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Messages - juddre

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1
Stories / Re: Storyboards
« on: February 02, 2012, 03:34:10 PM »
The big problem for Sexsim now is that ThriXXX is developing the 3D SexVilla 3 now. It has been in development for over 2 years. Supposedly, they are going to release a "teaser" video this week showing some of their progress. If it contains most or all of the suggestions made by we users, Sexsim will have a lot of catching up to do.

The teaser video is out: http://www.gamerotica.com/forums/viewtopic/t/10928

Probably going to take quite some time before the actual product comes out. But when it does, it will certainly erode the graphics quality advantage that SexSim currently enjoys.

--Juddre

2
Suggestions / Re: motion capture (Mocap)
« on: December 12, 2011, 01:12:40 PM »
I've worked with mocap in the past... it can give great results but it can also be a major pain to work with, cleaning up all the extra data, getting everything lined up properly, etc. 

Yeah, and I can imagine that trying to capture a two-actor scene by doing a single-actor capture twice and synchronizing the resulting animations might be a bit difficult. Of course, in many cases (e.g. BJ, many foreplay variants) the movement of the second actor is non-existent or so small that it does not really need to be taken into account. Low-cost mo-cap might be very helpful for these.

Intercourse is going to be more difficult - maybe one could use some sort of doll (or a bunch of pillows) as stand-in for the second actor, to set the limit of movement. And play some music with a steady beat to get same rhythm in both takes (of course you can later fine-tune it just by slowing down or speeding up the animation) . The movement is repeating, anyway, so you can just do many repeats in the same take and hope that at least some of them work out...

Interesting stuff in any case - if you do try mo-cap, please let us know how it worked out.

3
Suggestions / Re: motion capture (Mocap)
« on: December 11, 2011, 01:52:56 PM »
I can appreciate what you are asking for, but the technology for motion capture is very expensive.
It also requires a suitable live model.   :-\

Well, low-end camera-based systems are not that expensive, see e.g. http://www.ipisoft.com/. The problem is that for this particular use case you would like to capture fine details such as finger movement and facial expressions, which is out of reach for low-resolution cameras. Also, single-actor only, which is definitely a problem in our case. But still, even a low-cost mo-cap system might speed up the production of animations.

Live model is less of a problem, that can be anyone - even Jak himself.

4
Frye has a lot of good points, and I agree with all of it, but especially the last two points are something I think really should be addressed as soon as possible.

- Ways for players to make lots and lots of custom clothing. Not just bras and swim suits, but jeans, coats, sweaters, hats etc etc. I love making my creations look as real and original as possible, then undress them and do all kinds of things with them to act out fantasies. :D

- Frequent updates. I can't stress this enough. Part of the fun of a game/community like this is a large supply of fresh content to browse through and dowload to your game. User created is good...and official stuff is even better. I would look forward to paying for high quality new animations/customization options/ locations/ clothing every single month...but it's important to keep it coming as quickly as possible. You don't want your user base to start looking elsewhere.

Currently all the clothing is really just textures for a catsuit. It is of course the most versatile clothing mesh, but it only works well on skintight clothing. Even the miniskirts are stretching it. I think this is holding back the community. There are many users who like to make clothing textures, but they need more meshes. Say, some real skirts to begin with.

And the updates... I realize Jak is doing what he can, but at least my budget is currently underutilized. I would probably buy at about $10 per month (spent way more than that during the dark times of my Poser addiction...), if there were interesting new items available (more catsuit textures are no longer very interesting...). Jak, perhaps you should consider getting more people onboard. Even if you pay 100% of the item revenue to a contractor, it would still increase the value of SexSim itself. But of course it might be that the economics simply aren't there yet.

BR,
     --Juddre

5
Hi,

If you first do the standing foreplay animation, and then the "Your Majesty" BJ animation, it looks like the guy is poking her through the jaw. In other words, his aim is too low... Tested to happen at least with Alison/Layla and Alec, probably with others too. If you don't do the standing foreplay first, then the BJ looks OK.

Log file attached.

BR,
     --Juddre

6
Suggestions / Re: Stripper mode, related ideas
« on: January 21, 2011, 10:45:57 PM »
Sounds like a fun idea. :)  If you're interested in 3D strippers right now I recommend you check out Strip Kittens

My wife and I created it some years back, then sold to a new owner, and then just last year did a total update for them (new girls, environments, clothing, everything).  Definitely something to try if you're into 3D strippers.

Tried it. Well done otherwise, but I'm a bit disappointed that the breast jiggling you have done for SexSim didn't make it to Strip Kittens even in the new version. Would have improved the concept quite a bit.

