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A bit of a showcase here, I experimented with different forms this time to find the best way to handle erections with blendshapes. The old system favoured the erect form in the default model, which caused some weirdness when interpolating between shapes. So with the new versions I tried to find more of a middle ground, which angles a bit downwards instead of straight out in the default model.

This method takes better advantage of Maya's blendshape interpolation (the way meshes look when they move between two blendshape forms) to create a much smoother transition. This helps a lot for animations, but since you don't usually see a monster go from flacid to fully erect (unless you watch them for a long time) it won't change too much about the runtime meshes when they aren't fucking.

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