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pixivFANBOXで和美 最初の絶頂カメラアングル・シーン追加版/Kazumi The first orgasm Additional camera angles and scenes.を公開しました!
別アングル・シーンを追加した動画です。限定公開ですが、よろしければ投げ銭感覚でご覧いただけますと幸いです。 This is a video with additional angles/scenes. This is a limited release, but I hope you can watch it as a throwback if you like.
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pixivFANBOXで泡研究つづき/Bubbles research and investigation continuationを公開しました!
blenderのジオメトリノードとマテリアル設定に1時間半向き合って、設定詰めまくった結果、エッロい泡になりました。 After an hour and a half of facing blender's geometry node and material settings and stuffing around with settings, I ended up with a lewd bubble.
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和美最初の絶頂/Kazumi's first orgasm.
pixivFANBOXで和美最初の絶頂/Kazumi's first orgasm.を公開しました!
実に半年ぶりの動画公開です。支援者様のみ公開ですが、ご笑覧いただけますと幸いです。 It has been six months since the video was released. It is only available to my supporters, but I hope you enjoy it.
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2025年1月3日 モーション・表情・効果開発進捗
pixivFANBOXでモーション・表情・効果開発進捗/Motion, facial expressions and effects development progressを公開しました!
詰まっていたモーション開発が進んだことで、一気に進捗しました。無料公開ですのでお気軽にご覧下さい Progress has been made on the motion development, which was stuck in the middle of the project, and it has progressed quickly. Please feel free to view it as it is free to the public!
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Imagine joining Hololive and then about a month later you're on a honeymoon with your oshi.
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blender(AutoRigPro使用)で作った複数アバター絡みモーションをunityに持って行くための覚え書き/Memorandum for bringing multiple avatar-related motions created in blender (using AutoRigPro) to unity.
blender & unity 作業の本日、複数キャラを絡ませるモーションを作ってるblenderからAutoRigのエクスポート→unityにインポートするときの注意点メモ
・AutoRigでのエクスポート時はエクスポートしたいオブジェクト・アクションをしっかり選ぶの大事
・エクスポートした結果ファイル容量が数MBオーダーなら選択ミスを疑うべし
・unityにアニメーションfbxインポートした時にRig設定をHumanoidにするのを忘れないこと(ここで1時間くらいハマった)
・インポートしたアニメーションにシェイプキーモーションとボーンモーションがしっかり含まれていることを確認
画像もなしですいませんwww
さて、ここに来て今日はこんな改変ネタをいただいたので、ここまでの工程を一旦戻して、取り組むかどうか悩んでおります。
腹ヒクシェイプキーは仕込んでおいた方が絶対楽しいので1週間ほどの工程を再度踏む必要はあるけど、やる価値あり���う…。
blender & unity Today, a note of caution when exporting from blender to AutoRig and importing into unity, where motion involving multiple characters is being created.
When exporting with AutoRig, it is important to select the objects and actions to be exported.
If the exported file size is on the order of several MB, suspect a selection error.
When importing animation fbx into unity, do not forget to set the Rig setting to Humanoid (this is where I got stuck for about an hour).
Make sure the shape key motion and bone motion are included in the imported animation.
Sorry, no pictures lol.
Well, here I am today and I received this kind of modification story, so I'm wondering if I should go back and tackle the process so far.
It's definitely more fun to prepare a shape key that makes the belly tingle, so the process needs to be repeated again for a week or so, but it's worth doing...
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PostProcessVolumeのBoxVolumeで設定した色をVisual Compositorに反映する手順~5月のご支援御礼と6月の構想に代えて
今回はunity覚え書きです。動画もありますが制作途中のSFW動画なので無料です。
This time it is a UNITY memorandum. There is also a video, but it is free as it is a SFW video in the process of production.
課題:PostProcessVolumeでScene上は水深が深くなればなるほど暗くなる表現ができているが、VisualCompositior通じたGameView上で再現されない
Issue: PostProcessVolume allows the expression to become darker as the water depth increases in Scene, but this is not reproduced in GameView through VisualCompositior.
やったこと: What I did: https://zenn.dev/kanonji/articles/2a3eba20dbd40e
このページを参考に、水深が深くなればなるほど暗くなる表現をPostProcessVolumeで再現し、SceneView上では所与の効果が得られた
Referring to this page, I reproduced the expression that the deeper the water gets, the darker it gets in PostProcessVolume and got the given effect on the SceneView!
