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Collection Video ViciNeko collection [2024-10-27] [ViciNeko]

4.30 star(s) 6 Votes

NeutralHatred

Member
Aug 9, 2020
189
740
Welp didn't expect that coming. Oooops
I'm not convinced. Vici can't even defend their own work. Kitsune may be the actual good person on the team trying to complete projects, but Vici wants to milk everything. Only when they finally release their year long project and move on to the next will we see how things change.
 

FloppaCougar

Active Member
Mar 5, 2023
518
823
I'm not convinced. Vici can't even defend their own work. Kitsune may be the actual good person on the team trying to complete projects, but Vici wants to milk everything. Only when they finally release their year long project and move on to the next will we see how things change.
What makes you think of that? Does vici really do that?
 

NeutralHatred

Member
Aug 9, 2020
189
740
What make you think of that? Does vici really do that?
Hard to say. Every post they make is how their making progress in the most emoji-filled way possible. They never defend why it is taking so long, only to say they are continuing to make progress and never give any sort of release timeframe. used to give ETAs for their game updates, but stopped as it caused them too much pressure and caused too many bugs. I can understand not putting up an ETA, but Milda has a reputation of putting out quality work at regular intervals. As Kitsune stated, they are still new at this, so they have no reputation yet to rely on.
 

FloppaCougar

Active Member
Mar 5, 2023
518
823
Hard to say. Every post they make is how their making progress in the most emoji-filled way possible. They never defend why it is taking so long, only to say they are continuing to make progress and never give any sort of release timeframe. used to give ETAs for their game updates, but stopped as it caused them too much pressure and caused too many bugs. I can understand not putting up an ETA, but Milda has a reputation of putting out quality work at regular intervals. As Kitsune stated, they are still new at this, so they have no reputation yet to rely on.
Yeah I see that. It seems sus. So how long the video they said? 25 mins?
 

KitsuneEcchi

New Member
Sep 3, 2023
10
100
I'm not convinced. Vici can't even defend their own work. Kitsune may be the actual good person on the team trying to complete projects, but Vici wants to milk everything. Only when they finally release their year long project and move on to the next will we see how things change.
I can promise Vici isn't trying to milk anything. I think it's really just a gap between perspectives that we aren't able to articulate well enough to bring together.

TLDR Fischl is 6 of our most complex animations, just combined into one huge package. That's why it's taking us 4-5x longer than one of our 3-5 min animations, and why we are planning to return to 3-5 min animations.

The core concern from what I'm understanding is that Fischl is taking a year. Not actually the speed of our work, milking, stalling, etc, just the total time from start to release. With speculation of milking/stalling being extrapolated from that one metric. The speed of our work is an important piece of context though that helps clear up why the total time is so long for Fischl.

As we addressed our speed of animation has been a pretty consistent 1.5-2 mins of animation per month for a couple years. That hasn't really changed so far. Ei x Miko was actually a little slower than that because of the complexity of 2 full motion bodies and Mona x Slime slightly faster due to simpler animation we could re-use but that's our general pace for everything else.

With that in mind Fischl is progressing at exactly the rate we'd expect. No faster or slower than most of our works, even though it's more complex and with much more custom animation than we've ever attempted before. Custom animation takes 2-3x longer than looped animation for us, for context.

At 1.5-2 mins per month, a 20-24 min animation like Fischl should take us 10-16 months from best case to worst case. It's a lot, but that's the issue with long duration animations. We also took a couple short breaks totaling about 2 months for Succubus Hu Tao and Ganyu x Keqing in the middle so it should be closer to 12-18 months.

Realistically there's not a lot we can do to boost our raw production speed without just adding more people (with some diminishing returns and/or creative conflicts), or lowering quality a bit. We'll become slightly faster over time, but for us that just means we can pursue more complex and interesting results rather than churning out the same things again just a little quicker. Now we do have some plans for improving our workflow a little but the risk is too high mid-project and would take time to convert our current project structure. So we're looking to the next ones to try them out instead. Even simply updating Blender midway is risky, as we found when some shaders broke in Ei x Miko near the end and we had to roll back.

Back to the gap between perspectives, it seems Fischl is framed as one slow animation over a year from the outside looking in. For us however it's more like 7 or 8 animations. That being Succubus Hu Tao, Ganyu x Keqing christmas, and Fischl on its own being the size of 6 of our full animations in our typical 3-5 min range. Fischl isn't slower, Fischl is simply bigger. Too big, but we've already addressed that and talked about our plans to return to 3-5 min animations in the future until we can develop and sustain a bigger team if and when that time comes.

