Blender Vore Thread: Resources, Assets, and Techniques
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This is for general discussion, if you found something you want to post, please use one of the upload forum, if you made something and want to share them, please use the work to be shared forum!
This is for general discussion, if you found something you want to post, please use one of the upload forum, if you made something and want to share them, please use the work to be shared forum!
Re: Blender Vore Thread: Resources, Assets, and Techniques
I'm interested in finding a detailed tutorial on "non simulation" saliva. I've seen a few animations with saliva strands in pred's mouths but haven't found any super great tutorials yet. I did find this, however:
How to make thick saliva in Blender without fluid or cloth simulation
The video isn't super helpful but the original poster provided their .blend file to play around with:
Saliva.blend
I plan on playing around with this to hopefully apply it to my next animation. But if anyone wanted to deconstruct this, or make an easy to follow tutorial, it would be much appreciated!
How to make thick saliva in Blender without fluid or cloth simulation
The video isn't super helpful but the original poster provided their .blend file to play around with:
Saliva.blend
I plan on playing around with this to hopefully apply it to my next animation. But if anyone wanted to deconstruct this, or make an easy to follow tutorial, it would be much appreciated!
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yes - Intermediate Vorarephile
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- Joined: Tue Jul 10, 2012 12:07 am
- Location: United States
Re: Blender Vore Thread: Resources, Assets, and Techniques
hey this is cool!
thanks for sharing.
honestly liquid simulation stuff is so hard to work with in blender, it makes a lot more sense to do it like this.
I think I understand how it works
There's a material to make it transparent and then some modifiers to make the bottom / top of the strands sick to the teeth.
I might make an easier version to make / use later
Although, I've found that making stuff shiny in Evee usually looks a lot better in the preview and when you actually render it you have to get the lighting just right to get that glossy effect. I'm not sure
Here's a render with some basic lighting
it does look a little bit better with a background
thanks for sharing.
honestly liquid simulation stuff is so hard to work with in blender, it makes a lot more sense to do it like this.
I think I understand how it works
There's a material to make it transparent and then some modifiers to make the bottom / top of the strands sick to the teeth.
I might make an easier version to make / use later
Although, I've found that making stuff shiny in Evee usually looks a lot better in the preview and when you actually render it you have to get the lighting just right to get that glossy effect. I'm not sure
Here's a render with some basic lighting
it does look a little bit better with a background
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fieldmousse - Participator
- Posts: 218
- Joined: Tue May 16, 2017 12:34 am
Re: Blender Vore Thread: Resources, Assets, and Techniques
fieldmousse wrote:hey this is cool!
thanks for sharing.
honestly liquid simulation stuff is so hard to work with in blender, it makes a lot more sense to do it like this.
I think I understand how it works
There's a material to make it transparent and then some modifiers to make the bottom / top of the strands sick to the teeth.
I might make an easier version to make / use later
Although, I've found that making stuff shiny in Evee usually looks a lot better in the preview and when you actually render it you have to get the lighting just right to get that glossy effect. I'm not sure
Here's a render with some basic lighting
[ [url=https://i.postimg.cc/gJDDfKjV/saliva.png] ][/url]
it does look a little bit better with a background
[ [url=https://i.postimg.cc/mzT2fsrs/saliva2.png] ][/url]
Thanks for the breakdown. It looks like a relatively simple setup. I tried reverse engineering it on a character model but didn't come out quite right. I'll probably keep playing with different shapes and "anchor points" to maybe make it look a little better. But I'm interested in seeing you make a version of it!
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yes - Intermediate Vorarephile
- Posts: 347
- Joined: Tue Jul 10, 2012 12:07 am
- Location: United States
Re: Blender Vore Thread: Resources, Assets, and Techniques
wow, dont know what this tread exist!
to be fair i often see what all new blender users make a HORRIBLE shading\renders. But it a super easy actually!
