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c.mork

Well-Known Member
Nov 3, 2022
1,021
30,404
637
Hello,

A shorter log today as I'm in the midst of finishing one of the bibi cinematics.

I did take off a few days because I overdid it a little with the animations and postwork... Felt a little... ' too exhausted'... but a few days without animations did the trick.

In the last log, I mentioned that I'd try something else with Marvelous Designer, and well, it worked on the first try.

However... Getting it to work is only one side of the coin... Making it look good requires experimentation, testing and frustration-tolerance.

I created about 9 animations with the [Redacted]. 5 of them were good enough to make it into the bibi cinematic.

After the update, I will make a log where I talk about some of the things I've done with Marvelous... OH WAIT!

There was a preview I wanted to show and almost forgot... Back to Lightroom.

You see, if you have ever worked with Daz for a prolonged amount of time, you'll have noticed that some clothing asset, no matter how pretty they are, are NOT worth the hassle.

I work with a ton of poses, subtle movements, and creative angles, and there are clothes like gowns, tops, skirts, and dresses that only really work in a normal, standing pose. If you have worked with Daz, you know which ones I mean. The 'I can't be bothered to deal with this.'.

But there is one type of clothing that is even worse... Shawls.

I saw a pretty shawl, and wanted to try it out...

It went as expected; it looks good in that one default pose, but goes full epileptic as soon as you dare to raise an arm. If you create thousands to tens of thousands of renders, you don't have the time, nerves, nor does Daz3D or Zbrush have the tools to deal with this shit.

Sure... you could technically Zbrush it... I have tried in the past... Have fun sculpting that shawl for two hours. As soon as the pose changes, you can do it all over again.

Marvelous Designer can do this, however, previously the workflow was such a hassle, that it wasn't worth it.

Times have changed.

Marvelous Mila

1764532020381.png

In that scene, Mila strikes multiple different poses, and the shawl follows like Sam follows Frodo...

The time to do this? From exporting to to finish; less than 4 minutes per body pose.

This allows me to use a whole new avenue of clothing and accessories... I immediately had to think of Sonya's hood. I really want to see what I can do with her.

Previously, I often ran into clipping issues with her hood (and even the old hijab). This might be a really cool solution... If she bends over, I could simulate accurate gravity. I have to try it out later.

You'll see a lot of little experiments throughout the update... I'll point them out in a future log and what I was trying to achieve. Don't be alarmed if some simulations might look a little off, I'm still learning.

I want to move to Blender to push this even further... I need to relocate some time in the future, gotta do some polls after the update.

SG
Took a few days off cause I burned myself with animations, returned to the colosseum a few days ago.

I'm more or less done with the bibi cinematic... (35sec), and another slightly longer one still needs to be done.

As do some animation sets.

Others:

  • Someone on Discord requested a button to turn off the naming of saves. That was added to S1 and S2.
  • I had to fix a whole lot of translation issues for S1 (Spanish) as the original translator wasn't available.
I had withdrawal symptoms from Zara... So here is a Zara render.

1764532029084.png
Outro
Mortality - David Dubnitskiy

About a week ago, I heard that my favorite photographer, "David Dubnitskiy" had passed away in a motorcycle accident.

I followed him for over a decade, and from an artistic standpoint, I looked up to him.

The composition, mood, erotica and how natural it all looked in his photographs was simply breathtaking.

Truly, a master of his craft.

When I think about where I want to be someday with my art... It's his photographs. It's this nostalgic-moody yet erotic atmosphere. The way he orchestrates/poses his models. Damn.

I wasn't even fully aware of his influence on me. I do have two signed posters and a calendar here in my office that I bought years ago.

But the day I heard of his passing, knowing that there will never be another set... That really hit me. It affected me for multiple days... Maybe this, plus the animation-overload caused me to take a few days off.

It made me think about my own mortality... How fucked up it would be if I died before finishing my games.

Thankfully, I'm still 'young' (Late 20s) and workout a lot, but I still gotta take more care of myself. Especially mentally.

I'm thankful for the inspiration he has given me over the years. (Robin's farm treat was inspired by one of his photographs.)

His legacy lives on and will inspire me 'til the end of my days.

Rest in piece, king.

If you want to see some of his pictures, look him up on Instagram or just Google his name: David Dubnitskiy

Ahh, there are two more things I wanted to mention, but I'll do it in the next log... I wanted this to be a short log, and got carried away as usual.

