I love these! "Missionary Legs Up Tied Up V2" is definitely my new favorite animtools position.
So, naturally, I tried to mess with it a little. (If it ain't broke, fix it, right?) I prefer when positions have enough range of motion that you can pull out if you want to, so the pleasure counter isn't always going up, and I wanted to be able to make the guy cum on the girl's body, so I moved back both starting points and lessened the guy's starting angle a little. Here's what I came up with:
Ive been fixing some animation issues whit this position and ended up really smooth and cool hope you guys enjoy it, works whit most body mods and bodies if not, just fix edit the Y to make it compatible i will be releasing a new resistance version l8r
I made a few (well a lot) of Her dominant positions, I'll post them all here once I've finished fleshing them out. The main problem I'm having is that when you turn auto mode on, sometimes the characters spasm the fuck out, but it still works fine manually. After playing around with the animtools settings for a while I've found a few things that help:
* Decreasing the characters' range of motion
* Resetting all vigor settings
* Disabling his arm
But those kind of limit me on what I can do position wise. Anyone know of any better fixes for this?
I've found that auto mode and animtools just generally don't play well together. Even when characters don't fall through the ground, sometimes their starting resistance means that the characters don't move at all. I get what you're going for, turning auto mode on for Her dominant positions, but you might want to just stick with manual mode.
(Also, I am quite looking forward to seeing your positions)
Is there some patch that makes dynamic hairs behave normally even when they're rotated? The only alternative I can think of is to rotate the entire scene and change the angle of every character and prop to make it look level.
A dynamic hairstyle is usually drawn in a specific orientation, and cannot function outside of that orientation. If you flip the character upside down, then we'd expect some hair strands to become inverted and display different layering or shading patterns. If the character's ears are normally concealed by her hair, then they might now become visible. This would involve a lot of work for the animator, and there many anime hairstyles which cannot be flipped via simple physics (regardless of animation effort) because the default shape is totally physics-defying to begin with. Pokemon provides a few notable examples.
The only alternative I can think of is to rotate the entire scene and change the angle of every character and prop to make it look level.
Animtools allows you to rotate the gravity of the game to compensate for scene rotation, so that the vector can point from the girl's head towards her feet. If this is done correctly, her hair would tend to fall across her face in the "normal" way, although this "normal" hair will still look very weird if she's upside-down. This gravity-shift will also influence semen strands, with potentially bizarre results (such as "cumshot halts in mid-air, and then turns around and falls back towards the guy instead of landing on the girl").sby
has decoupled the hair-gravity and strand-gravity options, so this criticism is no longer valid
The typical advice is: "use a static hairstyle if you're going to twist the characters into creative poses." But if you really like a particular hairstyle, and you're willing to spend a few minutes tinkering in Animtools, then you may be able to achieve an acceptable result.
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Your specific example doesn't really work for me. The Hinata hairstyle forms a vertical line pointing towards the bottom of the game window. It certainly clips through her body, but it doesn't do anything that I would describe as "floating." So perhaps there's a separate error or misunderstanding here.
I'll compile a few positions I made and post them maybe sometime within the next 2-4 days. Was supposed to do this a month ago but I got really busy with IRL shit.
I was more referring to the sidelocks, visible here. (Gyazo - 2f569762a99860701986f8d08be3bcd3.png) I guess I see how the angled gravity force function works now, though. I wasn't thinking about how much of the hair was actually behaving correctly.
Kinda makes me wish there was a Hinata static hair, but I'll make do. Thanks for your help.
I was screwing around in the editor and ended up having the guy jump up and down like an Oompa Loompa while the girl's head floated in mid air 3 feet from her body. T'was fun.
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