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Ask me anything

Anonymous

May 15, 2020

You mentioned a few months ago that you were planning a schedule shake up in 2021 for Blue Star Episode 4. Any news on that? Have you decided against it?

LordAardvark

Not definitively, but it's not looking good.

I want to split the number of videos I do in half for 2021. The Phazon hexology and Rabbit.Hole are likely the only Short videos I will make next year, while I continue to work on Hiveship as the current Long.

What's to be decided is what to do with the other half. Right now, the decision to be made is between doing some Unity experimentation and working toward my long-term goals of making games, or working on Blue Star Episode 4 alongside Hiveship.

And I don't know which way I will ultimately lean.

Anonymous

May 12, 2020

So analyzing the Daz V5 Dev Kit [Preview 1] I noticed that the bones have been reoriented, various body parts have been subdivided, and the bone names follow the SFM naming convention. My question is if I wanted to take a Genesis 3 Female of my own design and convert it to Daz v5, what other changes would I have to make to either the mesh or the armature? Will information in the Documentation cover the creation of new body types from scratch? I would like to implement as much of Daz v5 into my future models, having an idea of what modifications are needed would be quite useful.

LordAardvark

Ideally, I will be able to find a solution to include the Daz Genesis 3 Body Morphs kit that I have ported over to DazV5, so that people can create any body they want directly onto DazV5. As it is right now, people have to either just freehand the body sculpting, or else port the shapes themselves, which can be a challenge due to the topological challenges. In a nutshell, using 3dsMax terminology (you'll have to find analogues for Blender or whatever program you use), you have to export all of the Genesis 3 shapes as morphs on the original Genesis 3 body, Skinwrap the DazV5 base body onto the Genesis 3 body, then transpose and correct each individual shape. It's not a small task.

Either way, as for character heads, you just need to headhack them onto the DazV5 body, same as any other character model.

You also missed a very important part in your analysis: the reorientation, subdivision, and naming convention are all aesthetic changes. The biggest change to DazV5 is that virtually every vertex on the body has been rerigged in some way. Some minor changes, others (like the ass, which isn't even rigged on the original Genesis 3 body) have been completely rerigged. And then, of course, the genital mesh has been installed seamlessly.

I don't know which would be more work: transposing the Genesis 3 morphs to the DazV5 body, or transposing an entirely new Genesis 3 body to the DazV5 standard. But both of them are an exorbitant amount of work. That is a creative roadblock I am aware of, but my hands are tied right now in regards to licensing issues with the Genesis 3 Body Morphs that I use.

Sorry.

Anonymous

May 10, 2020

Hi Lord! What tools are you using to make the 3D stuff, you make :) ? Could be possible eventually to make it with an iPad pro?

LordAardvark

I use 3dsMax. Blender is a powerful free alternative. I don't think either work on Apple products very well, but you'd have to look.

Anonymous

May 10, 2020

Hey Ardvark, I really like the SFM work you do and how smooth it is. I was interested in learning 3d animation myself. I don't have any experience whatsoever animating in 3d or toying around with 3D models in SFM or blender or whatever. If I wanted to get into 3d Modeling or getting my first step into it, what do you think would be my best bet? should I take classes in college? watch certain tutorials onlines? what do you think?

LordAardvark

Whatever works best for you. Some people learn better in classroom settings. Other people, from online tutorials and such. Others yet, such as myself, from just getting knee-deep in the muck and figuring out what I need to learn to achieve some goal.

Anonymous

May 9, 2020

Thanks for answer about JascAnimationShop, t'was very helpfull. I have another question, if you don't mind. 1. I create animset for new model (elizabeth curvy daz v4, or BAS version) 1.2 load rig or not it doesn't matter 2. lets say i need make key frame for the whole character, i select model, go into graph editor, set at zero and press "M" and what i see - almost all face strangely move a little bit aside, it looks like idk, some desease or something alike xD 3. If i just delete that keyframe (select it and press "delete") face will still be bugged, but if i Undo key frame creation, face will be normal until i create another key frame. After some search and experiments i find that this bug happens if i create key frame for "GenericHumanDummyHead" or for "GenericHuman_C_jawJnt", another "bones" didn't broke like this two. I checked it with Quiet model, she's ok, but there is no that 2 bones, i guess that make it works ok. i guess i can just avoid that 2 bones and create key frames for all excluding these 2, and it'l be ok, but i have already half of work done with one animation and then i saw that jaws and faces freaking out Maybe you have some thoughts about how i can fix that if i don't want to do all work from the start? or some "patch" for model that fix that thing, for, you know, convenience. again, sorry if there is some kind of mistakes in text, english isn't my native language, but i trying doublecheck for it. Thanks in advance. And i wish you very best of health.