- volumethic
I dont know why, but in all renders in blemder, which i see, nobody use volumetric! it a pretty simple trick but it really can make your render look cinematic and also can make great cense of scale.
there a simplest tutorial:
https://www.youtube.com/watch?v=Z2ovXJqdOfo
Notes: I recommend you use Principled Volume in world, instead a Volume scatter. Use Density strench around 0.002-0.005, and use Emission (strench about 0,01-0,04. Also i recommend you make a Emission colour a it blue, or orange (for sunset scenes), it really will look realistic
- SSGI
it is a very important part of realism, because it will imitate Cycle`s light bounses. It espeshially important if you use angles from inside a mouth\maw, because usually there is no light and all light inside mounts created by bounces only. Without SSGI it will be unrealistically dark there!
there a good tutorial:
https://www.youtube.com/watch?v=eHa0ALStf-E
DL SSGI build there:
https://n0451.gumroad.com/l/PgyXc
if you dont use SSGI, you can use a irradiance volume for baking a light in your scene!:
https://www.youtube.com/watch?v=9SD0of-mOHo
- SSS
Well, if you watch a most renders of insides in blender, it feel like plastic, not real flesh. It a mostly because you not turned on a Subsurface scattering in shaders, and, also, NOT TURNED ON A SUBSURFACE Translucency! This setting allow lights go through mesh mass (and Translucency allow this light go out from mesh and light next object)
simple tutorial:
https://www.youtube.com/watch?v=GkdySs6aO3E
keep in mind what EEVEE not allow you use SSS and transparent materials in same time, so, try test a different settings of shader for best looking.
- procedural animation
not really, but it a also good element of interesting movements!
https://www.youtube.com/watch?v=w9EUFud9zGE
as you see there, you can make a little camera shaking, but this method work to ANYTHING - like differend body parts, eyes, etc. i use this effect a lot in my animations!
- Wave modifier
it is pretty underrated effect, which i like to use on fleshy elements like stomach. With right setting it will make infinitely waving stomach, tentacles etc,
you can see this effect in my "Sheeva`s flawless victory" animation, in last part with stomach`s scenes where everything is so wavy, include camera (camera been animated procedurally, using noise modifier in Graph editor? so tecnically i can just not animate anything and it still will look and feel pretty dinamic!)
- learn a tutorials!
technically it a most important thing, which you must do before any animation or render - search a good tutorials! Blender is super poverful software, free, and even used in some high-budget cinema or cartoons, so, tecnically, you can easy do same lvl of video! I share there a little bit of YouTube channels which can be super useful for you too!
https://www.youtube.com/c/mrdodobird/videos
https://www.youtube.com/channel/UCuNhGh ... /playlists
https://www.youtube.com/c/CGMatter/playlists
Maybe later i even will share some my assets i use in my works)
to be fair i often see what all new blender users make a HORRIBLE shading\renders. But it a super easy actually!
- volumethic
I dont know why, but in all renders in blemder, which i see, nobody use volumetric! it a pretty simple trick but it really can make your render look cinematic and also can make great cense of scale.
there a simplest tutorial:
https://www.youtube.com/watch?v=Z2ovXJqdOfo
Notes: I recommend you use Principled Volume in world, instead a Volume scatter. Use Density strench around 0.002-0.005, and use Emission (strench about 0,01-0,04. Also i recommend you make a Emission colour a it blue, or orange (for sunset scenes), it really will look realistic
- SSGI
it is a very important part of realism, because it will imitate Cycle`s light bounses. It espeshially important if you use angles from inside a mouth\maw, because usually there is no light and all light inside mounts created by bounces only. Without SSGI it will be unrealistically dark there!
there a good tutorial:
https://www.youtube.com/watch?v=eHa0ALStf-E
DL SSGI build there:
https://n0451.gumroad.com/l/PgyXc
if you dont use SSGI, you can use a irradiance volume for baking a light in your scene!:
https://www.youtube.com/watch?v=9SD0of-mOHo
- SSS
Well, if you watch a most renders of insides in blender, it feel like plastic, not real flesh. It a mostly because you not turned on a Subsurface scattering in shaders, and, also, NOT TURNED ON A SUBSURFACE Translucency! This setting allow lights go through mesh mass (and Translucency allow this light go out from mesh and light next object)
simple tutorial:
https://www.youtube.com/watch?v=GkdySs6aO3E
keep in mind what EEVEE not allow you use SSS and transparent materials in same time, so, try test a different settings of shader for best looking.
- procedural animation
not really, but it a also good element of interesting movements!
https://www.youtube.com/watch?v=w9EUFud9zGE
as you see there, you can make a little camera shaking, but this method work to ANYTHING - like differend body parts, eyes, etc. i use this effect a lot in my animations!
- Wave modifier
it is pretty underrated effect, which i like to use on fleshy elements like stomach. With right setting it will make infinitely waving stomach, tentacles etc,
you can see this effect in my "Sheeva`s flawless victory" animation, in last part with stomach`s scenes where everything is so wavy, include camera (camera been animated procedurally, using noise modifier in Graph editor? so tecnically i can just not animate anything and it still will look and feel pretty dinamic!)
