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Author Topic: [In Progress] [1st PREVIEW DL INSIDE] Demo: Elizabeth Curvy  (Read 52080 times)

VRule34

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[In Progress] [1st PREVIEW DL INSIDE] Demo: Elizabeth Curvy
« on: February 19, 2016, 11:11:46 AM »
Greetings!

A few weeks ago I started working with Unity because there were just not enough NSWF demos for my taste.
I want to document the process for my first demo and maybe get some feedback or maybe inspirate others. The more opionions the better!
Of course there will be free downloads. I'm not shy of sharing (most) of my resources. Not the ones I paid for ;)

"Elizabeth in the woods [working title]"

Model: Elizabeth from Bioshock, imported from SFM with blendshapes and humanoid bones

Scene: Auto-animation with no player movement ("pinned to bed"), maybe later some arm and hand physics for interaction.
Similar to those VR vids from badoink or virtualrealporn.

My workflow is somewhat strange. There are a lot of things to learn for me and test. To keep the motivation up, somethimes I jump to a complete different problem. Like animating half the face emotions and then jumping to boob physics. So my roadmap includes a lot of jumps.

But I've got some spare time for this project. Currently I'm working 4-6 hours daily on it.

Stage 0: Not started
Stage 1: I'm trying to learn one aspect with a temporary scene (e.g. eye animation) and then move it over to my Liz-Scene.
Stage 2: When it works and I know how to replicate it I'll do some rough tuning and run around happy giggling all day because I just solved another problem
Stage 3: Switch to another feature/problem
Stage 4: Play around the scene
Stage 5: Fine tuning
Stage 6: Assemble final scene

Current/planned features:

- Import model from SFM, get bones and blendshapes to work
- Realistic eye/head movement
- Boob/ass physics
- Hair physics
- Multiple positionchange of female in scene
- Vaginal physics
- Lipsyncing to extraced dialog from original game
- Facial emotions 
- Texture tuning
- Ingame emotion change (1: hit her with character hand -> angry; 2: stroke her head -> happy. maybe just left and right mousebutton for pre animated action)
- Different motions for emotions

And my special:
- Own motion capture for motions and maybe even facial capture to get a lot more immersion.
Already purchased the needed cams and software. Now I just need to find the freetime (costs me A LOT of hours!) and some nice girl whos willing to do some work. ;) Already got a few candidates.
But for now I'm working with premade, self modified premade or simple own animations in mecanim.

Side note: The extraction of the game sounds took me alone around 5 hours

When everything is at stage 5/6 I've got a nice little framework to modify freely. Different girls, new locations, new animations. An get come content to all the DK2 user out there who can't get anymore because of the CV1.

Quick, dirty short vid with one animation repeat (to show the random stuff).
Show a bit of head movement, eye movement (somewhat random), lip sync, breathing and boob physics and the location

Please note: currently it's not very polished. Just to demonstrate what is working.

What do you think? :)


[Edit]
Killed off the stages. I'm jumping to much between the different features to really keep that up to date.
Anything new will be just added to this thread.
[/edit]


Downloads:
Elizabeth curvy model by LordAardvark converted to FBX for Unity (model source: https://sfmlab.com/item/252/)
https://mega.nz/#!D0Y3RJJI!mI57wFkP9yDuJdo2ITooQTRoT8ihorS3NPg71PojwXo

Please take a look at the README to see some important notes and whats included.
If down or LordAardvark got a problem with my work just shoot me a message. Either I upload it again or I kill it ;)


NEW DOWNLOAD - Preview 0.6.1 - https://mega.nz/#!WlgxwD5L!dfHskgZLK44X1RJoM1Yixc_EGfvH_TLgiKSdOf61QOA
First look to finally show something. For controls read the README.txt.
Not much to do at the moment. Just to take quick look at the model, lighting, room and sound effects.
ANY comments, critics and suggestions appreciated, on ANY topic. Lights, sound, etc .... :)

Working on DK2 with runtime 0.8.0.0, don't know about DK1. But should work.
« Last Edit: March 18, 2016, 11:18:13 AM by VRule34 »

Testease

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #1 on: February 20, 2016, 12:35:36 PM »
Looks good! Nice to have more community work out there. I'm happy to test anything if you need.
If you build a man a fire you keep him warm for a day. If you set a man on fire you keep him warm for the rest of his life.