LordAardvark

I noticed that with Elizabeth when I was making Fair Market Value. Even the DazV4.5 version I made for No Gods, No Kings has the issue.

I don't know what causes it, nor do I know how to fix it. The best advice I have is "don't have the face-bones selected when you make keyframes."

I'm not sure if newer models have it. It's not something I test for.

Anonymous

May 5, 2020

When do you plan to release a new movie?

LordAardvark

Rabbit.Hole Episode 3 releases to Patreon May 6 (tomorrow). Public release is always 5 days after Patreon release.

Anonymous

April 25, 2020

I know Lisa is on your "To Do" list, but, are there any other DOA/Ninja Gaiden ladies that you want to make porn with?

LordAardvark

ALL of the DOAFantasy ladies are involved in a very, very large project that my Discord and I have been brainstorming for a very long time. When it's ready for the idea to go public, it will. Don't expect that any time soon, though. And don't expect to actually come from it for much, much longer. It is a low-priority project, and between my busy schedule and its enormous size, that means it'll likely take years to see any fruit.

Anonymous

April 25, 2020

Hi Aardvark, I have one question about SFM: do you know if there is any way to properly copy locked animation sets from one shot into another already existing shot? I know how to import one shot into another session as a completely new shot, but what I want is to copy one animation set with other locked animation sets and paste them into an already existing shot. SFM warns you when trying to copy and paste locked animation sets: "some of the copied animation sets have locked controls or rigs on them, which could cause problems when pasting them", and true to its word, the results of pasting locked animation sets are a mess, nothing stays in place. So, do you know of any workaround to trick SFM into doing this the right way, or the only option is to copy and paste the main animation set, and then creating all the animation sets that you want to lock to it AGAIN in the new shot ? So, in the case of a character, create again the hair, the outfit, etc. Is there any way to avoid it?

LordAardvark

Unfortunately not. The easiest solution is to release all the locks, copy-paste, and then reassert all of the locks.

I have experimented with writing a Python script to do this automatically, but unfortunately the way that SFM's Python API handles locks is irreconciability inconsist with how SFM's UX handles them. In a nutshell, when you make a lock in SFM yourself, the locked bone's position and rotation update so that they stay in the same place in world-space, taking on new coordinates in their parent's space. When you make a lock in SFM Python, this change doesn't occur: the bone's position and rotation stay the same, but still become parent-space - resulting in them flying off to fuck knows where. I have tried very hard to fix this, to no avail.

Anonymous

April 21, 2020

Hello! I am writing to you from faraway Russia. Recently met with your work. I especially liked the character Elizabeth. Tell me, do you have full-fledged videos with her participation other than the two that you have in the "movies" section? Thanks!

LordAardvark

Nope. Fair Market Value and No Gods, No Kings are the only Elizabeth videos I've made to date. There is a mini video / voice-cast test you can find on PornHub (not uploaded by me, but made by me) called "A Message to Comstock," but there's a reason it's not officially recognized. So don't expect much from it.

Anonymous

April 17, 2020

Greetings, Student outfit (Outfit_CurvyDazV5_Student_p1-0-0) shows breast through shirt (full) all sliders are disengaged, nude, natural, large. etc. I have to engage, breasts-small, to 0.648276 for them not to clip. This happens on v4 as well, something im not getting? Ask the pro. Also when fitting the outfit you just dont click the whole outfit you have to deselect scarf, dress etc in the "unknown" before zero procedural is activated or something like that. Its trial and error with me.

LordAardvark

1.) You have to Bake Procedurals on the model before attaching the outfit. I have explained and demonstrated this literally dozens of times now.

2.) Use Outfit Loader V3. The latest DazV5 prototypes come with it.