itsyeboii

Well-Known Member
Aug 23, 2017
1,044
2,018
shemale is boobs, penis, balls, no vagina
futa is japanese fantasy hermaphrodite with fully functional female and male organs. external balls are optional. but they are fertile from both penis and vagina
And I'll keep calling shemales futas
man who cares, pussy or no pussy, what matters is that they've got a dick
That's what I'm saying
 

kenpachi666

Member
Dec 23, 2017
116
323
MFs in this thread really debating the semantic differences between shemales and futas. It's the porn equivalent of "it's not gay if you say No Homo".
Still don't get all this futa of female is gay but male on female not. I mean it's a woman being fucked by another woman (or looks like one) that have a real dick. That should be less gay that seing a dude on screen
 

Xill

Engaged Member
Jan 10, 2018
2,309
3,690
I can't imagine having any complaints about Nyl's animations. Just the thought boggles my mind. There's just no way that his WIP animations are better than 90% of completed stuff out there. There's so much detail and consistency and all this is in such a fast pace it's insane.

It was barely a month ago when he did that huge Bordello animation and his next animation is already in such good quality? How!? Surely there's no way he's working alone right? That sounds physically impossible.
 

Jimmeh

Member
Jun 20, 2017
217
521
I can't imagine having any complaints about Nyl's animations. Just the thought boggles my mind. There's just no way that his WIP animations are better than 90% of completed stuff out there. There's so much detail and consistency and all this is in such a fast pace it's insane.

It was barely a month ago when he did that huge Bordello animation and his next animation is already in such good quality? How!? Surely there's no way he's working alone right? That sounds physically impossible.
Nyl said Bordello is mainly a series of loops so it doesn't take him long. I think he only posts W.I.P once the lighting is finished so it doesnt look too bad.

Nyl has improved so much since he release the Sindel and Cassie animations.
 

AhnessKim

New Member
May 27, 2022
9
14
Nyl said Bordello is mainly a series of loops so it doesn't take him long. I think he only posts W.I.P once the lighting is finished so it doesnt look too bad.

Nyl has improved so much since he release the Sindel and Cassie animations.
Sindel and cassie was my favourite
 

blubbi_extrem

Newbie
Sep 19, 2019
82
737







One thing I like to do in the animation community is give feedback and help people out if they're stuck. Occasionally when talking with someone I'll offer to look into a bug they're experiencing or offer more creative help. A little while ago a fellow artist was having trouble animating thrusting motions so we tried to work through it in various ways. Eventually I decided to take one of their practice animations and try to do some revisions to see if that helped.
Below I've compiled the write-up I sent to them, complete with pictures, so the writing is going to be from that perspective.. I thought some people here might find it informative. However it's important to note that none of this is the way to animate, but rather it was tailored for this animator's particular issues. Most of what I say below can be traced back to the 12 principles of animation.

"In the project file I left your original animation earlier in the timeline and duplicated it to make my edits over at frame 40. I took about an hour to see what I could do with it. As a rule I wanted to keep the bones (heh) of your animation in tact, so I kept the timing and tried to keep the beginning and ends as similar to yours as possible. That being said, I did make some changes to make it work with the animation a little better, mainly with Harley. I also added a lot of finishing touches onto it that you didn't have in your original loop, but it's a habit of mine to see a loop through to completion before I can really judge it. It works well for me at least.

I would say the first major thing I did was rework Ivy's thrust. I wanted to keep the timing the same, so my goal was to give it a little more weight and power. As it stood, she was sort of thrusting like a piston, back and forth. But in order to add a little more anticipation and motion into the thrust, I had her swing downwards, like so:"





"Not only does it telegraph the thrust better, but it utilizes the power of her legs more. By squatting down slightly with each thrust, she gets to use the power of her legs to lift up and forward, delivering more force. You can barely see it in the final product, but it makes a difference."





"This next part was a little more complicated, but using some spine and neck bones I tried to communicate even more force in the thrust. Before she was sort of levering back and forth, but now she's almost pulling Harley in and springing forward. The swoop in from the hips is still present, but a lot of the horizontal movement is diminished. When she thrusts forward, she pops back up which helps to sell the force of the thrust and the effort she's exerting. The neck bones could use some polishing but they contribute as well."






"One thing I can't stress enough is the shoulders. People always forget about the shoulders. They are extensions of the arms and vital tools for showing exertion. I kept it subtle in this animation, but I had the shoulders dip down and pull back as if she was pulling Harley into her thrusts. You can barely pick it up, but with every other part of this animation, it contributes an important piece.
Lastly with Ivy I'll point out that the elbow and knee targets can play important roles as well. It wasn't much, but having the elbow move outwards as she's pulling in helps communicate that she's exerting force towards her with her hands.
With Harley I focused more on timing. With the original loop she was a little robotic, like a piston. My goal was to focus her reaction around the thrust a little more but keep the beginning and end in tact."





"Her movement is still back and forth, but the timing is a lot different. Her reaction is fast, but simple. It's up to the rest of her bones to help smooth out the loop and sell the impact over a longer time-span. The spine, neck, shoulders, hands, feet, breasts, butt... anything that can move really. I didn't have time for the pony tails but those would help too."





