Well, would you look at that, I posted something.
Just a test of various animation techniques, including some new to the 2.5 series; cycles, keyframing, and some material techniques like alpha and fresnel (which I only just recently figured out how to use effectively).
One of these days, a character will be on the receiving end of one of these pumps I keep making... >.>
Just a test of various animation techniques, including some new to the 2.5 series; cycles, keyframing, and some material techniques like alpha and fresnel (which I only just recently figured out how to use effectively).
One of these days, a character will be on the receiving end of one of these pumps I keep making... >.>
Category Artwork (Digital) / Miscellaneous
Species Unspecified / Any
Size 240 x 180px
File Size 3.82 MB
Why, thank you.
I believe that the body expansion and inflation fetishes are best served through animation, and that 3D graphics are exceptionally well-suited to its needs.
This particular animation only called for two shape keys and a couple of armatures with cycled IPO curves. Doing it with a character would be more complex, but not terribly so; just imagine that kind of material effect and animation on a soft belly. :3
I believe that the body expansion and inflation fetishes are best served through animation, and that 3D graphics are exceptionally well-suited to its needs.
This particular animation only called for two shape keys and a couple of armatures with cycled IPO curves. Doing it with a character would be more complex, but not terribly so; just imagine that kind of material effect and animation on a soft belly. :3
This was very impressive. You did a really nice job keeping this entire enimation moving along smoothly and without any form of staggering or unusual pausing. Also, it's nice to see that you kept the balloon growing at the same amount of air with every pump and making the size growing accordingly. It's sometimes weird seeing some 'puffs' give more air over others despite being pushed the same length via handle.
Your handling of transparency and colors as it happens was extremely impressive. I liked that you made the transparency flow into the animation so smoothly and subtly that it didn't seem to stand out as a dramatic entrance. Also, the tone of color as it happened was quite realistic as it got darker while it grew bigger.
Nice work man. Keep it up :)
Your handling of transparency and colors as it happens was extremely impressive. I liked that you made the transparency flow into the animation so smoothly and subtly that it didn't seem to stand out as a dramatic entrance. Also, the tone of color as it happened was quite realistic as it got darker while it grew bigger.
Nice work man. Keep it up :)
Much thanks for your kind words; I'm glad you like it :)
Since so much of the animation process was animated, I can't take too much credit; to inflate the balloon, I only had to make two shape keys (one for completely empty and another for overinflated), set it to increase by a small increment, then cycle that step repeatedly. The material change was simply one curve set from start to finish, gradually lowering the alpha and raising the fresnel until the balloon was mostly transparent. The pump handle was also achieved by setting up one motion, then adding a cycle modifier. The automation renders the resulting animation extremely precise and smooth. It would even be possible to add further animation using bones even as the shape keys take effect, so an inflating character could swell with precise, rhythmic smoothness and still move around without interrupting anything.
I'm still doing experiments with these things, and hopefully I'll have even more prepared soon.
Since so much of the animation process was animated, I can't take too much credit; to inflate the balloon, I only had to make two shape keys (one for completely empty and another for overinflated), set it to increase by a small increment, then cycle that step repeatedly. The material change was simply one curve set from start to finish, gradually lowering the alpha and raising the fresnel until the balloon was mostly transparent. The pump handle was also achieved by setting up one motion, then adding a cycle modifier. The automation renders the resulting animation extremely precise and smooth. It would even be possible to add further animation using bones even as the shape keys take effect, so an inflating character could swell with precise, rhythmic smoothness and still move around without interrupting anything.
I'm still doing experiments with these things, and hopefully I'll have even more prepared soon.
I have to admit I'd love to see this kind of animated smoothness with a skeletal figure used at the same time, since most animations I see the person/character involved tends to be rather...stiff or stationary, which doesn't feel as realistic as one who can move around as it happens.
Keep up the good work on this though, you've definately got potential for some really cool animations.
Keep up the good work on this though, you've definately got potential for some really cool animations.
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