I have to go back to work.

I'll see you soon.

  • Ocean
 

RNasc4444

Well-Known Member
Aug 16, 2022
1,881
7,700
637
Unfortunately Ocean talked too much
View attachment 5479481
Just for the joy of RNasc4444 XD
Fatzilla's always munchin on somethin' isn't she? Bet you that after she's done with that flashlight, the gun is next.

The fk does she even need a gun for anyways? She could run over a dozen NFL linemen with all that mass. Even Juggernaut would get flattened trying to run into fat Gigantor.
 

Holyx9

Member
Sep 2, 2023
194
427
196
Hello,

A shorter log today as I'm in the midst of finishing one of the bibi cinematics.

I did take off a few days because I overdid it a little with the animations and postwork... Felt a little... ' too exhausted'... but a few days without animations did the trick.

In the last log, I mentioned that I'd try something else with Marvelous Designer, and well, it worked on the first try.

However... Getting it to work is only one side of the coin... Making it look good requires experimentation, testing and frustration-tolerance.

I created about 9 animations with the [Redacted]. 5 of them were good enough to make it into the bibi cinematic.

After the update, I will make a log where I talk about some of the things I've done with Marvelous... OH WAIT!

There was a preview I wanted to show and almost forgot... Back to Lightroom.

You see, if you have ever worked with Daz for a prolonged amount of time, you'll have noticed that some clothing asset, no matter how pretty they are, are NOT worth the hassle.

I work with a ton of poses, subtle movements, and creative angles, and there are clothes like gowns, tops, skirts, and dresses that only really work in a normal, standing pose. If you have worked with Daz, you know which ones I mean. The 'I can't be bothered to deal with this.'.

But there is one type of clothing that is even worse... Shawls.

I saw a pretty shawl, and wanted to try it out...

It went as expected; it looks good in that one default pose, but goes full epileptic as soon as you dare to raise an arm. If you create thousands to tens of thousands of renders, you don't have the time, nerves, nor does Daz3D or Zbrush have the tools to deal with this shit.

Sure... you could technically Zbrush it... I have tried in the past... Have fun sculpting that shawl for two hours. As soon as the pose changes, you can do it all over again.

Marvelous Designer can do this, however, previously the workflow was such a hassle, that it wasn't worth it.

Times have changed.

Marvelous Mila

View attachment 5485683

In that scene, Mila strikes multiple different poses, and the shawl follows like Sam follows Frodo...

The time to do this? From exporting to to finish; less than 4 minutes per body pose.

This allows me to use a whole new avenue of clothing and accessories... I immediately had to think of Sonya's hood. I really want to see what I can do with her.

Previously, I often ran into clipping issues with her hood (and even the old hijab). This might be a really cool solution... If she bends over, I could simulate accurate gravity. I have to try it out later.

You'll see a lot of little experiments throughout the update... I'll point them out in a future log and what I was trying to achieve. Don't be alarmed if some simulations might look a little off, I'm still learning.

I want to move to Blender to push this even further... I need to relocate some time in the future, gotta do some polls after the update.

SG
Took a few days off cause I burned myself with animations, returned to the colosseum a few days ago.

I'm more or less done with the bibi cinematic... (35sec), and another slightly longer one still needs to be done.

As do some animation sets.

Others:

  • Someone on Discord requested a button to turn off the naming of saves. That was added to S1 and S2.
  • I had to fix a whole lot of translation issues for S1 (Spanish) as the original translator wasn't available.
I had withdrawal symptoms from Zara... So here is a Zara render.

View attachment 5485684
Outro
Mortality - David Dubnitskiy

About a week ago, I heard that my favorite photographer, "David Dubnitskiy" had passed away in a motorcycle accident.

I followed him for over a decade, and from an artistic standpoint, I looked up to him.

The composition, mood, erotica and how natural it all looked in his photographs was simply breathtaking.

Truly, a master of his craft.

When I think about where I want to be someday with my art... It's his photographs. It's this nostalgic-moody yet erotic atmosphere. The way he orchestrates/poses his models. Damn.

I wasn't even fully aware of his influence on me. I do have two signed posters and a calendar here in my office that I bought years ago.

