I uploaded these a few days ago but only just now got around to making some sexy preview gifs.

Sakuya - http://tstorage.info/og1j62kudsrm
Meiling - http://tstorage.info/cceb7eokizn5

A light continuation I suppose from my previous video here: http://ecchi.iwara.tv/videos/aley7c00jec8dew1b. The sin sack man has taken both of these lovely ladies back to his own personal sex dungeon so he can continue having fun with them. It's been a full month since that happened and I'm happy to report he's been very diligent in sexually tormenting them all day of every day. Surely by now they've learned to enjoy the pleasure, but if not, there's still plenty of time for that to change (I mean it's not like they'll be getting away any time soon).

Other features of the models include:

Both:
Deep red blush morph
Throat bulge morph
Cheek puff morph
Clothing morph for their normal clothes

Sakuya:
Detachable knives from her legband.
Separate and freely movable bone for her panties

Meiling:
Vest that can be opened
Pants and skirt that can be cut to be more revealing

Credit to Arlvit, designer of the original models and J&J for the nude edits. Be sure to give credit to all artists involved, not just me.

Shibari model by (半月版 / Saraparin7)
Stage by 1961

Also, as a small channel update, I intend to upload a few more simpler animations (ones that don't have a lot of things happening all at once like what I've been doing before) since right now I'm busy with other things, and animating takes a lot of time and energy. Just as an example maybe a video of just these two in a full dance but wearing this shibari or maybe a full dance with the 69 setup since a lot of that just requires setup and not frame by frame modification of everything.

3,420

コメント数 9

holy crap! This is awesome, I'm gonna have fun with this

Glorious!, tell me your secrets, wizard of the MMDungeon!!

What part do you want to know more about? Or was that rhetorical?

No, I actually wanna know, pretty much everything to be honest... As how you've added the weight, the values put into the physics, how did you do so that they do not collide between them and they are not constantly wiggling, besides that it is seen that the body is only one piece, when I tried, all the gluteus was separated from the leg, looking really weird. I understand the basics but how do you make it look so good?! Also the clothes, they wiggle along with the cheek and barelly even touch it, how did you do that, and still be able to make them strippable. (Sorry for the delay, I did not expect you to answer...)

I'm going to be really detailed here in case anyone else reading this wants to know, so if I say something you already knew, that's why.

I think it would be good to start by looking at the model in PMXE. I also think it would be good to clear up some terminology. The word "weight" might mean two different things:

1. Each vertex has up to four bones (but honestly I've never seen any more than 2) which will affect its position. If it's just one bone then that bone has 100% weight, but if it's more than that you need to tell it how to determine its position when those two bones bend relative to each other. You do that by setting weights for both bones that add up to 100. Basically what you want near where two bones meet is a smooth transition from 100% to 0% on one bone and vise versa on the other. This process of setting the weight up to be a smooth transition is called "weght painting" and PMXE has an editing mode just for that. If you want to learn that tool you probably should just google "PMXE weight painting tutorial" and try a few examples since they have pictures and stuff. Make sure you read a section explaining the difference between BDEF and SDEF. I don't quite know how the math is different but generally SDEF is better for joints like elbows and knees and it's what my models use for the butt physics.

2. The physics engine uses physics terms like mass, gravity and friction to define how an object should act. "Weight" in this context would mean the application of gravity or other forces on an object of mass. These objects are called bodies, and there's usually one assigned to every major bone in the model. Each body can either be a bone type or a physics type (there's a hybrid type too but I haven't really figured out what's different). Bone type bodies follow their assigned bone while physics type bodies make their assigned bone follow it instead. Bone type bodies would be things like the head, torso, arms and legs, while physics type bodies would be things like hair, breasts, skirts, etc. Bone type bodies are important for things like keeping physics type bodies from colliding with the rest of the character but also are necessary to act as a base for the physics objects to attach themselves (hair to head, breasts to torso, skirt to waist), which is the perfect segue into joints, the rubbery glue that keeps physics objects together. Joints take two bodies and set limits on how they can move and rotate relative to each other. You also set a spring force that pulls the joint towards its equilibrium point (0). Most of the tweaking I did was with the joints themselves. If you look at the structure I used, it's basically a parallelogram, and by setting angle limits at the joints we can make the structure bob up and down while still being parallel to the model's body.

