframe at the beginning and end for any bone you're going to manipulate, bad things will happen wrt your animation. What I used to run into problems with was manipulating a bone mid-way through the animation and then realizing that I hadn't keyframed the last frame in the video before doing it, which meant I then had to go back and figure out what that bone should be set to manually. Hence this technique, which sets a keyframe on everything on the beginning and end right at the start.

But, to each his/her own technique. :)
 

lancelotdulak

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Nov 7, 2018
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I've seen very few if any actual animations. Mostly stop frame. I actually think the best format is what dmd etc do. Not animation at all but scene1 , scene 2 etc and leave it to the users imagination. These games, even rlthe RPGs imho are best when they use the users imagination.

And just imagine turning your computer into a portable heater for a few days for a 2 minute animation then noticing minor but glaring flaws you can't stand.
The other option is UE4 or unity. Wild life is masterful at this.. brilliant. But I frankly find it unenticing
 
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lancelotdulak

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I started out wanting to do something like Wild Life.. then realising it's not sexy. Then i played a few games with actual animations and i thought "er.. i could just watch porn. .and its WAY better at looking like people having sex". I used to run an adult internet business.. so i actually studied and thought about what entices people. In the end it isnt body parts or even situations.
 

TheTalSet

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Sep 9, 2018
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Hey Guys, just want to quote myself from this topic. preview of pictures what I think are in the post, maybe I can get some infos here. I am really wandering about how to do that, but it seems that it isn´t wasy to make that in DAZ3d, but read yourself what I am talking about or what I want to do:



TheTalSet post: 1538893 said:
Oh I think I am using the wrong words to explain. Since I am very new here and in DAZ, I can´t explain very good.

How can I make to cock surrounded pefectly by the pussy? I really - have problem with explaining ^^ - Maybe it would be easier in german ^^

I know that there are presets included in poses like those in the 4th picture with the girl with red head.
But how can I make that manually ? (Specially on animates, but for the first I have to learn it with single scenes of course)


I have Golden Palace genitals for g8f. I have those settings to adjust the morph, but what I mean or what I am looking for is something like a script or something similar that let the cock perfectly fits inside the pussy and when the cock is pulled out, the pussy closes automatically. and when cock is entering, pussy slowly opens and when cock is full inside, pussy is also stretched to max (at least as stretched as the cock is thick) , or something like that the polygons of the pussy always "stick" on the cock, even when Character / cock gets moved.
 

Saki_Sliz

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Not sure how it is done in daze, in blender we use three tools.
1 a keyframe or shape key or a more that opens and close the pussy. Typically in the shape of a tube. This is to get a starting shape.
2 we can use shrink wrap and a weight map to try and get the shape to automatically conform.
3 we can use very special shape keys and bones to try and fine tune the shape.
I am not sure what tools you have, but I know at the very least you must have shape keys or morphs to try to do this.
 

Dependable_223

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Part of the reason that many games do animations with only 2-3 frames is that doing a "proper" animation loop isn't easy. Daz Studio (which used used a LOT because it's free) doesn't have a built in Inverse Kinematic solution (at least, not one that really works) which means things like "keep the hands in one place while the body moves" is tough. There are scripts written by third parties that help, but that's a major challenge to animators.

The second challenge is that not everybody has a top-of-the-line video card with which to render the animations. Suppose you do a 2-second animation at 30 frames per second. That's 60 frames to render. If it takes 10 minutes to render each frame, that's 10 hours of rendering, which you could probably do overnight. If it takes an hour to render each frame (which is not unreasonable if you're using iRay on a low-end NVidia card or doing CPU-only rendering), that animation takes 2.5 days of solid render time, during which you can't use your computer for anything else.

So doing decent animations takes a lot of time and energy. Thus, I can't blame people for taking shortcuts to at least TRY to have a little motion in their sex scenes...
i thought it was the same like doing animation with blender i could never get the hang of 3dmax. but wasting 10 hours only to find out it was not looking right is waste of valuable time.