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If you are new to this, start out simply by watching the How-to videos, to get a feeling how this works. Then, apply the technique seen on the videos to produce new content (sex poses), we'll put it into the B-Shop. Don't miss this opportunity, you can work with joy from anywhere, for good money. See more about working for real $

How To Start Videosfor Animation Editor

A case study - Missionary MF

Part I. - Move characters to the place of action.

Direct link (for the case it doesn't load)

Part II. - Position individual limbs, and lock them

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Part III. - Add movements to characters

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Part IV. - Variants: Understand the role of the 3x30 frames, create a sample variant

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Doggy MF

Doggy MF base animation - Make it quick and simple

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Acrobatic blowjob MF

Part I. - build the starting pose in the 0th frame of base animation

Direct link

Part II. - add movements to the base animation

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Quick Start Guidefor Animation Editor

1. Start up Animation Editor. Create a new project, find out how to open the base animation.
NOTE: for shemale animations, simply include a female with strap-on dildo.

2. After learning basics, controls, click Focus person to view a character from an optimal angle of view, position characters to the chosen place in the room. Select the character root diamond, and move it freely in the room's 3 base directions via the appearing arrows and squares (aka "moving gizmo"). Do this all in the 0th frame of base animation.

3. Become familiar with "bones" of the characters. You can show/hide them by pressing Ctrl-S. Move the mouse over them, and their name will be showed on top of your screen, in the middle.

4. For simple movements: select bones, adjust their angles with the appearing rings (aka "rotation gizmo"). Your character's body parts will be moving accordingly.

5. For more precise movements: learn how to move limb ends directly in the room's 3 base directions. Select a limb diamond, drag and move the limb via the moving gizmo. This makes superfluous the use of rotation gizmo for main limb bones.

6. Learn how to lock limb ends. Moving character's root when limb ends are locked results in interesting animations like squat. Right-click a limb diamond to show lock options.

7. Get to know the timeline and the frames, and the fact that it is enough to set bone or limb positions only in a few frames, the system will interpolate between them.

8. In the selected frame, all bone and morph adjustments will result in bone- or morph keys which can be handled on the timeline (see also Controls, Hot keys).

9. Learn how to make limb locks effective on more frames, how to change or shut off them in "later" timeline frames. (Later means here, frame located on the right on the timeline.) Remember a few rules regarding lock types, their behaviour when combining them with simple angle based bone adjustments.

10. Master adjusting lower limb bone's side angle, and end limb bones angle, for life like movements during animation.

11. Animate hairs, eyes, breast, cock as well.

12. Animate morphs for face, tongue, pussy, asshole. In the selected frame, also morph adjustments will result in keys which can be controlled on the timeline, similar as normal bone keys.


If you feel you've created a valuable animation (at least base animation), you can send it to us.
Already as rookie animator, you have a chance to market your product with us in the B-Shop.
If, by practice via making more animations, you get more experience, we can market your fully-fledged projects for an even higher price.
  Send your work to us
  The easy way to start - B-Shop
  How to send the work

 

Animation Editor Online Help

Contents


Quick Start Guide

Overview of the GUI
  Starting up
  New project
  Base animation
  Variations
  Import project

Creating the Base animation, basics, controls
  In the 0th frame - Select place of action
  Controls, Hot keys

Creating animations - General
  Limbs need locks in 0. frame often
  Moving and rotating characters
  Selecting bone of a character
  Rotating selected bones
  Moving hands and feet
  Locking hands and feet between frames - room key
  Locking hands and feet between frames - buddy key
  Adjusting face and tongue
  Adjusting pussy/asshole
  Frames on the timeline
  Animation: keys on the timeline
  Select, copy, move, delete keys
  Copy limb pose
  Key speed characteristics

Differences between editing base animation or variation

Room key details
  When to use room keys
  How to switch off limb lock effectiveness
  How to use room keys - example 1.
  How to use room keys - example 2.

