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As an example here I am going to do a simply doggy loop, and I realize hey what is going to support Tracers upper body?

When posing the start position I like to begin from a neutral position. That is, a position where nothing is really happening. In any given scene with two models there are essentially 2 actors, the master and the slave.

One of the actors is the one that initiates motion and the other will react to it. Which is which entirely depends on what you are going for, and could be either in any position.

For this tutorial we are going to make Francis the master, he is the one who is driving the motion, while Tracer will react to it. As such we want to start with a position where Francis is neutral, at the back end of a thrust is a good choice.

Remember we can always change it later. So now we have posed out our models. Again we are not being perfect so hands clipping and such are not a worry at the moment, we will fix them later.

We only have 1 key frame at the moment. However this is the base key frame for our model so it is a good idea to set everything to default here.

M creates a key frame at the current time for the selected bones, so doing this for the whole model at 0 just sets a base line.

Note that when we move joints on a key frame that already exists it will update to the new position, we do not need to delete it before updating, though sometimes we want to.

How you position the model is entirely up to you and dependent on what you are trying to achieve. No two animations will come out identical.

The last thing we can ask before starting on motion is: Are there any points of the model that are tied to another part? Sometimes the answer is no, sometimes it is yes and sometimes it is a mix.

Locking means we lock a part of a model to another part of either the same or different model. What this will do is make it so whenever the parent model part is moved, the locked part moves with it.

As they are on Tracers hips, and he is gripping, we want to ensure that when her hips move, so do his hands.

We are now, finally, ready to start animating. So our first animation will be a 3 step animation of start, middle, return. This is I think a solid starting place, and how I approached my animations for probably the first 2 months of animating.

The drawback is it results in a quite robotic motion, but there are a number of ways we can reduce that. To start we basically decide on a speed we want our thrust to take.

Rather than talk about specific body motion move spine 0 here, rotate pelvis here we are going to use a more implicit approach. To start with we will select a time frame as our end point, and pose Francis at that time frame in the forward thrust position.

We are really only looking at few key points here:. So here we can see that we have stuck to our 3 points; the chest stays roughly in the same place, his hips are now parallel to the ground, and he is past Tracer.

Now we have our back and forward positions, we just need to return to the start. Again as this is a simple 3 step loop we just need to return to the start position.

The easiest way to achieve this is to copy our start key frames. Select the RigBody heading to select all our body bones and move our playhead the line in our timeline to 1.

Click our starting key frame marker, and copy paste it. When pasting in SFM you will always paste at the location of the playhead. Additionally only the key frame marker for bones that are selected are visible, so when we do this we only copy the RigBody frames.

We now have Francis back where he started, but at 1. We now have our male loop. However there may be one last issue. When you play or scan through the animation it may not be smooth.

This is because SFM is predicting where it thinks the motion should lie, and it has predicted wrong. To do this we select all our key frames we want to smooth, remember in this instance these are the RigBody.

We can select multiple key frames using ctrl or shift. So select the RigBody key frames at 0 seconds, then the ones at 1.

This tells SFM to smooth out the lines between each part of our animation. Select spline from the tangent menu in our timeline, and you will probably see the lines in the timeline shift a bit.

Now we should have a nice smooth animation for our thrust. In this situation Tracer is reacting to motion. There are a few ways we can approach this, but the first thing to do is simply match our motion at the end.

So again we will block out her body at the end of the thrust. For Tracer we are quite free with how we handle her but for simplicity sake we are going with some old fashioned, and say she is being pushed forward and up.

So we will be looking to:. Again we may see our Tracer motion as jerky, so select all her key frames and again use the spline button to smooth them out Once we have done this we finished our basic loop, and the framework for our animation is complete… Phew….

So we now have our basic loop, although there are many things we can do to improve it. Our motion is not matched very well, it looks a bit robotic and we are also missing a lot of details, but you should now have the know-how to create a basic loop.