FooFire

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #2 on: February 20, 2016, 02:05:10 PM »
All good things start somewhere and this looks to be off to a good start!

Please update us here with progress, will be looking forward seeing where this goes.

VRule34

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #3 on: February 21, 2016, 10:11:11 AM »
Thanks!

Little Update:
- I've switched to the "curvy Elizabeth modell" -> https://sfmlab.com/item/252/
On first look I just liked the bone structure (not as good as I thought) but the blend shapes for the facial animations are great.
But holy shi* ... there so much content in this package!!! Look at this variety -> http://imgur.com/a/vMLCD#0
For the first demo I just use one. But once that fully works, it should be a breeze to integrate the clothing afterwards. For now there a just to much bones. Nice for animating but if it's combined in one prefab the avatar editor in Unity totally breaks down. But the splitting should'nt be much of a hassle.

LordAardvark is just great!

- While testing I've noticed BIG problems with my scale. I've got the background scene free from the asset store. It's pretty good, but apparently the scaling is just fucked up. I just can't get the scale between SFM -> Blender -> Unity right. In translation that means currently I can't use sliders in the editor to adjust e.g. arm position, because a 0.1, 0.01 or even 0.001 change totaly breaks  the model. I need to manually type 0.0001 changes sometimes. Sometimes it's okay. Yeah ... so this sucks. But I'm working on it! Haven't tried scaling the background scene yet.

- On import of the different models and scales I've noticed an error in the modell blendshapes. Probably because of the export/import pipeline.  It's a minor error but pretty annoying. When I use blend shapes to open the jaw, the lower lips stick partially to the upper teeth. Creates crazy triangle fangs.
But the bones work just fine. That means I need to edit xx blendshapes for a face motion and ONE friggin bone. AND because of the fucked up scaling I can't adjust it without the 0.000x hassle. In summary that just takes to much time. I need to establish a nice problemfree workflow for concentrating on making content and not just setting up a nice scenery.
That means it costs me much more time now to actually FIX the problems than just looking for workarounds.  But in the long run I could pump out multiple demos a month in the future. Or react quick to requests.

But for now I try my luck fixing the blend shapes in Blender. And damn I HATE Blender. I can program, do CAD, scripting, Photoshop, audio editing ... pretty much everything ;) But Blender (and likes) and I are never gonna be friends. The controls are just not compatible with me. So it's like sorting rice corns in a storm for me. 

Okay, but now for the good news. I plan on releasing a first demo sometime in the next to weeks. As soon as I sorted out how to correct the blend shapes I finalize the facial motions and the lipsyncing. Want to take the expression right from the game. Needs a lot of looking at youtube let's plays.

But thats enough to get a first blowjob scene running.

For the speech I got currently around 100 audio clips from the game sorted out. Took a look around 1500, just 7000 audio clips to go ;)
Yeah but I got enough for know. Did I  mention it took me hours  to export the sounds? I found a complete pack yesterday :(
If someone needs it: https://sfmlab.com/item/544/

But I maybe should have played the burial at sea addon before. Spoiled a *little* the story ;)

A friend of mine makes electronic music. He got the equipment to edit some nice monologue lines for Liz. This happens later this week.

Aaaaand ... I think thats it for now. I could need some opinions on which outfit and hair combination from the Curvy Liz pack I should use first. I just can't decide ;)

PS: 2k please don't sue me :D


[EDIT]
Cracked the scaling problem!
[/EDIT]
« Last Edit: February 21, 2016, 12:42:55 PM by VRule34 »

Testease

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #4 on: February 21, 2016, 12:25:00 PM »
Wow, the curvy package has a lot! I like the hair from image 4 personally.
If you build a man a fire you keep him warm for a day. If you set a man on fire you keep him warm for the rest of his life.

VRule34

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #5 on: February 22, 2016, 11:06:19 PM »
Another small update.

I'm happy for now with the phonem mouth and facial shapes for the lipsync. Currently adding the emotions.

Two little vids:
Elizabeth - Facial Lipsync Demo - Emotion Sad


Elizabeth - Facial Lipsync Demo - Emotion Neutral


Each vid has two takes. So you can see the nice pseudo randomnes of her blinking and eye/head movement.