- learn a tutorials!
technically it a most important thing, which you must do before any animation or render - search a good tutorials! Blender is super poverful software, free, and even used in some high-budget cinema or cartoons, so, tecnically, you can easy do same lvl of video! I share there a little bit of YouTube channels which can be super useful for you too!
https://www.youtube.com/c/mrdodobird/videos
https://www.youtube.com/channel/UCuNhGh ... /playlists
https://www.youtube.com/c/CGMatter/playlists
Maybe later i even will share some my assets i use in my works)
Funny fact:
I completely position myself as vore-artist, but practically ALL commisions which I did are devoted to foot-fetish!
WTF, dudes?! xD
I completely position myself as vore-artist, but practically ALL commisions which I did are devoted to foot-fetish!
WTF, dudes?! xD
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Zapor - Somewhat familiar
- Posts: 106
- Joined: Tue Feb 05, 2013 7:41 am
- Location: Russian
Re: Blender Vore Thread: Resources, Assets, and Techniques
Thanks for the explanation!
If you professional paper help free - write to me.
- leoholmes
- New to the forum
- Posts: 1
- Joined: Fri Oct 28, 2022 5:21 am
Re: Blender Vore Thread: Resources, Assets, and Techniques
some sharing of my models:
Vore updated sangineli:
https://smutba.se/project/34744/
Bronty (anime shading only!):
https://smutba.se/project/30369/
Simka (Fixies):
https://open3dlab.com/project/34227/
Sheeva (mk11):
https://open3dlab.com/project/32351/
Asphyxia (Silent Hill) with my added mouth:
https://open3dlab.com/project/31405/
Vore updated sangineli:
https://smutba.se/project/34744/
Bronty (anime shading only!):
https://smutba.se/project/30369/
Simka (Fixies):
https://open3dlab.com/project/34227/
Sheeva (mk11):
https://open3dlab.com/project/32351/
Asphyxia (Silent Hill) with my added mouth:
https://open3dlab.com/project/31405/
Funny fact:
I completely position myself as vore-artist, but practically ALL commisions which I did are devoted to foot-fetish!
WTF, dudes?! xD
I completely position myself as vore-artist, but practically ALL commisions which I did are devoted to foot-fetish!
WTF, dudes?! xD
-
Zapor - Somewhat familiar
- Posts: 106
- Joined: Tue Feb 05, 2013 7:41 am
- Location: Russian
Re: Blender Vore Thread: Resources, Assets, and Techniques
Those garrison assets are great. I don't have the money now, but i'm totally getting it in the future. Maybe try to import them into Daz.
Speaking of Daz. Heres some great belly morphs for the new G9 model.
https://www.renderhub.com/heviestate3d/ ... ain-system
Theres a couple of Daz importers for Blender that aren't too complicated.
Smutbase also has a great collection of anthro'd sub Nautica monsters.
I remember seeing a tutorial for creating bulge effects in Blender with cloth a while back. Anyone know what I'm talking about? It wasn't "How to animate bulges in Blender"
Speaking of Daz. Heres some great belly morphs for the new G9 model.
https://www.renderhub.com/heviestate3d/ ... ain-system
Theres a couple of Daz importers for Blender that aren't too complicated.
Smutbase also has a great collection of anthro'd sub Nautica monsters.
I remember seeing a tutorial for creating bulge effects in Blender with cloth a while back. Anyone know what I'm talking about? It wasn't "How to animate bulges in Blender"
- Gutlover
- Intermediate Vorarephile
- Posts: 340
- Joined: Sat Aug 04, 2012 4:25 pm
Re: Blender Vore Thread: Resources, Assets, and Techniques
Gutlover wrote:Those garrison assets are great. I don't have the money now, but i'm totally getting it in the future. Maybe try to import them into Daz.
Speaking of Daz. Heres some great belly morphs for the new G9 model.
https://www.renderhub.com/heviestate3d/ ... ain-system
Theres a couple of Daz importers for Blender that aren't too complicated.
Smutbase also has a great collection of anthro'd sub Nautica monsters.