I'm confident that if we had released 6 animations at 3-5 mins instead of Fischl there would be no speculation of milking, stalling, etc. Since it's really just the pace of releases, not the actual pace of our work, that I suspect is the heart of the concerns. Fischl is just being looked at as a single animation, and compared to our earlier works that are simpler and only 1/6th the duration, without extrapolating the time it should take given the vast gap in run time and complexity. Going back to some lessons learned I mentioned in the last post, if we had started Fischl today we would have simply created it as 5 or 6 smaller animations instead of one big one.

But for as much as I can explain our pace and how the math still works out for the video duration, in the end we have patreon members in our discord frequently dropping into our near daily streams. They see with their own eyes what we're working on, ask questions, offer suggestions and ideas, etc. They can see with zero doubt that not only is there no milking or sandbagging but that we're each pouring 6-12 hours (sometimes more) 350+ days a year into our work.

Animation is simply a labor of time and creativity. We could cut some corners and pump out lower effort work much faster, or switch styles to shorter form loops and abandon the storytelling and dynamic scenes that push our skills, but that's not the vision we have for these things. We do have to cut back our ambitions a little to avoid 20+ min animations for the time being but we don't want to compromise on our vision beyond that.

I hope that helps give a little more insight into where we're coming from, and why Fischl has been such a huge effort for us. If there are some more specific concerns or questions I can do my best to try to answer them too (˵^ ◡ ^˵)❤
 
Last edited:

KitsuneEcchi

New Member
Sep 3, 2023
10
100
Thanks for coming here. I wish vici came here too, he used to be there. @Vicineko

Any chance for voice acting (with dialogues)?
There is a chance, but it likely won't be our standard for the foreseeable future. If a story or idea is enough fun that we want to make it, and we feel voiced dialogue is absolutely necessary, we'll use some voiced dialogue in those cases.

There are a few reasons we mostly avoid using it currently. One is just script writing, something we'd need to put time and thought into and mostly likely we would still end up with "porn acting" that may cheapen the experience. It's a challenge we'll tackle when the time comes though (。> ‿ ◕。)

There is also the matter of language barrier. We have many fans who are not multilingual and speak only English, only Spanish, Mandarin, Japanese, etc. We would much rather everyone be able to enjoy the animations fully regardless of their language, and we can do that much better without dialogue.

It's also just a fun challenge for us to tell stories without it, pushing us to think of creative ways to communicate intentions or narrative through only visual expressions. This is really the biggest reason, and something we can still try to work with even when we do finally use dialogue to make the experience more palatable for those who don't speak the language.

Perhaps we're just overthinking the whole adult animation thing, but it's something we enjoy and are passionate about (。> ڡ ◕。)
 

WilsonAesir

Newbie
Dec 10, 2020
43
59
There is a chance, but it likely won't be our standard for the foreseeable future. If a story or idea is enough fun that we want to make it, and we feel voiced dialogue is absolutely necessary, we'll use some voiced dialogue in those cases.

There are a few reasons we mostly avoid using it currently. One is just script writing, something we'd need to put time and thought into and mostly likely we would still end up with "porn acting" that may cheapen the experience. It's a challenge we'll tackle when the time comes though (。> ‿ ◕。)

There is also the matter of language barrier. We have many fans who are not multilingual and speak only English, only Spanish, Mandarin, Japanese, etc. We would much rather everyone be able to enjoy the animations fully regardless of their language, and we can do that much better without dialogue.

It's also just a fun challenge for us to tell stories without it, pushing us to think of creative ways to communicate intentions or narrative through only visual expressions. This is really the biggest reason, and something we can still try to work with even when we do finally use dialogue to make the experience more palatable for those who don't speak the language.

Perhaps we're just overthinking the whole adult animation thing, but it's something we enjoy and are passionate about (。> ڡ ◕。)
honestly even though the 20 min+ animation thing isnt out yet, perhaps BIG PERHAPS that you guys can return to 3-5 mins animation but also have a side project of a 20 min+ thing going. maybe make it as a annual thing release instead. Keep up the good work tho, you guys are dedicated in the art and we can see it through the animations you guys make. I will definitely enjoy the 20 min+ animation for sure. its not everyday u get a high quality 20min+ 3d animation afterall :)
 

JennyAleriza

Newbie
Feb 8, 2022
60
41
honestly even though the 20 min+ animation thing isnt out yet, perhaps BIG PERHAPS that you guys can return to 3-5 mins animation but also have a side project of a 20 min+ thing going. maybe make it as a annual thing release instead. Keep up the good work tho, you guys are dedicated in the art and we can see it through the animations you guys make. I will definitely enjoy the 20 min+ animation for sure. its not everyday u get a high quality 20min+ 3d animation afterall :)
They could also divide a 20+min long story video into small chapters of 3-5mins. I've seen it done for hentai content and fan-made 3d porn before. Wish they gave that concept a thought. In the end it's up to what they're comfortable working with.
 

rf96

I rape lolis with my tentacles
Trial Moderator
Uploader
Donor
Aug 11, 2017
10,381
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There is a chance, but it likely won't be our standard for the foreseeable future. If a story or idea is enough fun that we want to make it, and we feel voiced dialogue is absolutely necessary, we'll use some voiced dialogue in those cases.