Buddy key details

Middle limb bone side rotation for locked limbs

Evaluation order when using more room or buddy keys for a limb

Animate hairs, eyes, breast, cock as well

Tips and tricks

Base animation or Project is complete, send it to us

 

Overview of the GUI

Starting up

Start up Animation Editor from AChat's enter screen, via the User created contents icon.

 

New project

Click "Create new" on the main page

 

Enter data in all fields, click Save

 

Base animation

On the main page, click the project you want to open, then click Open in the pull down menu

 

Note: "Starting pose" menu option was removed. Simply open Base animation, and construct the starting pose in the 0th frame of the base animation.

Click "Base animation / Edit"

After finishing the base animation, set its sate to ready by clicking "Base animation / State / Ready"

 

Variations

If the animation contains more characters, select for which actor do you want to process an animation

 

Click "Variation 1 / Edit" (replace 1 with any other present number)

After finishing the part animation, set its sate to ready by clicking "Variation 1 / State / Ready"

 

Import project

You can import a "tosend" project. You can use it as a backup system, or even better to cooperate with friends when working on projects. ("tosend" files can be created using the Send project button, it will pack your project into one single file.)

 

Creating the Base animation, basics, controls

In the 0th frame - Select place of action

If you don't know what a frame or what timeline means, read more about them here.

This must occur in the 0th (leftmost) frame, so click it if it isn't active.
Select a place in the room, e.g. if you plan to use a furniture, then beside it. For this project, all actions will occur on that place. Click the Person move or Root diamond located inside the pelvis bone, and move characters to the desired place. Use the so-called moving gizmo to perform the moves. (More on this in Moving and rotating characters.)

Note: of course decide to use simply the ground (no furniture at all) as well.

 

Controls, Hot keys

Hold down the mouse wheel and move the camera around the scene with the mouse.

Hold down the right mouse button and move the camera left/right/up/down with the mouse.

Adjust the zoom level with the mouse wheel.

Click the "Focus person" button to focus on a character. Click it again to focus on the other character.

 

Left click a bone to select it for rotation (the rotation gizmo will appear). Hold down the Ctrl key while left-clicking bones to select more bones.

Alt-leftclick to select bonetree (Pelvis: select all bones)

Left click a limb diamond for moving it (the move gizmo will appear). (Note: although you can move limbs this way, without limb locks, this will result in simple bone key, thus the limb won't hold its position between frames.)

Right click a limb diamond to initiate a lock (room or buddy key) for it. A menu will appear beside the limb. Select lock type from it with the left mouse button. After locking a limb, it can be moved the same way as mentioned before, with the left mouse button.

Use the left mouse button to adjust rotation and move gizmos.

Left click a frame on the timeline to select it (its color will change). Hold down the Ctrl key while left-clicking frames to select more frames.

Drag and move selected frames, with the left mouse button, to move them (bone and morph keys will be moved, lock keys won't).

Hold down the Shift key, and drag and move selected frames, with the left mouse button, to copy and move them (bone and morph keys will be copied and moved, lock keys won't).

Press Ctrl-Z to undo the last action. Press Ctrl-Y to redo the last action which has been undo-d.

 

Note: These hot keys are for some more advanced functions, you can skip them if you reading this at the first time.

Hot keys:

F12 limb pose save

F11 paste saved limb pose, with exact limb lock position

F10 paste saved limb pose, without exact limb lock position

F9 reset custom frame range, all characters

F8 reset custom frame range, 2nd character (if any)

F7 reset custom frame range, first character

 

See also the Tips and tricks, where further key use info can be found.

 

Creating animations - General

Limbs need locks in 0. frame often

For now just remember, while creating the base animation, the 0th frame has some kind of special handling, where the starting pose is defined. After moving the characters to the right place in room, place limb locks. See more.

Moving and rotating characters

Click the diamond symbol in the centre of a character to move her/him. Drag and move one of the three arrows or one of the three connecting squares.

For example, if you want to allow movements only along an axis, use the appropriate arrow. If you want to allow movements in a plane, use the appropriate square.

 

Click the pelvis bone (middle box in the centre of a character) to rotate her/him. Drag and move one of the three appearing rings.