I remember seeing a tutorial for creating bulge effects in Blender with cloth a while back. Anyone know what I'm talking about? It wasn't "How to animate bulges in Blender"
There's multiple ways to do it with cloth, just depends on how much you want to use, and if you want to kill your computer or not lol. 54321awesome has a tutorial they made on how to do it using vertex groups with some cloth settings as well: https://www.furaffinity.net/view/38232830/
However, I have figured out how to do this with lattices and soft-body physics! Here's a little tutorial I put together on setting it up, and what it looks like:
https://youtu.be/nxEU1IYywkg
Just eat me ffs
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Borfin - New to the forum
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Re: Blender Vore Thread: Resources, Assets, and Techniques
54321awesome was the one. Thanks. Yours is helpful too.
- Gutlover
- Intermediate Vorarephile
- Posts: 340
- Joined: Sat Aug 04, 2012 4:25 pm
Re: Blender Vore Thread: Resources, Assets, and Techniques
Gutlover wrote:54321awesome was the one. Thanks. Yours is helpful too.
Let me know how it works for ya! I'm excited to see what y'all can make
Just eat me ffs
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Borfin - New to the forum
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- Joined: Sun Oct 17, 2021 6:50 pm
Re: Blender Vore Thread: Resources, Assets, and Techniques
Hey everyone! I'm back with some interesting updates, and hopefully someone can help me out!
I've been trying to figure out the best way to turn all this into a procedural animation (without using shapekeys and whatnot) and I'm so super close! This all uses a combination of geometry nodes, vertex groups, and smoothing modifiers. I'm not using my physics-based thing just yet, as I'm wanting to get this initial thing right. This is for producing a shape that's as accurate to the prey's form as possible, and it's done mostly with Geometry Nodes! Here's what that looks like:
Obviously it needs a lot of work, but it's got the gist of what I'm going for. Here's the node setup. Don't worry, I'll explain what they all do.
Initial Setup Steps
Node Explanations
Modifiers
I'm gonna have to keep fiddling with this, but would love if anyone had ideas on how to get the part where the prey slides down past the chest bones to look a bit smoother. I tried to do something with falloff fields, but it wasn't working as I wanted it to and was just making things more complicated.
Hope y'all have some fun with this too!
I've been trying to figure out the best way to turn all this into a procedural animation (without using shapekeys and whatnot) and I'm so super close! This all uses a combination of geometry nodes, vertex groups, and smoothing modifiers. I'm not using my physics-based thing just yet, as I'm wanting to get this initial thing right. This is for producing a shape that's as accurate to the prey's form as possible, and it's done mostly with Geometry Nodes! Here's what that looks like:
Obviously it needs a lot of work, but it's got the gist of what I'm going for. Here's the node setup. Don't worry, I'll explain what they all do.
Initial Setup Steps
Spoiler: show
Node Explanations
Spoiler: show
Modifiers
Spoiler: show
I'm gonna have to keep fiddling with this, but would love if anyone had ideas on how to get the part where the prey slides down past the chest bones to look a bit smoother. I tried to do something with falloff fields, but it wasn't working as I wanted it to and was just making things more complicated.
Hope y'all have some fun with this too!
Just eat me ffs
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Borfin - New to the forum
- Posts: 15
- Joined: Sun Oct 17, 2021 6:50 pm
Re: Blender Vore Thread: Resources, Assets, and Techniques
Been working on a game lately, I'm hesitant to give any details because it's not a vore game, but it just so happens that some of the techniques I've been trying to achieve with endo animations and bulges fit the theme perfectly.
Two major things that I've learned
1. when making procedural things, the editor can quickly get very laggy. You can "bake" any modifier stack by first enabling the .MDD file export, then exporting a selecting mesh as an .mdd file. Then create a duplicate of the object, clear the modifiers and add a "mesh cache" modifier that loads from your .mdd file. This allows you to have incredibly complex procedural modifier stacks without the lag.
2. You might never get softbody physics to look exactly how you want them to with Blender's current physics engine, but if you create a shaped bulge that moves and then add softbody it gives the surface a jiggly appearance
Here's a geo nodes set up that takes a highly subdivided plane and projects its vertices onto a given object
a few modifiers to create the subdivision and smooth it out
You can adjust those to get varying levels of detailing the bulges
More subdivision means more details are captured by the raycasting. More smoothing with make the details less fine.
I export the animation as an .MDD and then create an identical mesh that has the subdivision modifier applied and everything else removed. (and add a modifier to load the mdd cache.)
Surprisingly, softbody physics can work "after" an MDD cache modifier. Usually softbody physics must come first in the modifier stack so this is not possible without first baking the animation as an MDD.
