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.
<...
2025-10-30 00:30:41 +0000 UTC
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Wrapping up work on this shot for the moment, as I switch back over to making more progress on Sweaty Summertime Shrinking. Since finishing up scene-building in the previous update I've been working on destruction stuff including the footprint crater Rog stomps into the ground, along with making a start on the buildings he destroys.
The footprint crater is mostly complete, with only some crumbling debris to be added to the cracks once I've finished up with other destruction related-stu...
2025-09-21 21:11:35 +0000 UTC
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A bit of a mini-update while I'm continuing to work through destruction simulation for this centrepiece shot:
I’ve finished off the bulk of the scene-building for this animation, including some interiors for destruction set-pieces specific to this shot.
For interiors, to start with I’ve made this rooftop canteen whose metal canopy is going to get ripped off by Rog’s passing to...
2025-08-28 21:36:58 +0000 UTC
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Another set of shots animated; 25 down and only 9 more left to get through.
There'll still be plenty to do once I'm done with animating these shots of course, but it'll only be a couple more updates until this main animation pass is all done.

Sole and Toe Prints Materials:
Apart from working through more shots I've also been working on some material/shader stuff to...
2025-08-09 09:42:45 +0000 UTC
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I've made a start on a new macro-focused short animation as a side project to my current long animation (Sweaty Summertime Shrinking).
This animation is about 57-58 seconds long and I’ll be using it for practising more destruction fx related stuff: rigid body destruction, animating vehicles and vehicle related destruction, and compositing smoke from Cycles to EEVEE while also keeping render times low in the former.
It won't be particularly animation heavy, so after some...
2025-07-19 11:56:38 +0000 UTC
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I've got another set done, which pushes this animation over the halfway point in terms of getting shots animated. Still a lot left to do of course, both big and small, but bit by bit this 4 min plus behemoth is getting ground down to completion.

Making a couple of cuts:
Along with animating and updating shots I've also cut a couple of them as well. First is the close u...
2025-07-04 16:50:01 +0000 UTC
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Got another set of shots animated and updated a couple of older ones too.
I’m switching gears a bit: I'm going to be sticking to just animating shots for the time being (aside from a few key ones that are more fx dependant) until they're all done. Then afterwards I'll go through and finish up fx stuff, scene-building and then reworking all the lighting/shaders too.
Planning on doing it this way so that I'll have something to keep working on while getting voice s...
2025-06-07 17:19:27 +0000 UTC
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So, I've worked through all of the intro shots and the first shot of the foot teasing section that follows, though I still have a couple of small animation changes in mind for them before I move on to the next set:
Having three bottles get picked out of the cooler instead of one in the first shot (S1), for better continuity with the shot that comes after.
Extending the end of the shot (S6) where Lug puts his foot down on Hugo's lap, with Hugo blushing while starin...
2025-05-18 02:14:24 +0000 UTC
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Hey all,
Tiers have now been updated with the changes I’ve mentioned:
Early-access is now 1 month for everything that gets a public release (original resolution versions continue to remain exclusive to paid supporters as before).
New tier 1 (Orcish Juggernaut) benefit added: 1-month early access to the public versions (720p) of short animations (< 1 minute).
Also, a reminder for iOS/Apple users to avoid paying for Patreon via the...
2025-05-01 07:29:49 +0000 UTC
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I’ve completed blocking-in my current animation after a round of major reworking, and with that done it's now time to get into actually animating all of it! I'll be working through a chunk of the opening shots, then I'll post another update once I've finished with that.
Though before all that, this post will give an overview of all the stuff I've changed (and why).
What I've changed and why:
After being hit by a wave of inspiration earlier this month, I de...
2025-04-16 05:50:40 +0000 UTC
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Hey all,
The polls I was running on both my support sites to get opinions on setting a uniform length of early-access for releases have now finished. From the combined results the majority favours the '1 month' option so that's the length I'll be going with.
A...
2025-04-05 04:42:19 +0000 UTC
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Continuing to work away on blocking in my current animation, with two sections of work-in-progress shots to go through this time. Filling in the gaps between them and then adding in the ending is all that's left to do in terms of blocking in:

Hey all, as mentioned in my previous post I've been thinking about making some changes and one of them is changing the length of early-access to be the same for everything, instead of being staggered between tiers.
This particular change won't affect any of the b...
2025-03-20 23:01:06 +0000 UTC
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Hey all, recently I’ve been thinking about what my initial plans were for things on here more broadly and how I’ve drifted away from them.
So I’ve been wanting to get some opinions on that.
I already posted a bit about this on Bluesky, just to get my thoughts down, and I’ve been going back and forth on what to write for this post since then. How to untangle my thoughts on this. I guess it would be best to treat this as an ongoing thing: getting feedback on how well the Pat...
2025-03-10 16:00:11 +0000 UTC
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Trying a slightly different format - let me know if you prefer this captioned flipbook approach for the blocking-in stage, or to have it grouped up in the body of the post like before. At this early stage (where things are naturally bare-bones) it doesn't feel like there's much to 'show off', but maybe this is a better way of presenting things?
Anyways, I've continued to work away at blocking-in my current animation. I've got through another 43 seconds worth of shots f...
2025-02-22 00:05:29 +0000 UTC
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After going back and forth on trying to trim down this scenario to fit it into a short looping animation, I’ve decided to extend it into a longer linear one instead.
I mentioned before that my goal for this year was making my next long animation, and I was planning on having that be a later vore scenario. Extending this animation hasn't changed my plans for that vore animation ...
2025-02-03 18:09:44 +0000 UTC
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Finished up my new general-purpose micro character Hugo.
I sprinted through working on him so I could move on to the next animation featuring him, but in hindsight it would of been better to pace myself a little more. I think for future character models I’ll post an update on here when the sculpt is finished and then another once the rigging, weight-painting, shader and other misc. stuff is done.
Pacing my work and how I want to handle these updates has been on my mind recently,...
2025-01-21 00:10:46 +0000 UTC
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Doing a lil forward thinking while I get to work on the next 3d model. As mentioned, I’ve got a vore animation planned, which is going to include some internal scenes set inside of Motu’s gut/stomach (soft safe stuff).
Having not made much vore stuff, I'm not too sure about expectations around handling internal scenes? I'm planning on having an alt version of this animation without it, but I’m curious on folks general preferences around internal scenes for oral, cock n' anal vor...
2025-01-03 15:32:59 +0000 UTC
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Hey all, hopefully these last couple days of 2024 have been treating you well. Here’s the next couple of things I've got planned at the moment as 2025 looms large on the horizon.
- Working on a new micro character (and some more micro animations):
I mentioned a while back on here that I wanted to make a new micro character to pair off with Rog and Lugromm, and that’s still the case.
He’ll be the first of several general-purpose human micro character...
2024-12-31 02:45:22 +0000 UTC
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Rog is looking to spend his weekend unwinding, completely unaware of the presence of quite a few ant-sized ‘guests’ scurrying from the shadow of his approaching footfalls. He gets to plop down in his favourite chair, stretch those legs (and put up those towering stompers too), but alas not for long~
🔊 Rog voiced by @LombaxLorge (Megabax) on bsky/tw...
2024-12-23 19:12:29 +0000 UTC
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As per usual, there’s an abundance of annoying insects buzzing around the human world. Unable to even sting him, the futility of it all would be quite amusing to Lugromm, if not for the incredibly grating sound they make whizzing about his ears… No worries though, he knows how to deal with such miniscule irritants…
(.png files are included in the attached .zip archive)
Decided to work on a render-set while I was waiting for the last of...
2024-12-08 02:11:22 +0000 UTC
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As the title says - Rog's sock tease animation is now ready for rendering.
I’ll be rendering this animation out in 1440p, and from the tests I’ve been doing while optimising render settings I’ve got it down to about 2-3 minutes per frame.
The original sock version of the animation is 867 frames long, while the barefoot alt is 880 frames - so looking at around 30-45 hours-ish render time per animation version. I'll be rendering them out in batches of fr...
2024-12-08 00:52:01 +0000 UTC
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Update time again: I’ve finished off adding and animating all the micros in this scene. Got a whole bunch of ‘em in the background now, along with a lone wanderer who ends up stumbling in later. I mentioned before that I was planning on having three showing up closer to the camera, but in the end it felt rather distracting:

2024-11-03 21:35:20 +0000 UTC
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This one is more of a mini-update as this animation enters into its final stretch.
After much wrangling with Blender's cloth simulation system, all of Rog's clothing is now sim'd and ready for action. I jumped right into doing scene-building after that and finished all of that off too. Now there's just one major thing left to do before it's time for rendering (along with some smaller stuff related to audio).
It's time for micros:
So it's time to finally repl...
2024-10-05 16:58:13 +0000 UTC
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Hey there, it’s time for another update.
I’ve more or less finished off the character animation for Rog, as well as animating the chair he’s sitting in buckling under him too. I’ll still be doing some tweaking to both, but nothing major needs to be done at this stage. I’m also in the process of setting up some early audio stuff, so his facial animations may be altered again dep...
2024-09-20 21:21:57 +0000 UTC
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So, I've finished blocking out the next animation.
If you're not familiar with animation, blocking is...
2024-08-31 21:01:42 +0000 UTC
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And thank you for choosing to support my continued animation-work!
I've set this up to hopefully get me on track towards pursuing my animations on a part-time basis (and possibly full-time in the future) - allowing me to continue working on new characters and animations, as well as making longer and more complex animations much more feasible prospects.
Remember to keep an eye...
2024-08-23 19:35:00 +0000 UTC
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So one thing I want to make clear is that everything I’m planning on making is going to require some amount of prep-work and some amount of experimentation. And since there’s a lot of possible avenues for me to experiment with, I’d thought I'd ask you guys which scale you'd like me to experiment with the most?
In the future I'll be running more of these polls on specific themes, scenarios and characters I'm considering for future projects.
Giga/Terra/Pla...
2024-08-23 14:47:03 +0000 UTC
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Usually I’ll save announcements on animations for when I’ve finished blocking them out (basically completing the first rough draft of one), but since we’re just starting out on here I thought it’d be better to lay some out in advance.
As mentioned in my pinned post, I'll be starting with some smaller projects and working my way back up to the next long one. More specifically I've settled on doing some more micro-focused animations first, since it’s been a while since my last o...
2024-08-23 13:58:09 +0000 UTC
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Lugromm returns late in the night after a long day, Rog having already gone to sleep upstairs ages ago. The tired orc kicks off his old boots, shrugs out of his clothes and decides to spend awhile unwinding downstairs...
With a rumbling sigh of relief he props his massive feet up on the centre-piece of their living room - a coffee table containing a thriving metropolis of micro millions. A few taps on the inset panel and the projected sky dissolves ...
2024-07-28 11:53:23 +0000 UTC
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