 

Selecting bone of a character

The characters have skeleton consisting of "bones" which appear as rectangular cubes. If they aren't visible, choose Show bones from the Edit menu (or press Ctrl-S). Click a bone to select it. Selected bones appear in yellow.

Click the background to deselect bones.

 

Selecting multiple bones

You can also select multiple bones by holding down the Ctrl key while clicking additional bones. To select many bones at once ("tree of bones"), Alt-leftclick the bone. To select all bones of a character, Alt-leftclick the Pelvis bone.

 

Rotating selected bones

After selecting bones, three rings appear. Drag any of the rings to initiate a rotation, move the mouse in the directions indicated by the appearing small arrows to rotate the selected bones.

 

Moving hands and feet

Click the diamond symbol at hands and feet to move a hand or foot. Three arrows with three connecting squares appear. Drag and move any arrow or square to move the hand or foot in the appropriate direction.

 

Locking hands and feet between frames - room key

Hands and feet can be locked via room key, thus they'll stay in place while other bones or the character itself change their rotations or positions during the run of frames.

To perform locking of limb via room key, right-click the limb diamond, and select from the appearing menu.

 

When locked as room key, the limb diamond is showed in blue.

 

NOTE: when editing base/variant animation, the limb lock menu contains more items (except for the 0th frame). This is, because if you have limb locks in more frames, you have to specify the effective region of the lock. Although there is the simple "left to right" rule for lock evaluation on the timeline, the additional icons can be useful in some situations.

 

Also, you can apply room keys in different frames for the same limb - in this case, the limb's end will move along a line between the frames.

To watch this, set a room key for the limb in frame 0, then go to e.g. frame 14 and set a room key also there, but also move limb diamond to the left (left-click it, then drag and move the move gizmo's appropriate horizontal arrow).

When you let run this animation, you'll see that the limb is moving on a line, and limb's end is holding its angle relative to the room (rather than relative to its parent bone).

Technically speaking, the limb end is interpolated linearly between the room position and angle of the limb in the two frames, and the other main limb bones are adjusted automatically via IK (Inverse kinematics).

To unlock, right-click the limb diamond symbol, and select .

See also Room key details for more details.

 

Locking hands and feet between frames - buddy key

Alternatively hands and feet can be locked via buddy key, thus they'll follow a specific bone of the other character (if any) while other bones or the character itself change their rotations or positions. To lock or unlock, right-click the diamond symbols placed at hands and feet, and select a buddy key icon from the appearing list.

When locked as buddy key, the diamond is showed in magenta.

 

See also Room key details and Buddy key details for more details.

 

Adjusting face and tongue

Click the face symbol above a character to animate her/his face or tongue. The appearing window contains sliders for a bunch of face and tongue actions. Adjust the sliders to add the desired effects to the face or tongue.

These animations fall into the category "morphs". They are handled very similar to the normal bone animations, the main difference being that for morphs there is no rotating gizmo, rather there are sliders for adjusting the affected mesh. Adjusting morphs also produce keys in the actual frame, which will be handled very similar as bone keys.

 

Adjusting pussy/asshole

Similar to face and tongue morphs are handled the pussy/asshole morphs. Click the ass symbol beside a character to animate her/his pussy/asshole. The appearing window contains sliders for a bunch of actions. Adjust the sliders to add the desired effects.

These animations fall into the category "morphs", read more on this here.

 

Frames on the timeline

When editing an animation, you'll see a bunch of rectangles in a row at the bottom of the screen, the so-called "frames". They build up the "timeline". Their logic is as simple as follows: adjust characters in some frames as you wish, and then press the play icon to watch how it looks when the frames are played in a quick sequence.

The terminology "FPS" or "Frames per Second" is used for specifying the speed of playback: in our case it is 30 Fps, meaning in 1 Sec 30 frames will be played back.

The base animation contains 30 frames, thus it is 1 Sec long.

The variants contain 90 frames, thus they are 3 Sec long.

 

Animation: keys on the timeline

When you adjust a character (e.g. rotate a bone), an animation "key" will be placed on the timeline for the adjusted bone(s) or morphs or limb locks, in the actual frame, marked by a square in that frame.