As usual, the softbody physics is a nightmare to configure. The main thing I did to prevent it from looking like a jiggly mess was to create a vertex group where the rim of the plain is assigned a weight of 1 and everything else a high weight of .6 or something. I also disabled gravity in the scene settings
I use the goal setting in the softbody physics config to select this vertex group and adjust the default to 1.0
I also adjusted the other options there but I didn't test whether it made much of a difference. Softbody is all trial and error.
Two major things that I've learned
1. when making procedural things, the editor can quickly get very laggy. You can "bake" any modifier stack by first enabling the .MDD file export, then exporting a selecting mesh as an .mdd file. Then create a duplicate of the object, clear the modifiers and add a "mesh cache" modifier that loads from your .mdd file. This allows you to have incredibly complex procedural modifier stacks without the lag.
2. You might never get softbody physics to look exactly how you want them to with Blender's current physics engine, but if you create a shaped bulge that moves and then add softbody it gives the surface a jiggly appearance
Here's a geo nodes set up that takes a highly subdivided plane and projects its vertices onto a given object
a few modifiers to create the subdivision and smooth it out
You can adjust those to get varying levels of detailing the bulges
More subdivision means more details are captured by the raycasting. More smoothing with make the details less fine.
I export the animation as an .MDD and then create an identical mesh that has the subdivision modifier applied and everything else removed. (and add a modifier to load the mdd cache.)
Surprisingly, softbody physics can work "after" an MDD cache modifier. Usually softbody physics must come first in the modifier stack so this is not possible without first baking the animation as an MDD.
As usual, the softbody physics is a nightmare to configure. The main thing I did to prevent it from looking like a jiggly mess was to create a vertex group where the rim of the plain is assigned a weight of 1 and everything else a high weight of .6 or something. I also disabled gravity in the scene settings
I use the goal setting in the softbody physics config to select this vertex group and adjust the default to 1.0
I also adjusted the other options there but I didn't test whether it made much of a difference. Softbody is all trial and error.
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fieldmousse - Participator
- Posts: 218
- Joined: Tue May 16, 2017 12:34 am
Re: Blender Vore Thread: Resources, Assets, and Techniques
Also, here's a link to an animation
https://www.youtube.com/watch?v=t_fSC2z1ZAU
https://www.youtube.com/watch?v=t_fSC2z1ZAU
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fieldmousse - Participator
- Posts: 218
- Joined: Tue May 16, 2017 12:34 am
Re: Blender Vore Thread: Resources, Assets, and Techniques
New feature in a beta branch of Blender which is pretty interesting for vore modeling
https://www.youtube.com/watch?v=mnSg5iOS4QU
https://www.youtube.com/watch?v=mnSg5iOS4QU
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fieldmousse - Participator
- Posts: 218
- Joined: Tue May 16, 2017 12:34 am
Re: Blender Vore Thread: Resources, Assets, and Techniques
fieldmousse wrote:Also, here's a link to an animation
https://www.youtube.com/watch?v=t_fSC2z1ZAU
Thanks for all that above, but this link doesn't seem to work :O
Just eat me ffs
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Borfin - New to the forum
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Re: Blender Vore Thread: Resources, Assets, and Techniques
oops, that should fix it
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fieldmousse - Participator
- Posts: 218
- Joined: Tue May 16, 2017 12:34 am
Re: Blender Vore Thread: Resources, Assets, and Techniques
this is EXACTLY relevant to my needs
I can eat anything and spit up any common trash item to use it.
Also I can flap in the air like Mario with a cape.
Also I can flap in the air like Mario with a cape.
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ortDBrie - New to the forum
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- Joined: Fri Dec 09, 2022 12:58 pm
Re: Blender Vore Thread: Resources, Assets, and Techniques
So, there's a bunch of giantess and/or vore 3D props for sale here. I grabbed some of them. Good models for the GI tract, the stomach, the vagina and uterus, and even a milk duct. And some other ones that didn't interest me as much.
https://itch.io/s/82425/giant-assets-bundle
https://itch.io/s/82425/giant-assets-bundle
- tuc1357
- Somewhat familiar
- Posts: 74
- Joined: Tue Sep 18, 2007 11:00 pm
Re: Blender Vore Thread: Resources, Assets, and Techniques
tuc1357 wrote:So, there's a bunch of giantess and/or vore 3D props for sale here. I grabbed some of them. Good models for the GI tract, the stomach, the vagina and uterus, and even a milk duct. And some other ones that didn't interest me as much.