But the day I heard of his passing, knowing that there will never be another set... That really hit me. It affected me for multiple days... Maybe this, plus the animation-overload caused me to take a few days off.

It made me think about my own mortality... How fucked up it would be if I died before finishing my games.

Thankfully, I'm still 'young' (Late 20s) and workout a lot, but I still gotta take more care of myself. Especially mentally.

I'm thankful for the inspiration he has given me over the years. (Robin's farm treat was inspired by one of his photographs.)

His legacy lives on and will inspire me 'til the end of my days.

Rest in piece, king.

If you want to see some of his pictures, look him up on Instagram or just Google his name: David Dubnitskiy

Ahh, there are two more things I wanted to mention, but I'll do it in the next log... I wanted this to be a short log, and got carried away as usual.

I have to go back to work.

I'll see you soon.

  • Ocean
It seems like Ocean on track to complete S2 chapter 1 in mid to late December. But we will not get a release until steam and gog finish up with the game review process. So we are looking at a late January release to early February release date.
 

dan_roger69

Well-Known Member
Donor
Dec 1, 2021
1,563
5,139
637
Fatzilla's always munchin on somethin' isn't she? Bet you that after she's done with that flashlight, the gun is next.

The fk does she even need a gun for anyways? She could run over a dozen NFL linemen with all that mass. Even Juggernaut would get flattened trying to run into fat Gigantor.
Knew you would jump in and comment at the Devlog so I prepared something just for you :ROFLMAO:
ezgif-89e4c93104b0f359.gif
 

X2JZcf

Member
Jun 4, 2020
219
916
238
Hello,

A shorter log today as I'm in the midst of finishing one of the bibi cinematics.

I did take off a few days because I overdid it a little with the animations and postwork... Felt a little... ' too exhausted'... but a few days without animations did the trick.

In the last log, I mentioned that I'd try something else with Marvelous Designer, and well, it worked on the first try.

However... Getting it to work is only one side of the coin... Making it look good requires experimentation, testing and frustration-tolerance.

I created about 9 animations with the [Redacted]. 5 of them were good enough to make it into the bibi cinematic.

After the update, I will make a log where I talk about some of the things I've done with Marvelous... OH WAIT!

There was a preview I wanted to show and almost forgot... Back to Lightroom.

You see, if you have ever worked with Daz for a prolonged amount of time, you'll have noticed that some clothing asset, no matter how pretty they are, are NOT worth the hassle.

I work with a ton of poses, subtle movements, and creative angles, and there are clothes like gowns, tops, skirts, and dresses that only really work in a normal, standing pose. If you have worked with Daz, you know which ones I mean. The 'I can't be bothered to deal with this.'.

But there is one type of clothing that is even worse... Shawls.

I saw a pretty shawl, and wanted to try it out...

It went as expected; it looks good in that one default pose, but goes full epileptic as soon as you dare to raise an arm. If you create thousands to tens of thousands of renders, you don't have the time, nerves, nor does Daz3D or Zbrush have the tools to deal with this shit.

Sure... you could technically Zbrush it... I have tried in the past... Have fun sculpting that shawl for two hours. As soon as the pose changes, you can do it all over again.

Marvelous Designer can do this, however, previously the workflow was such a hassle, that it wasn't worth it.

Times have changed.

Marvelous Mila

View attachment 5485683

In that scene, Mila strikes multiple different poses, and the shawl follows like Sam follows Frodo...

The time to do this? From exporting to to finish; less than 4 minutes per body pose.

This allows me to use a whole new avenue of clothing and accessories... I immediately had to think of Sonya's hood. I really want to see what I can do with her.

Previously, I often ran into clipping issues with her hood (and even the old hijab). This might be a really cool solution... If she bends over, I could simulate accurate gravity. I have to try it out later.

You'll see a lot of little experiments throughout the update... I'll point them out in a future log and what I was trying to achieve. Don't be alarmed if some simulations might look a little off, I'm still learning.

I want to move to Blender to push this even further... I need to relocate some time in the future, gotta do some polls after the update.

SG
Took a few days off cause I burned myself with animations, returned to the colosseum a few days ago.

I'm more or less done with the bibi cinematic... (35sec), and another slightly longer one still needs to be done.

As do some animation sets.

Others:

  • Someone on Discord requested a button to turn off the naming of saves. That was added to S1 and S2.
  • I had to fix a whole lot of translation issues for S1 (Spanish) as the original translator wasn't available.
I had withdrawal symptoms from Zara... So here is a Zara render.