 

The system binds that adjustment (the data describing the adjustment) to that key. After deselecting, you can still see a little rectangle below the frame, signaling the frame contains some keys.

 

If you place keys for the same bone or morph in more frames, the system will "interpolate", on the frames in between.

Interpolating simply means, that changes (e.g. bone angle changes, or morph % changes) will be distributed in small parts between the frames in between.

Here you see an example where the left upper arm has a base position in frame 0, and then in frame 5 it was moved upwards via the rotation gizmo's red ring.

In the frames in between the left upper arm position will be adjusted automatically. For instance, in frame 2 you'll see this, although it hasn't any key.

Note: By default all keys have a key in the 0th frame, which can't be deleted.

 

Select, copy, move, delete keys

After selecting bones and tongue/face or pussy/asshole animation symbol, click the appearing key-frames to select them. Drag and move to move selected keys on the timeline. Hold down the Shift button while dragging for making copies of the keys.

For all operations, hold down the Ctrl button in case of multiple keys.

Press the Del button to delete selected keys.

Right-clicking a bone which has a key while holding down the Ctrl key will delete the key for that bone in that frame.

NOTE: for limb diamond symbols these functions doesn't work

 

Copy limb pose

Limbs (arm and leg poses) can be copied following way:

Select a bone or the diamond of the limb which you want to copy, and press F12.

Then select a bone or the diamond of the limb on which you want to apply the previously copied limb pose, and press F10 or F11.

Use F10 if you don't want to set the limb diamond's room-position to the same one as it was when saved.

Use F11 if you want to set the limb diamond's room-position to the same one as it was when saved.

NOTE: if the limb to which you want to copy has already a lock, remove its lock before copying, otherwise the limb position may not refresh correctly.

 

Key speed characteristics

Right-click a bone which has a key in the actual frame, and you'll see appearing the key speed characteristics choices. Simply set your preference.

Note: For limb diamond bones, use Shift-Rightclick, as right-click has another function for these bones.

This will describe how interpolation steps will be done when the animation is arriving from the previous one into the actual frame for that bone:

- Uniform: interpolation will occur in equal steps
- Natural: smaller amounts at leaving previous key, then becoming bigger, biggest at the half distance between the two keys, then smaller steps again at arriving into actual key
- Accelerated: smaller amounts at leaving previous key, then becoming bigger, biggest at arriving into actual key
- Decelerated: bigger amounts at leaving previous key, then becoming smaller, smallest at arriving into actual key

NOTE: For limb diamonds this can't be changed manually, for them automatically Natural will be used.

 

Differences between editing base animation or variation

In case of base animation, the timeline contains 30 frames, and it can be used to create a 1 sec long base animation.

The starting pose should be created in the 0th frame.

Optimally, you should prepare the base animation as complete as possible, before beginning with the variants.

 

In case of variations, a timeline containing 3x30 frames can be used for creating a 3x1 sec. long variation animation.

Base animation's frames will be loaded into the 0-29, 30-59 and 60-89 frame ranges initially. You can't modify 0th frame's bone and morph keys (locks can be modified based on a reduced set), because starting pose must stay valid also for the variant.

Optimally, you should prepare the ase animation as complete as possible, before beginning with the variants.

As said, the frame ranges 0-29, 30-59 and 60-89 are set initially based on the base animation - if you let run such a variant, it will repeat the base animation 3 times during its 90 frames. As a first step for creating a variant you will probably reset some middle frame range. This way you can start to create another movement for the variant in that region. Use the key F7-F9 to reset a frame range (see Hot keys).

Then you can start with the animating of the variant action.

Frames 30-59 are the so-called inner frames. You can decide freely if the action on those inner frames should be repeatable. If repeatable, when your pose is added to the live system, users will be able to run the inner frames cyclically, and the 0-29 and 60-89 frames should be only transient frames, connecting inner frame action to the base pose. If decided so, you can use the repeat inner cycle option when playing it back to check how it looks.