Need to get more sadness in her eyes ;)


Testease

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #6 on: February 23, 2016, 12:34:40 PM »
The things we've done, the things we will do! No redemption will suffice!
If you build a man a fire you keep him warm for a day. If you set a man on fire you keep him warm for the rest of his life.

VRule34

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #7 on: February 24, 2016, 11:24:05 AM »
Got the guy model ready and synced some new audio clips to Liz' lips.
The male model will be (hopefully) hideable if I get it to work. Not a priority right now.

For now I'm working on getting the settings for the DK2 right. Activated the Oculus integration and working now on the camera. I'd like to limit the motions to the head with keyboard input to lean the body back and forward. Let's keep the motion sickness to a minimum.

After that comes the last step for the first release. Setting up the animation sequence. After that it's mostly settings tweaking and getting more sequences.

[Edit]
Rift integration done!
[/edit]


[Edit 2]
Yeah ... okay. Now I'm really in the zone. :D
Just played around a bit with the DK2. Elizabeth kept looking randomly in all directions and I couldn't keep a whistle in to make her look at me.
[/edit 2]
« Last Edit: February 24, 2016, 02:19:54 PM by VRule34 »

Samwise

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #8 on: February 25, 2016, 10:46:18 AM »
I would really like to building out my own scenes as I am an experienced Unity3D developer as well as experience in Oculus & HTC Vive deployment but couldn't figure out how to take these SFM models into Unity or even blender.

Any help? Would love to join the dev community

VRule34

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VRule34

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #10 on: February 25, 2016, 07:55:39 PM »
Update:
Stared the last hours at a virtual penis ... time to rip my eyes out.
But I got the penis physics up and running. It reacts on collision. This won't be a simple clip in/clip out fake penetration demo :)

For now it works with Liz' hands and the sexy little ball. ;) Lips will follow shortly. Just need to tweak the stiffness a little.

Take a look:



Testease

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #11 on: February 26, 2016, 12:52:49 PM »
Baller.  ;D
If you build a man a fire you keep him warm for a day. If you set a man on fire you keep him warm for the rest of his life.

VRule34

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #12 on: February 26, 2016, 07:37:06 PM »
Nice to see at least someone finds interest in my little project.  :)

And yeah ... today I fucked up. Made some rookie mistakes with the character positioning and animation. Destroyed my Liz model totally. But I just noticed it. :(

Needed to reimport. Now back to facial animation ... can't import the old settings because of my fuckups.

But at least I got an nice idea I'd like to play with later on. Ever thought of a motion sensor (like Fitbit and sorts!) on your wrist for controlling the up and down motion of the model? Could add some semi-realism and shouldn't be to hard to implement. Maybe we can't get 100% accuracy with the cheap ones, but I think the latency isn't that much of a problem when stroking the carrot.

Rob

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #13 on: February 28, 2016, 10:00:54 AM »
Haven't tried this myself but maybe a more universal way to add motion control into unity



https://github.com/vmohan7/Navi

VRule34

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Re: [In Progress] Demo: Elizabeth in the woods [working title]
« Reply #14 on: February 28, 2016, 10:21:33 AM »
Haven't tried this myself but maybe a more universal way to add motion control into unity

Not bad. Found something similar not long ago. Maybe for future games.
But I can't use it for my Liz demo.

I'm trying to keep the controls very simple, one hand only ;) and it must be usable without looking.
So I'm focusing on the keyboard numpad.

Something like:
[5] Recenter view
  • Lean forward
  • [-]  Lean backward
    [7] Cycle hairstyles
    [9] Cycle facial textures (running mascara etc)

    You don't need your eyes and just one hand
    Everyone who tried some of the Illusion games like PlayClub or Sexy Beach PR with the DK1/2 knows the usual controls are baaaaaaad. You need half the keyboard just to get everything right, then you switch to the mouse. Oh you need to recenter? Good luck finding your way from your mouse to the F2 or R key on the keyboard.

    Simple example, but then you maybe want to switch physical position. Try lying down, head full with cables, DK2, headset. On one side your working hand on the other side the keyboard and mouse ... and THEN try to be productive! I like technology, but that is to much like Lawnmower Man right now. ;)

 

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