This one was fun!
I'm always desperate to show boobs/cleavage in every shot, but every now and then, a shot like this can be surprisingly effective. Kelly's eyes rolling back in her head is probably the highlight for me, but the way her legs tighten a bit and the way she quivers also does a lot.
Of course, this project had its share of issues. I wanted to add a little more definition to Flin's ass but definitely did not have a lot of patience for it 😅 so when I found that area being stubborn, I quickly moved on.
For the quivering, I had to go back to an earlier post of mine (Flin climaxing in Julie) and reference the settings I used. I'm glad I took a screenshot of that, because when I opened that Blender file I couldn't for the life of me figure out where or what those settings were.
---
So for my own benefit I'm going to share my settings again, and explain things a bit.
Select the root bone, and give it a location or rotation keyframe anywhere. I don't think it matters how many keyframes you give it or where they are, as long as there's at least one. What you're doing will layer on top of whatever motions the keyframes dictate.
Then open the graph editor. Expand the XYZ location stuff (top-middle of the above screenshot) and select one, like "X Location." Move to the "Modifiers" tab and give it a Noise modifier, then try the settings shown.
You'll want to "Restrict Frame Range" so that you can fade the quivering in and out. There is a second noise modifier on there with nearly the same settings, it just covers a later frame range because this animation runs through two quivers before looping. The two modifiers aren't stacking with each other in any way, though they could if you wanted.
Fading out to zero quivering is the easiest way you'll achieve a seamless loop. The "Blend in: 8" and "Blend out: 7" are happening within the 1-33 frame range, not outside of it.
In this case I just affected the X and Z location, leaving Y alone. Could've just done X, to be honest.
The strength value is worth tampering with, but the scale value is only going to influence the rate of the noise, and 0.5 seems pretty close to ideal for getting a good vibration look. You might tamper with this value if you want tighter and more subtle vibrations. You don't have to mess with Offset, but it might find you a noise pattern segment that you like more.
I used these settings on Flin's root bone and Kelly's root bone. Kelly's vibration has a slight delay to Flin's. To take this further, it could be fun to perform slight vibrations up each bone of the spine one after the other, but I'm not sure if that would actually have the intended effect.
---
For the first time ever, Flin's back has scratches in an animation!
I've mentioned a couple times how I've been wanting to make a texture for Flin's back that makes it look all scratched up. Well, I forgot that Flin's UV mapping is symmetrical, meaning if I texture one side it mirrors to the other side. This means the scratches were mirrored, which looked really weird, and I did not feel like fucking around with Flin's UV mapping (just another thing to do better in my next game with new characters).
So anyway, I just had Kelly's hands hide a few key scratches to give Flin's back the illusion of asymmetry. I would have had more scratches going further down his back but I couldn't hide the symmetrical nature of those.
-
I can't make a gif of the nighttime version without getting some poor color banding results due to the phone screen (the phone screen has a lot of color that isn't present elsewhere in the image, which I think leads to poor color banding all over the image as a result), but the individual frames look good, so the game should be able to display it fine if it's an image sequence.
---
Oh, and you may have already noticed that I went back to the Kelly garter stocking commission and made some edits to her head and face. This was out of respect for the poll option that got second place by 1 vote, because I offered to do that as part of it if that option won. I'm still considering changing Kelly's expression to something more somber, but for now I do think that commission is notably improved.
In any case, enjoy ~🎶💕
Timo
2025-01-24 13:03:29 +0000 UTC