XaiJu
flinpaltwell
flinpaltwell

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Commission #42: Amy Animations of Ahegao Missionary and Being Banged from Behind at the Beach

Holy fuck guys, the animations I'm making with these new techniques are quickly becoming some of my favorite things I've ever made. I've still got a lot to learn, but these last few weeks mark the beginning of a new level-up.

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Yeah, I had already completed the Ahegao Missionary thing before the poll finished, and was a little surprised when it won. When I saw that the "being banged from behind at the beach" one was a close second, I decided to do that one too. Hope you don't mind.

The missionary one was easy because I was just recycling work from a recent Julie animation, so I knew the jiggling would look good. All I did was tweak the body a little, change the camera angle, and shape the ahegao expression.

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The "behind" one...was SO tricky. At first, things were going amazingly well. I simply duplicated the breasts, did a grid fill, applied cloth physics, and was very pleasantly surprised at how well they worked right out the gate. THEN, I tried binding them to the base mesh (something I failed at last time), and got it to work! So while the missionary animation is comprised of 3 different meshes for Amy's body, the other animation is all one cohesive mesh that's being morphed by the invisible proxy meshes. Perfect.

So I was pretty stoked, because that indicated that I could apply this technique to whatever shapes I want and have a high level of control over them, which is very important to me. A lot of the boob shapes that I like to craft aren't necessarily the "natural result of physics," haha. So being able to jiggle a predefined shape like this was super encouraging.

However, my obstacles were only just beginning. Quickly after getting the basic jiggle physics to work, I began animating the thrusting and such, and that was a pain. I didn't want Amy's body moving forward and back super far, but the problem is that if I don't do that, NO JIGGLING HAPPENS. You can apply force fields and stuff in Blender, but I'm not yet sure how to use those in a useful way to get the type of "impact jiggling" that I wanted here.

So instead, I did something super janky.

I parented the entire scene, Flin and Amy, the rocks, the beach, the fucking ocean, all to the camera. And then I moved the camera up and down, and forward and back, just a little. This created an invisible motion that you can't see, but Amy's boobs would react to it thanks to physics. In this way, I forged that "impact jiggle" that you're seeing. In other words, I moved the entire universe just to shake Amy's boobs.

Oh yeah, and then there was the vertex pinning. Needed to pin the vertices around Flin's arm and fingers so that those areas would stay put. I wanted Amy's right boob (the boob on the left, being grabbed by Flin's hand) to have more motion to it, but it wasn't quite behaving as nicely as the other one was, so I had to compromise and 70% pin it to keep its shape.

The biggest issue of all was the shading. I was so close to being done, but each version had some part where the shading would flicker or morph to some odd shape during the jiggle, and it made everything look bad. This ended up being a huge pain in the ass to deal with.
At one point I thought I could add shape keys to my mesh to "fix" areas where it needed fixing, but shape keys do NOT seem to work on areas being morphed by a surface deform. Unbinding it did nothing, and even now I have no clue how to edit shapes after I apply the surface deform technique (which sucks, I need to figure that out).

In any case, suffice to say I eventually got the shading to a place where I didn't hate it, though you can still see remnants of the issue I'm talking about: look at Amy's sternum, and the way the shading on it kinda flickers. What I had to fix was much worse, in various other areas.

Oh yeah, and we finally have an Amy animation where one of her twintails has physics applied, but I'll admit it's not perfect because it's being influenced by the ENTIRE WORLD SHIFTING AROUND. So its motion, while muted and decent, isn't quite natural.

I wish Amy's motions were a little less stiff but I couldn't think of a way to address that beyond a few little things, like her eyes squinting a little and her mouth opening a little more and stuff. Flin and Amy's faces are pressed together in a way that limits how much I can have their heads move without things looking real weird real fast.

I considered animating the ocean but decided fuck that. I think the loop is too short to get a seamless ocean loop that would feel right, though I won't deny some subtle background motion would improve the feel of the entire animation.

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Anyway, despite the issues, I believe we're entering a new era of animation quality.
Enjoy ~🎶💕

Commission #42: Amy Animations of Ahegao Missionary and Being Banged from Behind at the Beach Commission #42: Amy Animations of Ahegao Missionary and Being Banged from Behind at the Beach

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