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Anonymous

February 19, 2025

General question what's next?

LordAardvark

Imminently, a Batgirl / Catwoman video, as part of a collaboration with InsideIncognita, whose been my voice for Elizabeth, Liara, Samus (and her not-Samus counterpart Artemis), Moxxi, and the aforementioned Catwoman. Innie wrote the project, and I am adapting it. Currently working through adapting her prose draft into a screenplay, hoping to have the first pass ready to share on Patreon next week, before I quickly storyboard it out, get a sense of its runtime, and Innie and I then proceed to take a butcher knife to it to cut it down to size.

Beyond that, I've been posting daily pinups over on Bluesky, to try and rebuild my following over there. I've dropped using Twitter on a daily basis, as the torrent of Nazi shit on the timeline was becoming exhausting to deal with. I don't follow anyone, like anything, or comment on anything on Twitter, so the Nazi floodgate is just the default on Twitter, and I frankly don't need that shit in my life.

I've also got a few other things cooking on the backburner, but I don't intend to share any details about those. The plan there is to drop the occasional opaque WIP on Bluesky, before just shadowdropping the finished result - and if it ends up falling through, it can just disappear from public consciousness with grace, as I hadn't made any formal promises, advertisements, or hyping for the projects.

Looking more broadly, once the upcoming Batgirl / Catwoman project is done and out the door, I plan to start putting together an actual production pipeline for Blender. I've got a whole set of reference images that I want to use Blender for (mainly because mirrors), and use that as my gateway in to Blender productions. I haven't quite cracked the magical settings for getting good soft-body sims working in Blender - I have the technical aspect figured out, but it's a matter of dialing in the settings so things behave right. It doesn't take any actual skill, but just infinite patience as chaos theory works it way into numbing my brain into mush as I change something like 20+ different parameters and rerun simulations to see how they behave.

In the upcoming months I also plan to finally get the Frozen video out the door in its half-finished state. And then beyond that, the next Overbreed stint will be focused on building out all of the narrative interstitials, now that the main Sombra sequence is done. With any luck, Overbreed Episode 1 will be ready for voice recording by the end of the year - which given that it's currently set up to be nearly 70 minutes long, I think is a feat in its own right.

I think that's about it. Keep an eye on Bluesky if you want to keep up with me on the day-to-day.

Anonymous

February 18, 2025

Hi, I was wondering how to create clothes for DOA Fantasy models, because I would like to create something for DazV4 ladies, what is the best creation programme to use, 3D Max or Blender? and will there be tutorials on this topic? I looked at a lot of sites, but nothing useful I found.

LordAardvark

I would personally recommend you use the latest DazV5-5 versions. Not only are they the most recent version, but they are internally much easier to work with than DazV4. DazV4 uses a lot of hacky tricks to work correctly in SFM, but they are a nightmare to work with on a source-file level.

While there are currently only a handful of DazV5-5 DOAFantasy ladies built and released (I know for a fact Mila and Hitomi are released; I've also built Tina, Nyotengu, and Honoka, but I don't know if they've been released yet), you can use their bodies as a base and do SFM headhacks of the DazV4 versions onto them, to use the latest body shape, rigging improvements, and outfits (of which there are like 60 outfits made now, though again I don't remember how many of them have been released).

And, more importantly, the DazV5-5 DOAFantasy models are much easier to work with and build outfits for.

Let me know if you are interested in building outfits for the DazV5-5 models instead, and I will get you a dev kit to get you started. The particulars of how to actually do what you want will be up to you to figure out, but I will provide you the source files to work on.

If you insist on the DazV4 models, I will try to dig up the source files for them. No promises on that front, and I really cannot stress enough I don't recommend it. But if you are determined, I won't stop you.

Anonymous

February 16, 2025

Hello. I was wondering in terms of animating, do you primarily use the graph editor for everything? I was hoping you'll be able to share any tips/teachings (images showing examples if that's possible since that would be very helpful) on how you are able to achieve fast/heavy impact movements while also getting some really nice and noticeable curves around the hips/pelvis area on the model while keeping the upper body on the same pace so that the hips aren't stretching out away from the spine bones for example. Your "Corsair: Another Day, Another Job" animation is a really good example of this with the alien that you used. I mainly ask about the graph editor since, aside from the fact that it's what I use, it also displays the curves on the timeline which could help give a general idea. I don't know if there's a general flow/rule you follow (Like the amount of frames you go off on for your loops for example) to achieve this but when ever I try to do something similar, the results are very janky looking, moving way too quickly as a result, and don't tend to really curve as much (or naturally looking) at all like in your video. I tend to always animate at 60fps which makes it hard to see how things are "really" moving since sfm's frames tend to just cap out at around 24fps (as a result the movements you see on the exported 60fps video aren't the same as sfm's preview window) so I'm not sure if that matters, provided your animations are also at 60fps with the motion blur cranked up?