BR,
     --Juddre

7
Suggestions / Re: What would you like next?
« on: January 04, 2011, 02:20:21 PM »
Personally, I can't understand why anyone would want to play a porn game in multiplayer, given that any other players are almost guaranteed to be guys (unless you are gay of course...).   ???

But then I never did get Red Light Center, either. Each to his own, I guess. And it would be an awesome replacement for phone sex in long-distance relationships...

--Juddre

8
Suggestions / Re: Realistic Genitalia and Touching
« on: November 17, 2010, 02:22:17 PM »

Regarding true character dynamics, we played around with the idea of using Euphoria in the sim and would still love to do it one day, but the cost right now to do that is prohibitive.  We're definitely on the lookout for ways to make something similar happen and our goal eventually is to not have any predetermined animations at all, but have everything be dynamic - point to a place in the environment and the characters walk there, get into a position that works, and get going.  You as the user could then decide what body parts to touch, etc. and everything would happen naturally with no pre-animation needed.  That would be awesome.

I don't know s*it about character animation, but looking up Euphoria I found this page: http://aigamedev.com/open/editorial/naturalmotion-euphoria/

It is somewhat critical of Euphoria (e.g. stating that it is only good for some very specific use cases), but the most interesting part to me was the mention of parametric motions in the "Alternative Solutions" section. That sounded like it could be useful for SexSim too.

BR,
     --Juddre

9
Suggestions / First thoughts
« on: October 11, 2010, 02:00:44 PM »
Hi Jak,

Having just tried the game (and purchased most of the extra content), a few comments:

Firstly, I like very much what you have done so far, both from technical and from business standpoint. I never could stand the Sexvilla subscription fee charging model. And being an old (reformed, natch) Poser addict, I very much see the potential for profit in your model (I'm sure DAZ made more money on Poser than Curious Labs ever did...and I still think DAZ is the best-run business I have ever seen, at least from marketing and sales viewpoint). I look forward to seeing SexSim grow with time, and wish you lots of success.

A few short-term suggestions:

  • Single-girl poses (similar to initial standing animation) are missing - I think they would be worthwhile, especially given the good quality of the models. A "Photoshoot" add-on perhaps, possibly with a related environment?
  • The current cumshot effect could be improved, currently the stream looks more like white pee and once landed on the girl, the effect looks like a texture change - it does not have "mass". It's not bad, but it does not convey that "gobs of sticky goo" effect. I'm sure that a "Massive Cumshots" add-on would sell nicely... (and hey, just color the old effect yellow and you also have a watersports animation  :P )
  • A "hands-free" mode that automatically (randomly) invokes the variety poses would be nice.
  • Voice tracks with more dirty talking (but I know it is a big effort if you don't want it to get repetitive).

Longer-term things:

  • Being able to define distinct personalities for the girls would make them much more immersive. However, that would require adding more ways to interact with them (since the personality is really about how they react to various interactions). Different voice tracks can only do so much. The girls already have a preference for certain poses, but the preference should be much clearer from the voice track (e.g. "Couldn't we do something else?" vs. "Oh yeah!"). In addition you could have "gentle" and "rough" variations of poses, and short "spice" moves that you can activate, like a caress, or a slap on the bottom, or pulling her hair, or yelling something dirty ("bitch", "whore"), or saying something nice ("I love you", "you are incredible"). The comments should of course have some variation and be context-sensitive (the set of alternatives depends on the pose, so that e.g. the dirty comment "suck it bitch!" only appears during blowjob poses). The girl would respond to all of these according to her personality. Also, there should be some way for the girl to show initiative, e.g. they might suggest poses they prefer (especially if they do not like the current one). Also at the beginning, if you don't do anything, the girls could tell you about themselves, and they might suggest poses they like and even take a related "inviting" pose (go on all fours for doggy, on their knees for blowjob, and so on). This could of course be done textually if voice tracks are too costly. Anyway textual communication should be an option, because community-created content often has difficulty with voice tracks.
  • When you look at a model's breasts from close up, the texture starts to look stretched (well, not natural anyway). However, the same effect is not so apparent on the face. I wonder if the face has more polys than the breasts? Or maybe just the texture map resolution is not high enough for such closeups and I am imagining the difference? Anyway, if there is a polycount difference, you may want to assign more polys to the "strategic" areas that people will be looking at closely. Or if it is a texture resolution issue, perhaps higher resolution textures if and when you add higher quality graphics options (you hinted at this in some post).

BR,
     --Juddre

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