https://itch.io/s/82425/giant-assets-bundle
Any info on the formats provided? I'd be interested in the texturing
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fieldmousse - Participator
- Posts: 218
- Joined: Tue May 16, 2017 12:34 am
Re: Blender Vore Thread: Resources, Assets, and Techniques
Hey guys, I tried asking an IA about tips for vore animation and surprisingly, it was pretty good. I used chat gpt and I asked generaly how to make a vore animation in maya(I'm not very good with blender) and then I asked for more specifics about the belly and it understand pretty well what I mean.
Here is the quick chat I had and I am pretty sure it could go in more details and answer for other software like blender as well.
ME:
And if I want to make a vore animation in maya, so that you see the volume of the prey being swallowed by the predator, and then seeing a moving shape in the belly of the predator
ChatGPT:
Creating a vore animation in Maya can be a complex process, but here are the general steps you could take to create an animation where you see the volume of the prey being swallowed by the predator and then a moving shape in the belly of the predator:
1 Create the models of the predator and prey: First, you'll need to create the 3D models of the predator and prey in Maya. Make sure to give them appropriate shapes and textures to fit your desired style.
2 Create an animation of the swallowing motion: Once you have the models, you can create an animation of the predator swallowing the prey. You can use a combination of translation and scaling to create the effect of the prey being swallowed. Be sure to take into account the perspective of the camera and the angle at which the animation will be viewed.
3 Create a separate 3D model of the prey inside the predator: After the prey is swallowed, you'll need to create a separate 3D model of the prey inside the predator's belly. This will allow you to animate the movement of the prey inside the belly separately from the predator's movements. Make sure to give the inside model appropriate textures and shapes as well.
4 Animate the movement of the prey inside the belly: Once you have the inside model, you can animate the movement of the prey inside the predator's belly. You can use a combination of scaling, translation, and deformation to create the effect of the prey moving around inside the belly. Be sure to take into account the perspective of the camera and the angle at which the animation will be viewed.
5 Adjust the lighting and camera: Once you have the models and animation, you can adjust the lighting and camera to create the desired atmosphere and mood for the animation. You can use Maya's lighting and camera tools to adjust the position, angle, and intensity of the light sources and camera.
6 Render the animation: Finally, you can render the animation using Maya's rendering tools. Make sure to adjust the render settings to create the desired resolution and quality for the animation.
Creating a vore animation in Maya can be a challenging and time-consuming process, but with the right tools and techniques, you can create a convincing and engaging animation.
ME:
but more specifically for the belly, what tools in maya should I use to make the deformation of a struggleling prey inside the belly of the predator for an outside view
ChatGPT:
To create the deformation of a struggling prey inside the belly of the predator in Maya, you can use a combination of techniques, such as blend shapes, soft body dynamics, and cloth simulations. Here's how you can use these tools to achieve the desired effect:
1 Create a blend shape for the belly: A blend shape is a deformation that can be applied to a mesh to create the effect of morphing it into a different shape. In this case, you can create a blend shape for the belly of the predator that will be deformed as the prey struggles inside. To do this, create a duplicate of the belly mesh and use Maya's sculpting tools to create the desired deformation. Then, use the blend shape editor to create a blend shape that can be animated.
2 Apply soft body dynamics to the belly: Soft body dynamics is a simulation that can be applied to a mesh to create the effect of deformations caused by external forces. In this case, you can use soft body dynamics to create the effect of the belly bouncing and deforming as the prey struggles inside. To do this, select the belly mesh and go to the dynamics menu. Enable soft body dynamics and adjust the settings to create the desired level of elasticity and damping.
3 Apply cloth simulation to the prey: Cloth simulation is a simulation that can be applied to a mesh to create the effect of it behaving like a piece of cloth. In this case, you can use cloth simulation to create the effect of the prey's body moving and stretching inside the belly of the predator. To do this, create a duplicate of the prey mesh and apply cloth simulation to it. Adjust the settings to create the desired level of stiffness and stretchiness.
4 Use a lattice to control the deformation: A lattice is a deformation object that can be applied to a mesh to create the effect of a flexible frame that can be used to manipulate the mesh. In this case, you can use a lattice to control the deformation of the prey mesh inside the belly. To do this, create a lattice object and apply it to the prey mesh. Then, use the lattice points to manipulate the mesh and create the desired deformation.