そこで、水のボリュームと暗くなるボリュームをSelectionGroupに突っ込んで、Render~Blendノードで混ぜても、上手く暗くなってくれなかった。
So, I plugged the water volume and the darkening volume into SelectionGroup and mixed them in the Render~Blend node, but they did not darken well.
作ったPostProcessVolume PostProcessVolume created.
それをSelectionGroupに入れる Put it into a SelectionGroup.
だが… but...
シーン上ではこうなるが On the scene, this is what happens.
Visual Compositorの出力はこうだった The output from Visual Compositor looked like this
解決方
まず、SelectionGroupの出力をRenderノードに接続。ここまでは正解だった。
次にRenderingノードのDepth出力をLayerノード内のFinalOutputノードに接続。
Solution.
First, connect the output of the SelectionGroup to the Render node. So far, this was correct.
Next, connect the Depth output of the Rendering node to the FinalOutput node in the Layer node.
設定値はこんな感じ The configuration values look like this.
その結果、得られた結果の動画がこう Here is a video of the resulting outcomes
あとの課題は、水面上のPostProcessVolumeの設定値を詰めて、壁が真っ青な感じにならないようにすることくらい。
その後はBlenderでモーション作成して、来月は3人に水深50mの底で絡んでもらえればと思っています。
末文となりましたが、今月もご支援誠にありがとうございました。
来月もこんな感じでチマチマと学習しながら進めてまいりますので、「たまには見てやっか」と投げ銭いただければ幸いです。
The only other issue is to fill in the PostProcessVolume settings on the surface of the water so that the walls don't look so blue.
After that, I will create motion in Blender and next month I hope to have the three of them tangled up at the bottom of 50 metres of water.
This is the last sentence, but thank you very much for your support this month.
Next month, I will continue to learn as I go along like this, so I would be very grateful if you could throw in a few pennies every now and then to have a look around.
投げ銭はこちらからどうぞ Click here to make a throw.
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Trying to animate again in Clip Studio Paint
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Femslash February Day 5: Come to the rescue
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Ina sleeping on the (sea) floor.
My contribution to mermay even though I am aware this is a cecaelia, not a mermaid.
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ここまでにUnity/Blender関連で調べたことログ
VRM改変基本 https://note.com/ringofriend/n/ndc8bfc30c64d https://note.com/ringofriend/n/n9a670f34f364 https://note.com/ringofriend/n/nd8db3d1a12c0 https://note.com/ringofriend/n/nea8be0f10cac https://note.com/ringofriend/n/na371b2e6f56c https://vrm-addon-for-blender.info/ja/installation/
改変応用 https://note.com/vsrx/n/n3102c5f2211d
AnimeToolBox基本 https://note.com/unityjapan/m/m8c2f91f09445
UnityRecorder https://note.com/appai/n/n0f29d7742b3a
VisualCompositorドキュメント https://docs.unity3d.com/ja/Packages/[email protected]/manual/nodes.html
頬染めとか https://twitter.com/nyaa_toraneko/status/1102452049562656768
MMD→FBX https://zenn.dev/cocor_au_lait/articles/b2efc2f14a6e4a
VRoid→Unity https://zenn.dev/satoken_sp/articles/a427f64795926c
Vroidに乳首を付ける https://knb-mayumi.com/vroid-tikubi/
Vroidにハート目シェイプキー https://twitter.com/Kawasemi0928/status/1081441084507471873 https://cgbox.jp/2021/11/21/blender-shapekey/ https://styly.cc/ja/tips/blender-modeling-start4/ https://github.com/lowteq/blenderScripts https://note.com/koaro_11/n/n8b414fbc98a0 https://amaotolog.com/vr/119 https://crft.jetsets.jp/blender/%E3%83%86%E3%82%AF%E3%82%B9%E3%83%81%E3%83%A3%E7%94%BB%E5%83%8F%E3%82%82%E3%81%BE%E3%81%A8%E3%82%81%E3%81%A6blend%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB%E3%81%AB%E4%BF%9D%E5%AD%98/ https://baku-blog.com/blender-tex-start/ https://bluebirdofoz.hatenablog.com/entry/2017/07/31/001417