Those actually happen to be the two biggest steps in this procedure. From what I'm hearing from you, you seem to have problems with both of these things so let me address what I can:

From what it sounds like, you weight painted the butt too deeply near where it becomes the rest of the leg. If you do that, then when she squats, the skin on her butt doesn't move but the skin on her legs right near it will, forcing a lot of skin to need to be covered by only a few vertices and it looks like a giant flat area. Try to make it a gradient over a larger area of space.

As for weight painting the bikini, that part just took a lot of tweaking and patience to get it to look right. I would start by painting the butt itself first without even looking at the bikini/panties until that looks good. Vertex masking window is very necessary here. Then when that's the way you like, use that weighting to paint over the bikini to match it. What's necessary here is to know how to temporarily hide vertices. You can do this by selecting vertices and typing Ctrl-R. Start by changing the vertex masking so that only the bikini and the butt material are visible. You want to select all vertices that are not the back part of the bikini, meaning the entirety of the butt and the front part of the bikini. I suggest before hiding these vertices you use the selection guide (the G button up at the top of the PmxView window) to save this selection so that if you ever need to select it again you have all the vertices you need to select at the click of a button. From there all the weight painting you'll do will only affect the part you need to weight paint. Then what you want to do is weight paint along the edge of the bikini so the weight (represented as how red it is in the "Weight(D)" display accessible in the bottom right) lines up with the weight of the butt it's right over. From there it's just making the gradient smooth as you move towards the butt crack. You might also want to try your luck with the weight transfer plugin here https://disastrousbunny.deviantart.com/art/PMX-Editor-Transferring-Weigh.... It's not perfect but it might be easier than all of what I just described. Also for the record, the bikinis are only strip-able because they have morphs that make them invisible. Her panties are physically removable, but the bikini is not.

On to your problems with the physics, I'm going to assume you're using the same parallelogram structure that I did. You should start by comparing the structure I had set up with whatever yours is and maybe trying to find the differences. If you think your bodies are colliding with themselves you might not have something set right in the body's Non-collision group settings. PMX allows for 16 different collision groups for bodies. This is so that something like hair could pass through itself but not the model's arms. Each body can have its own set of groups it will or won't collide with. It's a bit of a backwards way of showing it, but the groups from 1 to 16 should all be checked if you want them to NOT collide with any of them.

If yours doesn't ever stop wiggling that might mean there's not enough friction on that body. Check the friction value. And try making it higher to see how that changes things.

Lastly, for advice as to how I make it so good, which might refer to a lot of factors, mostly subjective, I'd say the important thing to, as silly as this sounds, think with your penis. By that I mean that you should keep asking yourself "Do I think this is sexy?" and more importantly "Do I think this is as sexy as it could ever be?" or "Can I make it sexier still?" This is the realm of fiction and as the creator, that power is in your hands. Nothing is stopping you but yourself since all of that is just a variable you can change as much as you want. If you like big jiggly asses as much as I do then do everything you can to make them as jiggly as possible and never settle until they fit exactly to your tastes. I openly acknowledge that butts and physics don't work like that in the real world, but what's so satisfying about MMD is that I don't have to care. I carry this philosophy around me in pretty much all of my content. When I brainstorm a new idea I could implement into something I'm working on that I'd like to see, I don't ask "Is this something worth the hassle of implementing?", I ask "Would I, as a normal viewer, be disappointed that this idea didn't happen?"

Sorry this was so long but that's just my way of doing things. I like to make sure I cover as much as possible in the initial response so that most questions get answered right away.

Thank you so much for the detailed explanation.

Thank you for share

thank you so much ^_^

Good Job !!!!