There are a few reasons we mostly avoid using it currently. One is just script writing, something we'd need to put time and thought into and mostly likely we would still end up with "porn acting" that may cheapen the experience. It's a challenge we'll tackle when the time comes though (。> ‿ ◕。)

There is also the matter of language barrier. We have many fans who are not multilingual and speak only English, only Spanish, Mandarin, Japanese, etc. We would much rather everyone be able to enjoy the animations fully regardless of their language, and we can do that much better without dialogue.

It's also just a fun challenge for us to tell stories without it, pushing us to think of creative ways to communicate intentions or narrative through only visual expressions. This is really the biggest reason, and something we can still try to work with even when we do finally use dialogue to make the experience more palatable for those who don't speak the language.

Perhaps we're just overthinking the whole adult animation thing, but it's something we enjoy and are passionate about (。> ڡ ◕。)
I think with all the money you make, you guys can afford a VA dub. Hell, you can even afford English/Chinese dubs and rack even more cash. Don't worry about fans not understanding English, most just want to hear the characters like in the game.
 
Dec 3, 2021
160
464
First sry for my bad english.
I love Vicineko animations and all the work you guys put in it.
I would rather wait 2 years for 1 great animation of 20+ min then get 2 min animations every 4 months but thats just my opinion.
Dont overwork yourself and take a breather now and then so you will always make animations in that quality and wont quit.
Most dangereous thing for animator is that you lose your spirit for continuing or imagination for future projects cuz of all the flaming and QQ for finished project.
We who apriciate your work and see the quality and all the work you put in it will be patient and will wait.
Long animations are the best.
THX VICINEKO AND ALL THE GUYS AND GIRLS ON YOUR TEAM.
 

FloppaCougar

Active Member
Mar 5, 2023
518
823
I
There is a chance, but it likely won't be our standard for the foreseeable future. If a story or idea is enough fun that we want to make it, and we feel voiced dialogue is absolutely necessary, we'll use some voiced dialogue in those cases.

There are a few reasons we mostly avoid using it currently. One is just script writing, something we'd need to put time and thought into and mostly likely we would still end up with "porn acting" that may cheapen the experience. It's a challenge we'll tackle when the time comes though (。> ‿ ◕。)

There is also the matter of language barrier. We have many fans who are not multilingual and speak only English, only Spanish, Mandarin, Japanese, etc. We would much rather everyone be able to enjoy the animations fully regardless of their language, and we can do that much better without dialogue.

It's also just a fun challenge for us to tell stories without it, pushing us to think of creative ways to communicate intentions or narrative through only visual expressions. This is really the biggest reason, and something we can still try to work with even when we do finally use dialogue to make the experience more palatable for those who don't speak the language.

Perhaps we're just overthinking the whole adult animation thing, but it's something we enjoy and are passionate about (。> ڡ ◕。)
That is good man. I just want to see fischl pregnant and lay her eggs out. Hehehehe
 
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f9account

Engaged Member
Mar 20, 2020
2,187
1,979
I can promise Vici isn't trying to milk anything. I think it's really just a gap between perspectives that we aren't able to articulate well enough to bring together.

TLDR Fischl is 6 of our most complex animations, just combined into one huge package. That's why it's taking us 4-5x longer than one of our 3-5 min animations, and why we are planning to return to 3-5 min animations.

The core concern from what I'm understanding is that Fischl is taking a year. Not actually the speed of our work, milking, stalling, etc, just the total time from start to release. With speculation of milking/stalling being extrapolated from that one metric. The speed of our work is an important piece of context though that helps clear up why the total time is so long for Fischl.

As we addressed our speed of animation has been a pretty consistent 1.5-2 mins of animation per month for a couple years. That hasn't really changed so far. Ei x Miko was actually a little slower than that because of the complexity of 2 full motion bodies and Mona x Slime slightly faster due to simpler animation we could re-use but that's our general pace for everything else.

With that in mind Fischl is progressing at exactly the rate we'd expect. No faster or slower than most of our works, even though it's more complex and with much more custom animation than we've ever attempted before. Custom animation takes 2-3x longer than looped animation for us, for context.

At 1.5-2 mins per month, a 20-24 min animation like Fischl should take us 10-16 months from best case to worst case. It's a lot, but that's the issue with long duration animations. We also took a couple short breaks totaling about 2 months for Succubus Hu Tao and Ganyu x Keqing in the middle so it should be closer to 12-18 months.