LordAardvark

I do indeed animate in the Graph Editor. I find it gives me more direct control over the keyframes. I explicitly animate in 24 frames per second, which is what I export out and what my final videos are rendered out into as well.

As to the approach I take for animating motions, there are a few things I keep in mind. The first and most important thing I always keep in mind is the kinematics, where is the energy driving the motion coming from. In general, the driver is the character's core, or the joint between the pelvis and the spine (on a traditional Valve Biped, this is rig_pelvis and rig_spine_0).

The next thing I keep in mind is the swing - most core-driven motion (such as sex) isn't linear, just sliding the pelvis back and forth. Instead, it's the pelvis swinging backward and forward. In this way, I think of the spine as a pendulum, with the shoulders being the anchor point. As I am animating the hip swing, then, I always try to keep the shoulders in the same place. This can be easier said than done.

Equally important to keep in mind, though, is that human bodies are not perfect machines. Our brains are pretty good at automatically compensating for spatial locking, but we aren't perfect at it. Try recording yourself moving your body around while trying to keep your head in one spot - you'll find that, while you're able to keep your head mostly in the same spot, it still gyrates around a bit. Compare this to, for example, chickens, who are notoriously able to keep their head in the exact same spot as you move their body around.

As such, while you want to keep your character's shoulders in the same general spot, you don't want to keep them in the exact same spot. I've actually managed to do this accidentally, animating the swing so perfectly that the head stays perfectly still. And it looks fucking weird. There is such a thing as too perfect, and you don't want that. Luckily, if you do manage to make your swing motion perfect, it's easy enough to add imperfections to it.

Something I find helpful when it comes to animating swing is to keep this abstract image in mind. It's what I mentally picture as I am building out my keyframes.

Finally, the last thing I keep in mind are the foundations of weighty animation: anticipation and follow-through. My animations are always at minimum 4 keyframes per cycle, often 5 keyframes. The first and last keyframes are the same, and by convention I always pose them to be at the aphelion of the motion, where the characters are the farthest apart. That's generally the full length of the penis. The second keyframe for me, then, is then anticipation - I generally build this by having the character's spine arching back even further, while at the same time moving them slightly in toward their partner while their partner pulls in toward them. The third keyframe is the moment of impact, and is where the deviation between 4- and 5-frame cycles comes in.

In a 4-frame cycle, the third keyframe is actually its own follow-through - I intentionally animate it as an overshoot, going farther than what I want the actual animation to be. When played back as a complete cycle, the Centripetal Catmull-Rom spline that Source uses for its "Spline" tangents won't actually touch the full keyframe, stopping just short of it before it moves to the next keyframe. While the raw keyframe is overextended, when played back as a fluid animation, it will be understated - and when you combine overextension and understatement, you get a perfectly placed keyframe!

In a 5-frame cycle, the third keyframe is just the impact. The fourth keyframe, then, is the follow-through. Both characters move behind the initial impact, before returning to their original positions in frame 5. In general, I find the 5-frame cycle is usually only necessary in slower animation, or very exaggerated animation. Most "reasonably" fast-paced animation, in my experience, can get away with a 4-frame cycle.

Since you brought up Corsair explicitly, here is a keyframe breakdown of one of the animations in it. I have added the little swing diagram shown above as an overlay, so you can more clearly see the thought process I had in mind when building the motion.

As you can tell, this is a 4-frame cycle. Frames 1 and 4 are the aphelion, with frame 2 being the anticipation where I have his spine arched back while both himself and Artemis move toward each other, and frame 3 being overextended and serving as both the impact and follow-through frames.

And then of course, when played back smoothly:

And then to cap off this response, since you also briefly asked about timings: as a matter of course, I have a few "preset" speeds that I work with. Again animating in 24 frames per second, I start off all "fast" animations with keyframes every 3 frames, "medium animations" every 6 frames, and "slow" animations every 12 frames. Once I have the keyframes made, I then move them around until I like the speed and motion - which is a major advantage the Graph Editor has over the Motion Editor, being able to easily move the keyframes around.

This is very much a play-by-eye thing, with a lot of trial and error. A good general rule of thumb, though, is that the distance between the last keyframe and the one before it will typically be the longest delay, because all of the previous keyframes - the anticipation, impact, and follow-through - all work toward move in for penetration, while the last keyframe is returning to the aphelion. Meaning that the last keyframe has to travel the same distance that the previous 3 keyframes covered, and as such, will typically need more time.

One last note to end this post. You didn't explicitly bring it up, but I see other animators - aspiring and otherwise - bring this up often: offset or staggered keyframes. This is something like having the pelvis move on frame 3, spine0 on frame 4, spine1 on frame 5, neck on frame 6, head on frame 7. That sort of motion. I don't do that. I find that not only does it complicate your motion massively (good luck keeping all of that synchronized if you decide to shave a frame off to speed things up), but the result usually isn't that noticeable. I find you can often get the same "dragging" inertia that staggering keyframes aims to generate by just being more smart with your keyframes. If you can get the same motion achieved in two ways, and one way involves half the keyframes of the other way, always opt for the simpler option.