One more thing to remember: you can't modify the 60th frame, as it is always the same as the 30th frame. This is to maintain the whole logic of cyclical variants.

 

See also Frames on the timeline .

 

Room key details

When to use room keys

If you let the leg move simple be turning the thigh bone, the leg's end will move on a curved path:

 

This is not always the required behaviour. Sometimes you want to move the leg's end along a line:

This can be achieved by using room keys.

 

Also, assume you want to animate a squat from a standing pose:

 

Using simple bone turns, you'll get this pose in an intermediate frame. Please note, it is kind of error, that the feet go into the ground.

 

Whenever you need a precise limb end behaviour (staying in place, moving on a line, moving along with buddies bone), use room or buddy keys.
For example, for a "squat from standing" movement simply use room keys on the desired region of frames.

In frame 0, set lock type for the limbs.

This will be effective on all frames to the right, till there is no other lock found which invalidates this effect. (These are lock types which invalidate previous, placed on the left, lock effect:   )

We don't place such, so we can go simply to e.g. frame 14, drag the character root diamond, and move it downwards. While moving, you will see the feet moving along, but when you release, the feet position themselves into the right positions. (You can avoid the feet moving along by setting locks for the feet also in frame 14.)

 

How to switch off limb lock effectiveness

Staying at the previously discussed "squat from standing" example, the feet limb locks, placed in frame 0, are effective in all frames.
If you want to stop lock effectiveness e.g. in frame 7, then set a lock in that frame for the limb. As suggested by the graphics, this will leave lock effect intact on the left side, but will invalidate lock effect on the right side (thus enable angle-based interpolation).

Please test it. Now in frames 0-7 limb end is locked, but in frames 8-29 (and then back to frame 0) limb lock is switched off, the main limb bones are interpolated based on bone angles.

 

Similarly, you can use the following lock types for switching off limb lock effectiveness:

: switches off on both side, also removes lock in actual frame, keys for main limb bones will stay, bone angle based interpolation will be intact on both sides

: switches off on both side, bone angle based interpolation will be intact on both sides)

: switches off on left side, stay intact on right side

: switches off on right side, stay intact on left side

: for buddy key, switches off on left side, stay intact on right side

: for buddy key, switches off on right side, stay intact on left side

 

How to use room keys - example 1.

Let's assume, in the 10th frame, you want to move the foot back in a way it moves "on a line" (it should touch the ground along the movement.

 

To achieve this, select 0th frame, right-click the leg's diamond symbol, and select

Then, select 10th frame, right-click the leg's diamond symbol, and select

Then left-click the limb diamond to let the move gizmo appear, and move the foot backward by dragging the horizontal arrow.

 

Move the timeline cursor along the first 10 frames (drag it and move it along), and you'll see that the foot is moving exactly on the ground, along a line.

 

This is because the mode guarantees that the limb end will move on a line path (or stay in place) on the frames left and right to the actual frame (if not overridden by other locks on the right side). The little straight line on both sides of the symbol refers to this.

 

Remark: the following figure tries to symbolize that the limb end will move on a line (or stay in place). (And this on both, left and right sides of the 10th frame))

 

Now select 10th frame again, and select for the foot diamond (right-click it, and select the appropriate icon)

 

Remark: the following figure tries to symbolize that the limb end will move NOT on a line (or WON'T stay in place). In our case, this will occur only on left side of the 10th frame.

 

You'll see that along the first 10 frames, the foot is moving on a curved path, while during the frames right to the actual frame, the moving is unchanged.

This is because the symbol, for the left side, switches on angle-based movement for bones of the limb, thus resulting in a curved moving path for the foot. The little curved line on the left side of the symbol refers to this.

Respectively, if you select , it will result in a linear moving path on the frames left to the actual frame, and a curved moving path for the frames right to the actual frame.

How to use room keys - example 2.

Let's assume you have this base pose, and you want to move the body backward while the foot on the ground stays in place.

 

Same applies as in the previous example: use the for the foot e.g. in the 0th and 10th frame, if you want that on both left and right side of that frame the foot should move precisely on a line path (or stay in place), meaning it stays in one point in this case.

