Animated another set of shots: finishing up the climax and leaving only the 5 shots for the ending as the last (though they'll still be a lot to do afterwards as well).

I was hoping to squeeze in some shot corrections (orange and red shots) as well, but this was a rather rough month in terms of getting stuff done, so I settled with just animating the shots I'd marked for this update.
Even with these new ones I'm already picking up small bits and pieces I want to correct on re-watch, but at the very least the bulk of the animation work for this one is almost done now.
In terms of major changes, the big one is replacing the old climax (though I've kept the original as a sort of lead-in shot to this new addition).
For the original version of the shot it was one of those cases where an idea ends up not translating well into motion; with it looking like Hugo was getting his head repeatedly and awkwardly bonked against the floor (which wasn't the vibe I was aiming for).

So, I switched that out for this new in-between the legs shot, which gives a much nicer view of Hugo's cock bouncing up and down as he gets pressed to climax under Lug's thrumming index toe. Cleaner. More readable. And I'm still able to convey a lot of expression just via his feet and toes.

As a side-note, I've been liking the idea of all the shots where Hugo is completely enclosed by Lug's toes being shown with this kind of low-light night-vision look, so I'll be going back to set up something similar for other such shots in the future scene-building + lighting passes.
Obviously there's something very important currently missing from this climax shot and I will be returning to do all the necessary liquid simulation stuff once I've finished up with the last of the main animation pass.
Something else I've been working on is reworking the custom footprint setup from last update. The old version's height map relied on a combination of stencilling and hand-painting, which is very time consuming, so I wanted to try and make something that was at least semi-procedural.
After a lot of messing around I managed to figure out a combo of geometry nodes + shader nodes setups that works rather well (still a work in progress):


I'll still need to bake this to an image map to hand-paint in the actual whorls (the centre swirls of fingerprints and toeprints) but this approach will save me a lot of time and is much easier to transfer to other models too.
I'll be jumping back to working on Perfect Parking Spot some more, specifically finishing up the rest of the destruction stuff for shot 4 and getting it ready for doing smoke simulations.
Depending on how much I can get done this time I may double up on updates for Perfect Parking Spot before jumping back to working on Sweaty Summertime Shrinking some more, but I'll let you guys know about what I settle on in the next update.