Play around, as practice is the best way to improve. In future tutorials we will look at creating smoother, more matched loops. Skip to content This is the first tutorial post on animating porn in SFM.

I also am new enough at it that I remember how I approached the task, the problems I faced and the most commo n errors I made.

Setup I am not really looking at explaining how to set up and get models into SFM, there are lots of tutorials on that, but to make sure we are looking in the right spaces here is an example of the SFM screen, numbered with the most important areas: 1.

Clip editor deals with our shot as a whole: our sound, shots and overlays. Long panning shots, long movement running, waving etc. Graph Editor.

This is where we work mostly, it is really there to allow for fine tuning sweeping animations but for porn nearly all our movements need fine tuning, so this is where we do that.

It just makes the most sense. We will get into this later 4. Now that we have our SFM screen, some base lights and a map we can start the sexxors… Model Setup We can now add our models.

Here we are going to use Naked Francis and Tracer. Moving our new Friends So now we have our models ready to go, with attached rigs and with the body groups setup we want, how do we make them move?

The cross is move. This will never rotate the joint but just move it in space. The circle with arrows is rotate.

This will never move the joint and only rotate it. Note that it rotates around the bone position and does not obey anatomy, so for example if we rotated the shoulder degrees it would be inside her chest and be horrible deformed.

The last is Screen, is shown in the image and it is a mix of both. By holding and moving the center square I move the bone, by dragging in the body of the circle I would rotate.

We will go into more detail below Again I strongly suggest you spend your first 15 minutes or so moving your models around and learning how the different bones react.

Animating first steps: Initial Pose So now we know how to set up our map, setup our models and how to move them around. We are now, finally, ready to start animating Animating — the 3 step robot So our first animation will be a 3 step animation of start, middle, return.

We are really only looking at few key points here: His chest should move as little as possible, we want to try and keep it in the same position.

One of the early mistakes I made is just moving the whole male body forward. We want his hips to level out. Note that at the moment he is tilted downward.

Our final hip position should be more parallel. Link to vid Now we have our master motion we can move on to our slave motion. So we will be looking to: Rotate her spine bones up a bit.

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Play around with the body groups to get the desired outfit, I have simply stripped her down. Some more complex models may have additional sets of clothing but we may get to those in another tutorial.

Some models may also have alternate skins, again Tracer has 3 for different skin shades. Once we select our models we want to rig them.

The standard is FK. This works by having any parent bone move the child bones. So if I adjust the shoulder, that then adjusts the elbow which moves the hand.

Then I would have to move the elbow, then lastly the hand. This means we need to adjust all three in order to get the position we want.

It would be easier to be able to move the hand and have the rest of the arm adjust accordingly. This is what an IK rig does.

But in order to use it we must attach a matching rig that tells the model how to behave. One of these is that if you attempt to attach a rig to a model that does not work, no more rigs will attach to the model.

To fix this you need to rename the model right click on the model in the animation set editor, rename to something else, then it can be rigged again.

It is up to you. This is because they are missing from the default animations groups and so SFM does not know which group to put them in. However we can still find them.

If we had our model groups expanded we will see a bunch of new additions. However when we activated hidden controls they came back. They were hidden because they will not work while the IK rig is active.

Ok so now we have our models in the program, they are rigged and we can see all our necessary bones. So now we have our models ready to go, with attached rigs and with the body groups setup we want, how do we make them move?

All of our visible action will take place in the Primary Viewport. There are ways we can make our Viewport setup a bit clearer, but for now we will leave it as is.

Our bones we want to manipulate. Here we have the body and right leg opened to work with and it shows the basics of what you will see. Remember with our rig active when we move one we move down the chain, so in this example we moved Travers right foot, which moved her knee.

In SFM the body is chained around the pelvis see below. Our movement selector with 4 options. The left most is selection, and we basically never use it.

