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Ostatnie posty - Strona 1727

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ElReyGirls
Dołączył: Feb 2012
39 post(y/ów)

Over-stripping / Over-naked

Wszystko o iStripper
November 13, 2015, 68 odpowiedzi
Rex, thanks for taking interest in our perference for VG.

I enjoy "traditional" striptease and watching women slowly, teasingly undress. What and how they take it off depends on what they are wearing, but I much prefer basically starting with sexy dresses, bra, panties, stocking and garter, and of course high heels. Ultimately, I like to see her eventually completely naked, and I prefer the girl keeps her shoes on all the way to the end, and may perhaps finally remove them at the very end on the final taskbar scene.

I like to have clips and series of clips (or transitions) where the girl eventually strip completely naked for strip pole routine, for standing routine, and for a set of "over taskbar" and "taskbar over" scenes. I like to see at least one or more "nude at start" clips for each categlory for strip pole, standing, taskbar, and taskbar over scenes; it would be great if two or more "nude at start" clips can be offered for over taskbar scenes. With a series of such clips, I can choreography one to serveral complete, different strip shows for each card programed on a combination of different clip scenes using Starryk's VG Playlist Manager 2.9; I find it is enjoyable to be able to do this and also greatly enhance enjoyment of VG. The new recent series of 3K VG cards generally have the clips scenes that enable to build different, complete strip shows almost seamlessly between clips. Recent shows such as Henessy e0159, Cameron Dee e0182, Lucy Li e0235, Marina Visconti e0267 are good examples. It appears most of the older, pre-3K card series do not have the clips that you can easily build different complete strip shows with smooth transitions between clips.
Number6
Dołączył: Oct 2010
3612 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
November 11, 2015, 5053 odpowiedzi
@DrDoom9
Another approach may be to use PingPong rather than loop forward. Unfortunately I have some work related problems and I really haven't the time to play around with this.

Looking at the animation it appears that the jerkiness is caused by the loop forward command. It jumps back to the start position when the animation finishes.

If you use pingpong and double the animation time it will move forward at the same speed but then reverse its path for the same amount of time.

What I was thinking was having a second animation running in reverse. Start the second animation at the far end of the travel using the pingpong and run it in the reverse direction.

The trick then would be to vary the opacity of both animations (using pingpong again) so that they have negative opacity when they are running backwards. The time of all the animations needs to be the same and you may need to use some large numbers for the opacity so the switch from +ve to -ve is almost instantaneous at the crossover point.

For the first animation (the forward running one) you will need +ve opacity going negative and for the second animation, running in the reverse direction you will need -ve opacity going +ve. Using this method you should only see the animations when the are running in the "apparent" forward direction. They should more or less continuously follow each other, without the jerk back.

There will probably still be some discontinuity and I doubt you'll be able get it absolutely perfect using this method but it is the only thing I can think of (other than @EverthangForever's suggestion).

By the way you didn't actually post a link to the scene. That could make it difficullt for anyone who doesn't know the address for @Wyldanimal's website.

Good luck and I hope you manage to solve the problem. It is a very interesting scene and you have obviously put a huge amount of work into it. I love the dead bloke on the far conveyor. It vaguely reminds me of a James Bond movie - particularly with the all the girls :-)
stefnev1
MODERATOR
Dołączył: Jul 2008
17173 post(y/ów)
EverthangForever
Dołączył: Oct 2009
4469 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
November 11, 2015, 5053 odpowiedzi
@DrDoom re your new SCN

There would be quite a bit of artwork required so with limited time, I will just describe how I would try to 'fix' the bend in the baggage carousel.
I would try to make the belt run right to left. eg: for source: FrontBeltStraightB0extended
pos: 937, 505, 0 //start
//animate: 40, LoopForward, Linear, pos, 915, -86, 0
animate : 40, LoopForward, Linear, pos, -915, -86, 0

The red circle represents a radial disk at rot: 0, 0, 0 placed below ALL other textures. The 'FrontBeltStraightB0extended' is placed high up in the code so to be still under all the peripheral masks and the new disc. The new clockwise rotating disk is rendered radially to match the stainless steel belt texture.
say...
hotspot: 0.5, 0.5
size: 1600, 1550 (approx)
pos: -100, -760, 0 //(approx)
animate: W, LoopForward, Linear, rot, 0, 0, 360 //where W = timing in seconds to match Straight belt anim speed.

The yellow rectangle represents a mask over the red outlined disk . The mask comprises 2 textures
Because the straight belt moves continuously right to left at a fixed rate masking requires 2 images.
One portion (a static texture of a small obliquely ridged link section of the belt) only is put inside the yellow texture area hard up against its left side. Another mask is placed over that with a timed short linear animation right to left with just enough time to engulf the tiny oblique section underneath just before it loops forward again. NB: Whatever time you set for this small animation, the total time for straight belt to cycle, has to be an exact multiple of this time or everything will gradually get out of sync..

The straight run of the belt passes right to left under the 2 masks described above and is also below the rotating red outlined disk. The 'stainless steel' red outlined disk, if drawn & positioned correctly should replace the content of your previous 'frontbelt' series of pngs, dealing with the bend.

The complications are that more masking/sequencing of textures may be required to deal with incursions of the large 'carousel-bend' disk texture, with any existing unmasked areas of the SCN background. If you keep thinking of the sequence of texture declarations in any code as an upside-down version of the physical, you can't go wrong..Anyhow...I hope you have success and hopefully this suggestion might excite some other ideas/approaches :-)
stefnev1
MODERATOR
Dołączył: Jul 2008
17173 post(y/ów)