"Speaking of hands and feet, I put a little bit of sliding in there to sell the force of the impact. I may have gone a bit too far with the feet, but the idea is that the thrust is so hard that her whole body moves forward and she loses her grip for a second. You can see the tiny bit of movement in the motion paths."





"Harley has always struck me as somewhat bobble-headed. She's really loose in her movements and you don't ever get the impression that there's much tension in her body. So I wanted to really show that in this loop and use it to help show the force of the impact. The impact sends her head forward and with all that energy it sort of arcs in the air by the time the next impact hits. If this were my animation, I might actually adjust the timing of the whole loop to get more out of that single action. But as it stands, it's subtle but readable."





"Lastly I just wanted to cover the ripple effect. A lot of people have adopted this technique, which is good, but it feels like a lot of people milk it and take it too slow. There are some edge cases, like with chubbier characters, but for the most part you want the ripple to follow the force of the impact as it travels through the body. It's OK if it sometimes isn't very clear. Also sometimes a ripple just isn't warranted. A lot of people get excited to use this trick, but the force of the impact just doesn't justify a significant ripple. Plus, hand animation and shape keys can help add to the effect too. In this loop I didn't use any shape keys, but I animated the butt and I think it contributed to the effect.
I did a bunch of other stuff here and there, but you can look through all that in the .blend file. I just wanted to explain my general thought process. Another important note: I didn't just animate one character and then the other. I bounced back and forth between the two. One character's movements can help inform the other's, even if one character is clearly in control."
And that's about it. If people are curious I could post the .blend file, but I'd have to ask permission first.



















 

HORZEKOK

Active Member
Aug 2, 2020
590
2,947







One thing I like to do in the animation community is give feedback and help people out if they're stuck. Occasionally when talking with someone I'll offer to look into a bug they're experiencing or offer more creative help. A little while ago a fellow artist was having trouble animating thrusting motions so we tried to work through it in various ways. Eventually I decided to take one of their practice animations and try to do some revisions to see if that helped.
Below I've compiled the write-up I sent to them, complete with pictures, so the writing is going to be from that perspective.. I thought some people here might find it informative. However it's important to note that none of this is the way to animate, but rather it was tailored for this animator's particular issues. Most of what I say below can be traced back to the 12 principles of animation.

"In the project file I left your original animation earlier in the timeline and duplicated it to make my edits over at frame 40. I took about an hour to see what I could do with it. As a rule I wanted to keep the bones (heh) of your animation in tact, so I kept the timing and tried to keep the beginning and ends as similar to yours as possible. That being said, I did make some changes to make it work with the animation a little better, mainly with Harley. I also added a lot of finishing touches onto it that you didn't have in your original loop, but it's a habit of mine to see a loop through to completion before I can really judge it. It works well for me at least.

I would say the first major thing I did was rework Ivy's thrust. I wanted to keep the timing the same, so my goal was to give it a little more weight and power. As it stood, she was sort of thrusting like a piston, back and forth. But in order to add a little more anticipation and motion into the thrust, I had her swing downwards, like so:"





"Not only does it telegraph the thrust better, but it utilizes the power of her legs more. By squatting down slightly with each thrust, she gets to use the power of her legs to lift up and forward, delivering more force. You can barely see it in the final product, but it makes a difference."





"This next part was a little more complicated, but using some spine and neck bones I tried to communicate even more force in the thrust. Before she was sort of levering back and forth, but now she's almost pulling Harley in and springing forward. The swoop in from the hips is still present, but a lot of the horizontal movement is diminished. When she thrusts forward, she pops back up which helps to sell the force of the thrust and the effort she's exerting. The neck bones could use some polishing but they contribute as well."















"Her movement is still back and forth, but the timing is a lot different. Her reaction is fast, but simple. It's up to the rest of her bones to help smooth out the loop and sell the impact over a longer time-span. The spine, neck, shoulders, hands, feet, breasts, butt... anything that can move really. I didn't have time for the pony tails but those would help too."





"Speaking of hands and feet, I put a little bit of sliding in there to sell the force of the impact. I may have gone a bit too far with the feet, but the idea is that the thrust is so hard that her whole body moves forward and she loses her grip for a second. You can see the tiny bit of movement in the motion paths."





"Harley has always struck me as somewhat bobble-headed. She's really loose in her movements and you don't ever get the impression that there's much tension in her body. So I wanted to really show that in this loop and use it to help show the force of the impact. The impact sends her head forward and with all that energy it sort of arcs in the air by the time the next impact hits. If this were my animation, I might actually adjust the timing of the whole loop to get more out of that single action. But as it stands, it's subtle but readable."







And that's about it. If people are curious I could post the .blend file, but I'd have to ask permission first.



















12112.jpg
 

Kabloey

New Member
Nov 10, 2018
1
0
So, uh, I might need help, because every time I tried to click the torrent download, it gave me this instead.

Tried to copy the whole think as a sort of torrent magnet, didn't work, like at all.

Any assistance would be nice. 1657279571345.png
 
5.00 star(s) 6 Votes