By combining these techniques, you can create a convincing and dynamic deformation of the prey inside the belly of the predator. Keep in mind that this process can be complex and may require some experimentation to achieve the desired effect.
This chat took what ? 10 minutes, and its free, so if you feel like it, give i a try, it might give you some inspiration.
Here is the quick chat I had and I am pretty sure it could go in more details and answer for other software like blender as well.
ME:
And if I want to make a vore animation in maya, so that you see the volume of the prey being swallowed by the predator, and then seeing a moving shape in the belly of the predator
ChatGPT:
Creating a vore animation in Maya can be a complex process, but here are the general steps you could take to create an animation where you see the volume of the prey being swallowed by the predator and then a moving shape in the belly of the predator:
1 Create the models of the predator and prey: First, you'll need to create the 3D models of the predator and prey in Maya. Make sure to give them appropriate shapes and textures to fit your desired style.
2 Create an animation of the swallowing motion: Once you have the models, you can create an animation of the predator swallowing the prey. You can use a combination of translation and scaling to create the effect of the prey being swallowed. Be sure to take into account the perspective of the camera and the angle at which the animation will be viewed.
3 Create a separate 3D model of the prey inside the predator: After the prey is swallowed, you'll need to create a separate 3D model of the prey inside the predator's belly. This will allow you to animate the movement of the prey inside the belly separately from the predator's movements. Make sure to give the inside model appropriate textures and shapes as well.
4 Animate the movement of the prey inside the belly: Once you have the inside model, you can animate the movement of the prey inside the predator's belly. You can use a combination of scaling, translation, and deformation to create the effect of the prey moving around inside the belly. Be sure to take into account the perspective of the camera and the angle at which the animation will be viewed.
5 Adjust the lighting and camera: Once you have the models and animation, you can adjust the lighting and camera to create the desired atmosphere and mood for the animation. You can use Maya's lighting and camera tools to adjust the position, angle, and intensity of the light sources and camera.
6 Render the animation: Finally, you can render the animation using Maya's rendering tools. Make sure to adjust the render settings to create the desired resolution and quality for the animation.
Creating a vore animation in Maya can be a challenging and time-consuming process, but with the right tools and techniques, you can create a convincing and engaging animation.
ME:
but more specifically for the belly, what tools in maya should I use to make the deformation of a struggleling prey inside the belly of the predator for an outside view
ChatGPT:
To create the deformation of a struggling prey inside the belly of the predator in Maya, you can use a combination of techniques, such as blend shapes, soft body dynamics, and cloth simulations. Here's how you can use these tools to achieve the desired effect:
1 Create a blend shape for the belly: A blend shape is a deformation that can be applied to a mesh to create the effect of morphing it into a different shape. In this case, you can create a blend shape for the belly of the predator that will be deformed as the prey struggles inside. To do this, create a duplicate of the belly mesh and use Maya's sculpting tools to create the desired deformation. Then, use the blend shape editor to create a blend shape that can be animated.
2 Apply soft body dynamics to the belly: Soft body dynamics is a simulation that can be applied to a mesh to create the effect of deformations caused by external forces. In this case, you can use soft body dynamics to create the effect of the belly bouncing and deforming as the prey struggles inside. To do this, select the belly mesh and go to the dynamics menu. Enable soft body dynamics and adjust the settings to create the desired level of elasticity and damping.
3 Apply cloth simulation to the prey: Cloth simulation is a simulation that can be applied to a mesh to create the effect of it behaving like a piece of cloth. In this case, you can use cloth simulation to create the effect of the prey's body moving and stretching inside the belly of the predator. To do this, create a duplicate of the prey mesh and apply cloth simulation to it. Adjust the settings to create the desired level of stiffness and stretchiness.
4 Use a lattice to control the deformation: A lattice is a deformation object that can be applied to a mesh to create the effect of a flexible frame that can be used to manipulate the mesh. In this case, you can use a lattice to control the deformation of the prey mesh inside the belly. To do this, create a lattice object and apply it to the prey mesh. Then, use the lattice points to manipulate the mesh and create the desired deformation.
By combining these techniques, you can create a convincing and dynamic deformation of the prey inside the belly of the predator. Keep in mind that this process can be complex and may require some experimentation to achieve the desired effect.
This chat took what ? 10 minutes, and its free, so if you feel like it, give i a try, it might give you some inspiration.
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