View attachment 5485684
Outro
Mortality - David Dubnitskiy

About a week ago, I heard that my favorite photographer, "David Dubnitskiy" had passed away in a motorcycle accident.

I followed him for over a decade, and from an artistic standpoint, I looked up to him.

The composition, mood, erotica and how natural it all looked in his photographs was simply breathtaking.

Truly, a master of his craft.

When I think about where I want to be someday with my art... It's his photographs. It's this nostalgic-moody yet erotic atmosphere. The way he orchestrates/poses his models. Damn.

I wasn't even fully aware of his influence on me. I do have two signed posters and a calendar here in my office that I bought years ago.

But the day I heard of his passing, knowing that there will never be another set... That really hit me. It affected me for multiple days... Maybe this, plus the animation-overload caused me to take a few days off.

It made me think about my own mortality... How fucked up it would be if I died before finishing my games.

Thankfully, I'm still 'young' (Late 20s) and workout a lot, but I still gotta take more care of myself. Especially mentally.

I'm thankful for the inspiration he has given me over the years. (Robin's farm treat was inspired by one of his photographs.)

His legacy lives on and will inspire me 'til the end of my days.

Rest in piece, king.

If you want to see some of his pictures, look him up on Instagram or just Google his name: David Dubnitskiy

Ahh, there are two more things I wanted to mention, but I'll do it in the next log... I wanted this to be a short log, and got carried away as usual.

I have to go back to work.

I'll see you soon.

  • Ocean
No cute/slutty. :cry::cry:
 

RNasc4444

Well-Known Member
Aug 16, 2022
1,881
7,700
637
Knew you would jump in and comment at the Devlog so I prepared something just for you :ROFLMAO:
View attachment 5485739
Jesus Christ put those things away! My eyes can't take it!!!! :sick:

I swear I'm gonna put you on ignore one of these days :LOL:

EDIT: On another note goddamn... That animation didn't completely mutilate her face. You should give tips to some devs around here...
 

dan_roger69

Well-Known Member
Donor
Dec 1, 2021
1,563
5,139
637
Jesus Christ put those things away! My eyes can't take it!!!! :sick:

I swear I'm gonna put you on ignore one of these days :LOL:
I didn't even mention jiggle physics in the AI prompt. I only mentioned "A woman wearing a shawl slowly slips off her and falls to the ground while she's talking on the phone." The rest was done by AI. Blame it on the AI. AI is learning lewd thing faster :ROFLMAO:.
 

Myscho

Active Member
Jun 30, 2018
926
740
288
If AI is used correctly it could shorten the Animation time and if both developer and the audience is willing to accept AI then the update release time can be fast-tracked by months.
I dont mind AI in animation if is done properly, like dev actually put some work into and not just typing prompts and be done with first result. That Mila AI anim would be great except that missing hand
 

Perfect S

Member
Oct 20, 2019
126
713
168
Recent AI animations look 10x better than the slow, robotic animations devs do with Daz. What were the downsides to using AI like this again?
A while back you could argue AI animations were flawed and shitty, with stuff like extra fingers on hands. Those are a thing of the past now on most recent models. And it will only continue to get better. There's a reason we don't use oil lamps or horse carriages anymore.
 

SToyS

Member
May 8, 2025
125
225
62
If AI is used correctly it could shorten the Animation time and if both developer and the audience is willing to accept AI then the update release time can be fast-tracked by months.
AI isn't the best option for animation, but perhaps this technology will succeed in the future. MoCap is several steps ahead of AI in this area. Although, if you remember the kind of animations Ocean makes, then with the help of AI, something like this could be created in a day.
 
Last edited:

byaaahh

Active Member
Feb 3, 2018
817
1,553
306
A while back you could argue AI animations were flawed and shitty, with stuff like extra fingers on hands. Those are a thing of the past now on most recent models. And it will only continue to get better. There's a reason we don't use oil lamps or horse carriages anymore.
True... but vinyl still sounds better than digital.

I'm not anti-AI, it can be useful when a project only needs a few seconds of animation or when a dev is taking 2 years to release an update. However, when a dev is a "perfectionist" (which I don't believe he really is), he'll never resort to using tools to speed it up.
 
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