Updating Untied Verbeger's 3D Models
Posted: Wed Oct 20, 2021 5:07 pm
I've decided that I very, very much want to get back into animation, but I'm still learning how to sculpt characters and I just really needed to get a project going, so here I am!!!
One of my favorite vore animators had released almost all of his models for free for anyone to use and modify (Under a CC0 license, which is public domain if you were curious) and upon loading them up in Blender, they're good, but they could be so much better for animating! For the past 2 days I've been in a huge Blender deep-dive, and this is what I've been able to come up with. I'll be updating the models here and putting them out for people to use once I'm happy with it all, and of course I'm gonna get into making animations of my own too!
Here's what's been done so far, and the reason why:
Horse Man Model:
First problem: Animating with just bones is ok for starters, but in order to get things done faster and MUCH easier, drivers/controllers are important. My favorite character models to use are ones that have a bunch of different controllers that I can just grab, move, keyframe, and be done! Moving a whole limb in just one go is fantastic. However, I noticed that with this guy the controls were severely lacking on multiple parts, one of which was his dick! It only has a few bones attached to it, and another bone for opening up the sheath, nothing else. I need something a bit more robust otherwise I'm gonna have to be animating 10 different things to just get his weiner out! So, I made the Dick Switch©! It's a controller bone that when rotated, turns him on! (Get it yet?)
Explanation for how it was done:
Second Problem: He's got a great booty hole, but it's just not practical for anything to go into it, penises and people included! Let me show you:
It's got 4 bones that control the deformation, but animating these 4 bones individually would be pretty tedious anytime something (or someone) was moving around in there! So, what do we do? Action constraints? Not this time! This time, we're gonna use the "Limit Distance" constraint.
Explanation:
Third Problem: There was nothing in place for any bulging! I was kinda surprised at this, because in his other animations with this horse model, his neck clearly bulges when he swallows down his prey. Luckily, it's a really easy thing to add/fix, with no not action constraints, but a Cast Modifier on the mesh!
Explanation:
I'll be adding more improvements to these models over time, and I'll be uploading them when I'm finished, so if you've been wanting to use some 3D vore models but want a few quality of life updates, keep an eye on this!
Dragon Model:
Man what a hunk, right? I haven't quite done anything with him yet, but I will soon! A lot of the things that need done are the same issues that were on the horse, so that's just a simple matter of setting them up for the dragon model specifically. The dragon though, has a few different things to them. They have an entire throat and stomach model, along with a booty hole and inside of that, and they also have a slit instead of a sheath for their dick.
The throat model I can change to how the horse's swallow works, using a cast modifier to deform the mesh around whichever controller object is used (Hopefully prey ). Then, if I plan on doing internal shots, either have the stomach deform with smaller cast modifiers around the specific body parts that the prey uses to push on the stomach, or something akin to that.
As far as his slit goes, instead of being one bone that just stretches out the mesh, this one actually has bones on each side that move. But, that means we can use the Limit Distance modifier much like we did on the horse's booty hole! I'd just need to set the target object to be his dick, and once I have all the action constraints setup for the Dick Switch©, the dick coming out will just move the slit apart. It would also allow for our dragon dude to have some fun with prey who might get a little too curious about what's under that slit...
He's also got wings, but it looks all manual and they don't have an IK chain setup, so I'll add that to make animating them a bit easier. Another thing, I don't really know how Untied_Verbeger setup how the actual wings deform. The mesh has a MeshDeform modifier that's attached to the WingDeform object, so I assume that it's just there to keep the wings from clipping in on themselves, but they don't actually flap or really look like how wings should, so I'll be adding a cloth simulation to them for if I do anything with him flying.
Legs and arms have IK, but they aren't setup to have the pole be separate from the leg controller, so I'll change that. Other than that there's not much I'd want to change or add to him.
Male Ferret Model:
WOW! This is his latest model and he REALLY stepped up his game from the previous 2. Controllers galore, targets, pointers, etc. I'm not really gonna have to do much for this guy, save for making an action for his dick to pop out, but otherwise this one is great!
