EDIT: Once the tech"s done I"ll give her a makeover to look actually attractive.
Another year, another ~800 hours of coding and R&D. It"s my goal to build pay comic quality transformation scenes as interactive VR simulations, so I spent this year developing:
1) Full body flesh simulation! This isn"t just a few jiggle bones slapped in- Her mesh isn"t even rigged, in a traditional sense. I animate a physical skeleton inside of her and let her layers of flesh simulate around it, Hollywood style. (This might actually be a world first in video games.) It still needs a few hundred hours of work, more physics passes and detailed tuning, but hey, it works on mobile VR.
2) Soft shadows! I want to match my soft pay comic coloring and that"s about impossible to do with normal game lighting, especially on mobile. So I rolled a custom system for ambient occlusion based on bone distances, which might grow into full soft shading.
3) VR animation tools! Pixar animators only manage 10-15 seconds of character animation per week, and I want TF faster than that. Mouse and monitor are just awful as a 3D interface, so I made VR animation tools that export the product to PC. I think there"s massive untapped potential here.
4) Finger tracking! The VR headset I"m aiming at, a $400 stand-alone system called the Oculus Quest, just added vision based finger tracking. It"s rough, but it"ll be great for porn =3
Caveats:
-Hopefully it goes without saying, but these are just test models- Programmer art really. I still need to, you know, build a game around this technology.
-There"s a serious issue with SOME mobile GPUs that threatens to tank the Oculus Quest as a platform: On some phone chips, Compute Shaders miss threads semi-randomly, making the simulation explode. I"ve got a list of which phones work or fail here, and a download if you want to test it on yours and report back.
(-And I"m including the polishing work from this January in that 800 hours number, and a bit of discussion time. fite me)
I just can"t find anything online to fix this processor issue, and I"ve been trying since July. If anyone has an idea, message me for the love of god. I"d be willing to pay an expert for help on this advanced shader stuff.
Big thanks again to Bio and NonRandomName for all the help. Now it"s time for pay comics, to pay for this years R&D. (I"m thinking I"ll do more drawing and less coding this year, I"m kind of sick of being broke.) Here"s last year, if you want to see the progress and larger vision at play here.
Another year, another ~800 hours of coding and R&D. It"s my goal to build pay comic quality transformation scenes as interactive VR simulations, so I spent this year developing:
1) Full body flesh simulation! This isn"t just a few jiggle bones slapped in- Her mesh isn"t even rigged, in a traditional sense. I animate a physical skeleton inside of her and let her layers of flesh simulate around it, Hollywood style. (This might actually be a world first in video games.) It still needs a few hundred hours of work, more physics passes and detailed tuning, but hey, it works on mobile VR.
2) Soft shadows! I want to match my soft pay comic coloring and that"s about impossible to do with normal game lighting, especially on mobile. So I rolled a custom system for ambient occlusion based on bone distances, which might grow into full soft shading.
3) VR animation tools! Pixar animators only manage 10-15 seconds of character animation per week, and I want TF faster than that. Mouse and monitor are just awful as a 3D interface, so I made VR animation tools that export the product to PC. I think there"s massive untapped potential here.
4) Finger tracking! The VR headset I"m aiming at, a $400 stand-alone system called the Oculus Quest, just added vision based finger tracking. It"s rough, but it"ll be great for porn =3
Caveats:
-Hopefully it goes without saying, but these are just test models- Programmer art really. I still need to, you know, build a game around this technology.
-There"s a serious issue with SOME mobile GPUs that threatens to tank the Oculus Quest as a platform: On some phone chips, Compute Shaders miss threads semi-randomly, making the simulation explode. I"ve got a list of which phones work or fail here, and a download if you want to test it on yours and report back.
(-And I"m including the polishing work from this January in that 800 hours number, and a bit of discussion time. fite me)
I just can"t find anything online to fix this processor issue, and I"ve been trying since July. If anyone has an idea, message me for the love of god. I"d be willing to pay an expert for help on this advanced shader stuff.
Big thanks again to Bio and NonRandomName for all the help. Now it"s time for pay comics, to pay for this years R&D. (I"m thinking I"ll do more drawing and less coding this year, I"m kind of sick of being broke.) Here"s last year, if you want to see the progress and larger vision at play here.
Category All / Abstract
Species Unspecified / Any
Gender Any
Size 590 x 494px
File Size 9.98 MB
It will be. You really need stretch limits on the skin and internals plus volume preservation to get things looking sexy. But hey, the groundwork's there =P
Yeah I understand why other people have been taking shortcuts- Spending years on soft body physics isn't fun. But in my opinion? You're never going to have good naked characters until it's functional. Hollywood's known this for years.
This. this is one of the games i am looking most forward to. like over all.