I hope all this answered your questions sufficiently.

 

Anonymous

February 15, 2025

I'm getting into NSFW VO work beyond my regular SFW corporate/animation work- how do you source your VO talent? I'd love to collaborate on future projects and want to know the best way to get my for in the door.

LordAardvark

I first reach out to my existing contacts if they're characters I've worked with before (for example, I reached out to SilkyMilk for voicing DVa in Breed & Bond, because she previously voiced DVa in the Rabbit.Hole videos), or if they are characters who said contacts have mentioned having interest in voicing (example, when Silky and I were working on the first Rabbit.Hole, she casually mentioned that she'd like to voice Tracer at some point - so when Breed & Bond came along with Tracer as a character, I asked Silky if she'd be interested in voicing Tracer).

If I don't have any contacts for characters, then these days I tend to reach out to Ivan E Recshun, who is a long-time friend of mine and who just so happens to manage the NSFW VO Discord, and ask if he knows anyone who might be a good fit for a given role. I won't hand out his contact information publicly, since it's not my place to. But I would definitely look into the NSFW VO Discord he manages. I don't know what its name is, but I'm sure you can find it fairly easily. They should be able to help get you set up.

Anonymous

February 9, 2025

can you teach how you do your animations? or allow someone else to write a script for you and you design the animations according to the written script? i ask as this would help make your job easier and give you a FREE extra worker to get jobs done quicker.

LordAardvark

Back when I did animation streams, them being educational was a major goal I had. I've had a handful of people reach out to me to say they learned a thing or two from the streams, which is always a good thing.

Animation is hands-down the bulk of the time consumption. Writing is largely an insignificant portion of the time use. Pharmmetra was very much an exception to the rule, and that was in large part because I was having general listlessness when it came to writing a project. I had something like 14 different ideas I was exploring at the time, and writers' block was especially bad at the time.

And I would never accept anyone working for me for free. If you do the work, you get paid for it.

Anonymous

January 29, 2025

Curious if you plan to do anything with Marvel Rivals girls?

LordAardvark

I don't have anything in mind as of right now, but never say never. Right now I'm focusing on slogging through my backlog of existing ideas with existing characters. But when it comes to the short videos, I try to keep a more open mind for them. So who knows.

Anonymous

December 25, 2024

I have a question when you do eventually continue Blue Star, do you have any plans for the Varrens?

LordAardvark

I do, but it'll take a while. It's planned for season 2, either episode 9 or 10 (I'd have to look through my notes, I can't exactly remember the structure for season 2), with Liara and Tali.

Anonymous

December 6, 2024

Two entirely ignoreable questions both likely stupid 1. I know you have a rough outline of rabbit holes progression if you do continue with it in the future but I was wondering if you did would any future installments possibly see dva start camwhoring 2. I think I’ve seen this asked before sorry if I’m just repeating a question but have you had any interest in doing a cyberpunk project and if you do please god let it be panam focused

LordAardvark

1.) It's not in the original plan, but there is both exhibitionism and public sex. It might be able to make its way in through one or both of those. No promises.

2.) I've the rough plans for a Cyberpunk project but it's much larger in scope than a single video. Super high-level story is a split-timeline narrative detailing Futa Vee (I spell out the syllable because just "V" in text feels odd to me) assembling a harem of huge-tiddy bimbofied ladies from the game (Misty, Judy, Panam, Claire, Hanako, Meredith). Absolutely nothing is scheduled for it, it may as well be out in the stratosphere. 

Anonymous

November 22, 2024

What time today will the public release od overbreed drop? Just curious

LordAardvark

Overbreed isn't dropping today, Breed & Bond is. No exact time figured, just sometime before I go to bed. So, within the next 12 hours since this answer is submitted.

Though if one really wanted to, they could imagine Breed & Bond is a spin-off of Overbreed. It wasn't intentionally written to be part of the same continuity, but I have conceived a rather roundabout set of mental gymnastics that makes it work. There are some continuity conflicts between Breed & Bond and Overbreed, but they're not too hard to overlook - just need enough time between Overbreed's story and Breed & Bond's story for all the kids conceived in the former's story to be born.

If you think about it too hard, it starts to bring up questions about parental ethics, since Overbreed ends with DVa, Pharah, and Symmetra all pregnant. But then, Breed & Bond's story explicitly establishes that Pharah and Symmetra knock up prostitutes and have impregnated several of the Overwatch cast before the events of the video. It's not likely these ladies are an integral part of all their childrens' lives (but I mean if you want to headcanon that I won't stop you), so parental ethics are kinda already out the window and are best not to think about.

Anonymous

November 19, 2024

What happened between you and StudioFOW? I remember you joining back when I checked in your blog monthly. I understand things got sour but, after looking online, I couldn't find any mention of your relationship, nor the dodgy business practices they partook in, like not paying their artists.

LordAardvark

I never worked with them and some things should stay buried.