VRoidにちんこ付けようと苦労したときのやつ https://horohorori.com/blender-note/modifiers/deform/about-shrinkwrap-modifier/ https://blender.jp/modules/newbb/index.php?topic_id=2232 https://www.ay3s-room.com/entry/blender-posemode-restpose#:~:text=%E3%83%AC%E3%82%B9%E3%83%88%E3%83%9D%E3%83%BC%E3%82%BA%EF%BC%88%E3%83%87%E3%83%95%E3%82%A9%E3%83%AB%E3%83%88%E3%81%AE%E3%83%9D%E3%83%BC%E3%82%BA,%E3%81%AB%E9%81%A9%E5%BF%9C%E3%80%8D%E3%82%92%E9%81%B8%E6%8A%9E%E3%81%99%E3%82%8B%E3%80%82 https://www.hanachiru-blog.com/entry/2020/02/18/120000
Blenderブレンドシェイプ→Unity取り込み https://light11.hatenadiary.com/entry/2018/03/27/235440 https://bluebirdofoz.hatenablog.com/entry/2023/01/23/233438 https://tmamagoto.com/blendershape/ https://bluebirdofoz.hatenablog.com/entry/2023/01/16/230621 https://jumpjun.net/shapekeysutil/ https://booth.pm/ja/items/1224307
Unity基本 https://jp.forum.styly.cc/support/discussions/topics/70000253658
VRMポージングデスクトップ https://steamcommunity.com/app/1895630?l=japanese#scrollTop=200
UMotionPro https://www.youtube.com/watch?v=PjzGfP74XfA https://3dcg-school.pro/unity-umotion-tutorial/ https://www.soxware.com/umotion-manual/ImportExport.html#ConversionHumanoidGeneric
WaterCausticsドキュメント https://hacoapp.com/asset/wce/v2/ManualPDF_JA.pdf
Unity効果関連 https://qiita.com/neusstudio/items/844f87e472f65fc21572 https://styly.cc/ja/tips/godray-particle/ https://styly.cc/ja/tips/post-processing-water/
パーティクル https://scrapbox.io/ponicanote/Unity:%E3%83%91%E3%83%BC%E3%83%86%E3%82%A3%E3%82%AF%E3%83%AB%E3%81%A8%E3%83%A1%E3%83%83%E3%82%B7%E3%83%A5%E3%82%92%E8%BF%BD%E5%BE%93%E3%81%95%E3%81%9B%E3%82%8B https://note.com/sasasa_sasa/n/n35c5711603f9 http://study.tuffyz.com/study/2017/01/18/unity-particle-system%E3%81%AB%E5%A5%BD%E3%81%8D%E3%81%AA%E7%94%BB%E5%83%8F%E3%82%92%E8%A8%AD%E5%AE%9A%E3%81%99%E3%82%8B/ https://docs.unity3d.com/ja/2019.4/Manual/PartSysSizeOverLifeModule.html https://styly.cc/ja/tips/ramen_segur_steam/
Blenderアニメーション https://signyamo.blog/blender-3-1_animation_export/ https://jp.renderpool.net/blog/blender%E3%81%AE%E3%82%A2%E3%83%8B%E3%83%A1%E3%83%BC%E3%82%B7%E3%83%A7%E3%83%B3/
将来的にできれば https://orotiyamatano.hatenablog.com/entry/2023/01/04/Blender%E3%81%A8Unity%E3%81%AE3D%E3%83%A2%E3%83%87%E3%83%AB%E3%81%AE%E7%8A%B6%E6%85%8B%E3%82%92%E5%90%8C%E6%9C%9F%E3%81%97%E3%81%A6%E3%81%8F%E3%82%8C%E3%82%8BMeshSync%E3%82%92%E8%A7%A6%E3%81%A3
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The Azure Sea Fishing world in VRChat is pretty good
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Showcasing the Vroid version of my OC, June, that sometimes I use as an avatar in VR Chat.
I still haven’t given June an outfit besides a swimsuit, so I quickly added a jacket to her model. The jacket is a default clothing item in Vroid though I added the Shark decal myself. I tried somewhat to keep it similar to my art style.
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Drew the OCs of some of my mutuals on twitter. I'm grateful for them letting me dunk them underwater~
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Ann makes for a good looking Mermaid. Unfortunately, it's just a costume. Make sure to give the safety signals during underwater photoshoots!
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