Hope I don't disappoint =P
One of these years the game will finally look sexy, and then I'll put it on patreon and it'll just be years and years of hot VR animations and TF gameplay.
One of these years the game will finally look sexy, and then I'll put it on patreon and it'll just be years and years of hot VR animations and TF gameplay.
This is amazing progress, dude this is so impressive!
I'm very excited to see where you go with this, I don't do much 3d gamedev myself but I can tell that this tech has a lot of potential.
I seriously think this is the missing piece to making really good 3D game characters, ESPECIALLY if lots of skin is showing. Hollywood's been simulating it for years for CGI creatures and it makes Such a difference.
I can't say how inspiring it is to see your continued work and progress on this, Bendz. Despite the difficulties involved you're making this a reality! Seeing your hard work and continued perseverance into making this really gives me a greater desire to have more confidence in pursuing my own projects.
The future holds great things, I just know it. Never give up!
The future holds great things, I just know it. Never give up!
Thanks. Good luck with your projects, hope they don't take 6 years like this one is doing =P
The effect is kind of simplistic right now... Real boobs are actually quite complex, and shaped by internal ligaments and skin hitting their stretch limits. I'll need to code in a system for that, and volume preservation, then turn the base stiffness way down.
Basically imagine my pay comics, but in VR. I'll be starting with less interactive content and increasing the complexity over the years. Hotness comes first.
My current target platform costs $400 and doesn't need a computer or phone, and it'll only get cheaper from here on out =) And yeah in my opinion, until we nail soft body simulation, 3D naked characters will never look right. This project Might succeed in opening Pandoras box 8}
Are you considering patenting any of these dev tools youre making?
I don't think you can patent algorithms or tool concepts like this..? But I might hold off on releasing the source code for quite a while, to make use of the advantage I'm building.
Yeah Im not the person to know either. Patent law is %%%%ing wiiiiierd. But there are folks who do nothing but develop and license software tools out there, so there must be some money in it.
holy crap it is geting there :D (I do hope though you can have multiple breasts <3 and get pregers lol (and be very milky) 0..0
Of course it'll support multiboobs =P Preggers and hyper might be a bit trickier, and thus delayed in lieu of stuff I find hotter, but we'll see. (Also decent real time fluid sims might be out of the question in mobile VR for many years)
No. Been working on it on and off for 6 years, but making new tech is time consuming.
You are really going for it. I don't know what to say but I am shocked and fully on board with your ambition.
I can tell you right now you can set a perfect example to a studio and likely get some extra pay. It would be pointless to sell them a licence for the program or anything like that sense there are already 3D animation software used in this but all the code you put into this could really speed up any animation production and likely can show off better camera angles.
I think you have it backward; No one has code to run full character soft body flesh simulation fast enough for video games, right now. That's what this project achieves that is unique, and if I were interested in non-porn applications then selling software licenses/plugins would be a good avenue.
Still, having that kind of experience does give you an edge over other people's ideas. Just don't expect that because you researching it now doesn't mean it has no value in the meantime. Plenty would love to find out how to get a character to move like that and still have enough left over for any kind of 'expected fast movement.'
First off, I'm really excited for this.
Second, I find it funny how these literally groundbreaking VR innovations are being made by one guy so they can make a porn game.
(PS. There's this game for Oculus called 'Boneworks' that has a really good physics system, you might want to check that out)
Second, I find it funny how these literally groundbreaking VR innovations are being made by one guy so they can make a porn game.
(PS. There's this game for Oculus called 'Boneworks' that has a really good physics system, you might want to check that out)
Porn drives invention =P
Yeah I've been meaning to try that again, I really did not like the first few levels on Vive. Half Life Alex is also coming, which might be similar. Though, I've messed with similar physical character animation already and unity's physics seem limiting.
Yeah I've been meaning to try that again, I really did not like the first few levels on Vive. Half Life Alex is also coming, which might be similar. Though, I've messed with similar physical character animation already and unity's physics seem limiting.
I'm really excited for this. It's a long way off I know, but it's coming along and I really want to see it finished.
I was thinking about this post recently and I just had an idea..
What if a haptic suit was utilized to sort of emulate the feeling of boobs? For example, have the default output of the suit on a chest area when something collides with it be relatively weak, but if there's a tgtf then the output could be massively increased and the colliding area expanded.
It's probably something that shouldn't be high priority but I think the idea's neat.
What if a haptic suit was utilized to sort of emulate the feeling of boobs? For example, have the default output of the suit on a chest area when something collides with it be relatively weak, but if there's a tgtf then the output could be massively increased and the colliding area expanded.
It's probably something that shouldn't be high priority but I think the idea's neat.
You could totally license this tech to other studios, especially since it seems really well optimized
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