SakeTami
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[Update] Extending length of current animation

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 in terms of it's length or content, it'll just take a bit longer to get to now this one is longer. I put down plans for some short animations because I was worried about rushing into the next long project, but as I worked through blocking in this one it dawned on me that this probably isn't the best approach.

Trying to push back long animations with shorter ones doesn’t really guarantee I’ll be in a better position to tackle a longer one when the time comes. And in this case there's not going to be any benefit in squeezing this scenario down into an arbitrary time limit either.

It'll be better to start working on pacing things to fit the time and resources I have at the moment, instead of waiting for the 'best' time to start them.

Footjob Tag Along - Intro blocked in, moving on to blocking in the rest:

So, I’ve got the intro blocked in (around 20-ish seconds), which sets the scene with Rog, Lugromm and Hugo enjoying some drinks. Rog heads off to get more after discovering their cooler is empty, leaving Hugo alone with Lug (who has some ideas on how to spend their time waiting for Rog's return):

After that will come two segments which I’m in the process of blocking in now:

I'll be posting another update, along with WIP clips, once I've got that first foot-worship + shrinking segment all blocked in, and then the same again for the second segment.

[Update] Extending length of current animation [Update] Extending length of current animation [Update] Extending length of current animation [Update] Extending length of current animation [Update] Extending length of current animation

Comments

Id LOVE to see those whenever you get around to it. Thank you kindly, its a great help!

WOTEPRGO

Well, when it comes to walking/stomping I can usually stick with just key poses and rely on interpolation for the rest. Auto-clamped handles on keyframes at the start and end of motion, then automatic handles for the rest. If I want a more forceful stop (like a stomp) I’ll use a vector handle for the end instead. Usually only need to get into doing lots of in-betweens if I'm animating something more complex, or if I want to match specific reference footage. Main thing for weightiness is animating the toes/ball joint on a delay compared to the rest of the foot. When the foot is lifted up, the toes bend down. When the foot is coming down they bend back up and stay up till the foot is flat on the ground, at which point they flop down a bit afterwards. As for workflow stuff, I have been thinking about doing some more in-depth posts, though mainly for effects and procedural stuff over animation tbh.

Lost Proxy

On a unrelated side note i suppose but i would LOVE to see what your workflow is to get those smooth weighty footsteps and such. Do you usually work mostly with graph editor or do you painstakingly do the inbetweens manually? Or a mixture between

WOTEPRGO

That looks absolutetly incredible! I really cant wait to see how this turns out <3 Absolutetly tantalizing concept!

WOTEPRGO


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