Realistically there's not a lot we can do to boost our raw production speed without just adding more people (with some diminishing returns and/or creative conflicts), or lowering quality a bit. We'll become slightly faster over time, but for us that just means we can pursue more complex and interesting results rather than churning out the same things again just a little quicker. Now we do have some plans for improving our workflow a little but the risk is too high mid-project and would take time to convert our current project structure. So we're looking to the next ones to try them out instead. Even simply updating Blender midway is risky, as we found when some shaders broke in Ei x Miko near the end and we had to roll back.

Back to the gap between perspectives, it seems Fischl is framed as one slow animation over a year from the outside looking in. For us however it's more like 7 or 8 animations. That being Succubus Hu Tao, Ganyu x Keqing christmas, and Fischl on its own being the size of 6 of our full animations in our typical 3-5 min range. Fischl isn't slower, Fischl is simply bigger. Too big, but we've already addressed that and talked about our plans to return to 3-5 min animations in the future until we can develop and sustain a bigger team if and when that time comes.

I'm confident that if we had released 6 animations at 3-5 mins instead of Fischl there would be no speculation of milking, stalling, etc. Since it's really just the pace of releases, not the actual pace of our work, that I suspect is the heart of the concerns. Fischl is just being looked at as a single animation, and compared to our earlier works that are simpler and only 1/6th the duration, without extrapolating the time it should take given the vast gap in run time and complexity. Going back to some lessons learned I mentioned in the last post, if we had started Fischl today we would have simply created it as 5 or 6 smaller animations instead of one big one.

But for as much as I can explain our pace and how the math still works out for the video duration, in the end we have patreon members in our discord frequently dropping into our near daily streams. They see with their own eyes what we're working on, ask questions, offer suggestions and ideas, etc. They can see with zero doubt that not only is there no milking or sandbagging but that we're each pouring 6-12 hours (sometimes more) 350+ days a year into our work.

Animation is simply a labor of time and creativity. We could cut some corners and pump out lower effort work much faster, or switch styles to shorter form loops and abandon the storytelling and dynamic scenes that push our skills, but that's not the vision we have for these things. We do have to cut back our ambitions a little to avoid 20+ min animations for the time being but we don't want to compromise on our vision beyond that.

I hope that helps give a little more insight into where we're coming from, and why Fischl has been such a huge effort for us. If there are some more specific concerns or questions I can do my best to try to answer them too (˵^ ◡ ^˵)❤
Take your time, good quality art takes time.

And good quality tentacle + pregnancy art takes extra time!
 
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Larcx

Member
Nov 6, 2018
249
253
First sry for my bad english.
I love Vicineko animations and all the work you guys put in it.
I would rather wait 2 years for 1 great animation of 20+ min then get 2 min animations every 4 months but thats just my opinion.
Why not like nago? If we can get medium lenght in every 3 month or so
The reason why i subscribe on him , also some Fantia creator

Come back another 2 year dude~

==========

No I'm not complaining on ViciNeko
I didn't subscribe anyway
 
Last edited:

Granyala

Newbie
Nov 2, 2019
79
74
As we addressed our speed of animation has been a pretty consistent 1.5-2 mins of animation per month for a couple years.
As I dabble around with Blender for FF-XIV-Mods, I have some insight into how time consuming 3D design can be but this is really interesting to read.

Thanks for the openness, it's always appreciated to get a peek behind the curtain.
 

FloppaCougar

Active Member
Mar 5, 2023
518
823

Why anal dude. Fischl can't have a baby if the slime nuts in her ass. It should be in her vagina so she gets pregnant. Man I just love to see her pregnant and lay the slimes eggs out of her pussy. And btw. THAT IS THE MOST TASTY POSE EVER.
 

rf96

I rape lolis with my tentacles
Trial Moderator
Uploader
Donor
Aug 11, 2017
10,381
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Why anal dude. Fischl can't have a baby if the slime nuts in her ass. It should be in her vagina so she gets pregnant. Man I just love to see her pregnant and lay the slimes eggs out of her pussy. And btw. THAT IS THE MOST TASTY POSE EVER.
Of course she can be pregnant from the ass if the tentacle lays its eggs in there.

You know nothing about tentacles, dude.
 

vinbu

Member
Jan 1, 2022
243
908
Pussy is just perfect. PUUUUUUURRRRRRFECT.
I mean, they've already confirmed that this is gonna be like 24 minutes long, so we can have a of both, dontcha think? With this much time I can see Slime-kun fucking Fischl's ears and nostrils lmfao :KEK:
 
4.30 star(s) 6 Votes