The bone we are manipulating. Here we have the foot selected in our Animation Set Editor, so it is highlighted in the Viewport where we can use the mouse to manipulate it using our movement selector of choice.

On model movement: The legs will never move beyond the pelvis and the pelvis will move the upper body. However limbs will try to retain their point in space, so if I were to drag the pelvis up beyond the limit of her leg length her legs would go to their maximum extension and follow the pelvis.

We cannot break her limbs by dragging beyond their limit; the same applies to her arms. Additionally rotating her pelvis would move her upper body.

Rig a model and bend it around to get a feel for how they should move. What do I mean by this? Take the foot for example, here we can freely move and rotate as it is not bound by another joint.

However our knee will not rotate, as it is kept in place by the foot and hip just try rotating your own knee… , but we can move it.

At the same time if we take one of the spine bones and move it, we cause a large problem, pulling our model to pieces. Instead when dealing with the spine we want to always rotate.

Almost all models will contain a root bone that controls their point in space and adjusting it will move the model as a whole.

We can move or rotate this bone as we please since it just adjusts the model entirely. Our first key frame. You may notice when you move something for the first time this little tab will appear.

This is called a key frame and is essential to our animation. We will go into more detail below. Again I strongly suggest you spend your first 15 minutes or so moving your models around and learning how the different bones react.

While the goal of these tutorials is animation, all animation starts with posing; and is arguably just the motion between repeated poses.

So now we know how to set up our map, setup our models and how to move them around. Our next step is to pose our models in their starting position.

This is often also the point where you might want to add and adjust scenery models for effect. Dude is too tall for the bed?

Raise the bed. Take advantage of that. As an example here I am going to do a simply doggy loop, and I realize hey what is going to support Tracers upper body?

When posing the start position I like to begin from a neutral position. That is, a position where nothing is really happening.

In any given scene with two models there are essentially 2 actors, the master and the slave. One of the actors is the one that initiates motion and the other will react to it.

Which is which entirely depends on what you are going for, and could be either in any position. For this tutorial we are going to make Francis the master, he is the one who is driving the motion, while Tracer will react to it.

As such we want to start with a position where Francis is neutral, at the back end of a thrust is a good choice. Remember we can always change it later.

So now we have posed out our models. Again we are not being perfect so hands clipping and such are not a worry at the moment, we will fix them later.

We only have 1 key frame at the moment. However this is the base key frame for our model so it is a good idea to set everything to default here.

M creates a key frame at the current time for the selected bones, so doing this for the whole model at 0 just sets a base line.

Note that when we move joints on a key frame that already exists it will update to the new position, we do not need to delete it before updating, though sometimes we want to.

How you position the model is entirely up to you and dependent on what you are trying to achieve. No two animations will come out identical.

The last thing we can ask before starting on motion is: Are there any points of the model that are tied to another part? Sometimes the answer is no, sometimes it is yes and sometimes it is a mix.

Locking means we lock a part of a model to another part of either the same or different model. What this will do is make it so whenever the parent model part is moved, the locked part moves with it.

As they are on Tracers hips, and he is gripping, we want to ensure that when her hips move, so do his hands. We are now, finally, ready to start animating.

So our first animation will be a 3 step animation of start, middle, return. This is I think a solid starting place, and how I approached my animations for probably the first 2 months of animating.

The drawback is it results in a quite robotic motion, but there are a number of ways we can reduce that. To start we basically decide on a speed we want our thrust to take.

Rather than talk about specific body motion move spine 0 here, rotate pelvis here we are going to use a more implicit approach.

To start with we will select a time frame as our end point, and pose Francis at that time frame in the forward thrust position. We are really only looking at few key points here:.

So here we can see that we have stuck to our 3 points; the chest stays roughly in the same place, his hips are now parallel to the ground, and he is past Tracer.

Now we have our back and forward positions, we just need to return to the start. Again as this is a simple 3 step loop we just need to return to the start position.

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