There's a few more, but they're pretty old and have much of the same problems as the Horse model. I'll add more on to this later with the other models, but for now that's it! See you all next update
One of my favorite vore animators had released almost all of his models for free for anyone to use and modify (Under a CC0 license, which is public domain if you were curious) and upon loading them up in Blender, they're good, but they could be so much better for animating! For the past 2 days I've been in a huge Blender deep-dive, and this is what I've been able to come up with. I'll be updating the models here and putting them out for people to use once I'm happy with it all, and of course I'm gonna get into making animations of my own too!
Here's what's been done so far, and the reason why:
Horse Man Model:
First problem: Animating with just bones is ok for starters, but in order to get things done faster and MUCH easier, drivers/controllers are important. My favorite character models to use are ones that have a bunch of different controllers that I can just grab, move, keyframe, and be done! Moving a whole limb in just one go is fantastic. However, I noticed that with this guy the controls were severely lacking on multiple parts, one of which was his dick! It only has a few bones attached to it, and another bone for opening up the sheath, nothing else. I need something a bit more robust otherwise I'm gonna have to be animating 10 different things to just get his weiner out! So, I made the Dick Switch©! It's a controller bone that when rotated, turns him on! (Get it yet?)
Spoiler: show
Explanation for how it was done:
Spoiler: show
Second Problem: He's got a great booty hole, but it's just not practical for anything to go into it, penises and people included! Let me show you:
Spoiler: show
It's got 4 bones that control the deformation, but animating these 4 bones individually would be pretty tedious anytime something (or someone) was moving around in there! So, what do we do? Action constraints? Not this time! This time, we're gonna use the "Limit Distance" constraint.
Explanation:
Spoiler: show
Third Problem: There was nothing in place for any bulging! I was kinda surprised at this, because in his other animations with this horse model, his neck clearly bulges when he swallows down his prey. Luckily, it's a really easy thing to add/fix, with no not action constraints, but a Cast Modifier on the mesh!
Explanation:
Spoiler: show
I'll be adding more improvements to these models over time, and I'll be uploading them when I'm finished, so if you've been wanting to use some 3D vore models but want a few quality of life updates, keep an eye on this!
Dragon Model:
Man what a hunk, right? I haven't quite done anything with him yet, but I will soon! A lot of the things that need done are the same issues that were on the horse, so that's just a simple matter of setting them up for the dragon model specifically. The dragon though, has a few different things to them. They have an entire throat and stomach model, along with a booty hole and inside of that, and they also have a slit instead of a sheath for their dick.
The throat model I can change to how the horse's swallow works, using a cast modifier to deform the mesh around whichever controller object is used (Hopefully prey ). Then, if I plan on doing internal shots, either have the stomach deform with smaller cast modifiers around the specific body parts that the prey uses to push on the stomach, or something akin to that.
As far as his slit goes, instead of being one bone that just stretches out the mesh, this one actually has bones on each side that move. But, that means we can use the Limit Distance modifier much like we did on the horse's booty hole! I'd just need to set the target object to be his dick, and once I have all the action constraints setup for the Dick Switch©, the dick coming out will just move the slit apart. It would also allow for our dragon dude to have some fun with prey who might get a little too curious about what's under that slit...
He's also got wings, but it looks all manual and they don't have an IK chain setup, so I'll add that to make animating them a bit easier. Another thing, I don't really know how Untied_Verbeger setup how the actual wings deform. The mesh has a MeshDeform modifier that's attached to the WingDeform object, so I assume that it's just there to keep the wings from clipping in on themselves, but they don't actually flap or really look like how wings should, so I'll be adding a cloth simulation to them for if I do anything with him flying.
Legs and arms have IK, but they aren't setup to have the pole be separate from the leg controller, so I'll change that. Other than that there's not much I'd want to change or add to him.
Male Ferret Model:
WOW! This is his latest model and he REALLY stepped up his game from the previous 2. Controllers galore, targets, pointers, etc. I'm not really gonna have to do much for this guy, save for making an action for his dick to pop out, but otherwise this one is great!
There's a few more, but they're pretty old and have much of the same problems as the Horse model. I'll add more on to this later with the other models, but for now that's it! See you all next update