 

Use and , if you want a curved moving path of the foot for the frames left or right to the actual frame (if a limb has locks in more frames, there is a left to right evaluation order for them, meaning right one overrides the effect of the left one).

 

Buddy key details

There are situations where you want one limb (hand or foot) to move together with one specific bone of the other character:

 

To achieve this, please right click the limb diamond for which you want to set the buddy key, and select , , - the difference between them is the same as seen at the room key case: if you want an on-a-line/stay-in-place OR curved moving path of the limb for the frames left or right to the actual frame.

 

 

NOTE: in the 0th frame you have these options. But in other frames you have more options:

 

After that, left-click the limb diamond. You'll see the nearest bone of the other character has changed its color to purple. Now you have a chance to change the other characters bone to which the limb is "buddy keyed": simply left-click it. Also you can repeat this process, but you need to start again with left-clicking the limb diamond.

 

Let the other character move in frames where the set buddy key is effective. You'll see that the limb which has the buddy key, moves together with the other character's appropriate bone.

 

Middle limb bone side rotation for locked limbs

When locked, a limb's middle bone's rotation gizmo changes: only one ring is available.

You can use it for side rotation adjustments of that limb during the lock effectiveness. If more such side-rotations were applied during the lock effectiveness, the system will interpolate this angle on the frames in between.

 

Evaluation order when using more room or buddy keys for a limb

It is left to right. Thus if you have two frames where room or buddy keys are set for the same limb, the right one's left-hand properties have priority over the left one's right-hand properties. (Left-hand or right-hand properties mean the little curved or straight line on the left/right side of the selected room or buddy key symbol, the curved one meaning angle-based while the straight one meaning "limb-end-move-on-a-line" or "limb-end-stays-in-place" movement.)

For example, if for a limb, there is a lock in a frame, and there is a lock in another frame left from it, then the "limb-end-move-on-a-line" or "limb-end-stays-in-place" effect will be intact between the to frames.

 

0th frame has some kind of special handling

The 0th frame is a special one, where all bones, limbs and morphs have a key, defining the starting pose.

Thus the system checks and maintains it with priority, and this is the reason for the following behaviour. If there is a limb, which has no lock in frame 0, and you set a lock for it in a later frame, the system may assign a lock for that limb in the 0th frame. This will occur only, if the lock placed by you, is the most left one for this limb, and has effectiveness on the left side (in the direction to 0th frame), it is one from these ones:    

NOTE: Try to avoid this situation. Simply lock limbs already in the 0th frame, if you need a locked limb in the first part of the animation.

NOTE: Generally, you should have unlocked limbs in the 0th frame only, if you want to relocate the character. After relocating to the selected place of action, in nearly all cases, it makes sense to lock all limbs in the 0th frame. Then you see 8 color limb diamonds in frame 0, as on the following figure (in this case, the blue ones).

 

Animate hairs, eyes, breast, cock as well

The ponytail hair's bones must be animated as well. Don't forget it!

 

Use the Edit / Take on - take off menu item to take on some items, while editing the base animation.

With this function you can mount a dildo, two kind of it is available, hand and strap-on version. You can freely decide to use any of them, but then it will then appear consequently in the base animation and all variations as well.

Also some other cloth items are available, but those are only for decorating purposes.

 

For realistic action, animate eye viewing directions and breast as well!

 

Cock must be animated in a very precise way, when penetrating a hole. On the other side, the hole must be opened accordingly via morph!

 

Tips and tricks

- Good for all key's removal on a frame: Alt-leftclick the pelvis for selecting all bones of a person (do the same for other person for all bones of all persons) - morph symbols must be clicked separately in a later step - then click the actual frame, press DEL.

- Ctrl-rightclick on a normal bone clears all keys for normal bones in actual frame (for all characters).

- Remove all keys for normal bones for all characters in a range of frames  1. Alt-leftclick pelvis of first character  2. same for second character  3. on the timeline select all marked and needed frames via Ctrl-leftclick  4. press DEL  (5. keys for limbs and morphs must be deleted separately)

- Reset a range of frames (often used, when a variant is opened for the first time). Reset at least the middle 30 (aka. "inner frames") or even more frames, e.g. frames 1-89, (remove keys, locks, etc. of frames) by pressing F7, F8, F9 (F7 for first character, F8 for second one, F9 for both) - it will bring up a popup for deleting keys in a user-specified range of frames.

- Complete copy of a frame, for one character:  1. Alt-leftclick pelvis for selecting all bones  2. Shift-leftclick and hold down the left button for drag and move the frame (this copies all bones keys)  3. do same for two morph symbols if they have morphs  4. select limb diamond (or any limb bone) in source frame, press F12 to save limb pose, go to target frame, press F11 - repeat this for all limbs which have lock.

- 0. frame limb lock statuses will be imported from base animation to variant, but only if variant hasn't existed yet (at variants first opening). This means, if you change limb lock status in the 0th frame of base animation, it wont be copied to already existing variants. Rather, change them in the already existing animations.

- When editing a variant, check "Repeat inner cycle" to watch how the action on the middle 30 frames look.

 

- When animating, switch bones visibility on/off by pressing Ctrl-S frequently, it will help to see better if e.g. fingers are correctly touching any body parts.

 

- Where the files are stored? For intermediate saving go to the folder "C:\Users\...\AppData\Local\AChat\prog_data_animedit\ae_projects_local\", look for file names like "d-XXXXX-c-b-v10.*" where XXXXX is the wanted project name, * represents anything. Zip those files, save it as a work in progress backup.

- When animating genitals, sometimes it is not easy to see if the cock penetrates the pussy right in the middle, correct position. The trick is as follows: Save the scene, turn thighs away temporarily only for checking the penetration correctness, but don't click Save (because thigh have incorrect position, just remember what adjustments are needed to correct the penetration error), choose Undo (Ctrl-Z) to undo the temporarily thigh turns OR reload the scene, and perform the remembered adjustment. Repeat these steps a few times.

- If Alt, Shift or Ctrl keys seem to "stuck in" then you have probably move the mouse cursor away from Animation Editor's window while that key was held down. Bring the mouse cursor back over Animation Editor's window and hold down/release that key again to correct this issue.

 

Base animation or Project is complete, send it to us

The easy way to start - B-Shop

B-Shop
- AChat will open a B-Shop in the system, into which all valuable artist work can be put in
- No "10 variant for all roles" criteria in the B-Shop
- Price of product in B-Shop will be agreed between you and us, can be much lower as usual
- You get 35% of revenue in B-Shop (exchange rate is: 2000A$ = 10$)
- Both of us can revoke a product from B-Shop
- You can rework the product in B-Shop, then a new price will be agreed, or even it will be put in into the main Shop

You can become a professional artist for our AChat community

Animator levels
- You start with "Animator level 1"
- Based on number of delivered products, total A$ income, etc., later you'll become "Animator level 2"
- With "Animator level 2" status, if meeting the defined criteria (e.g. 10 variant per roles, suiting AChat quality rules for animation details, etc.) you can deliver for the main Shop. This will mean a higher product price for you. Thus your income after each shop sell, calculated with 35% of the product price, will be higher.
- You'll get your developer console to follow sales already in "Animator level 1".

Read more about these possibilities on the Earn a living with us page

So please go on, make the poses as you wish, the AChat community will judge how perfect it is :) !

Please try to avoid these common mistakes when creating the animations.

How to send the work

1. Please send the base animation, once it is complete, to us for checking it.

For sending it, use the Send project button to pack your project, and attach the packed file to a email sent to
achat.support@gmail.com

Please include your username and "base animation" text in the email's subject.
Then wait for a response email from us.

2. For simple (B-Shop) projects, this can be already the moment where we agree the A$ price, and release your artwork.
For full-fledged (main Shop) projects, please wait for our OK for your base animation, then please proceed by making the variants for all roles. When perfect, send them to us in the same way as with the base animation. Wait for our response email. If we list any problems, please correct them, if we find it OK, the product will appear soon in the system.

 

Use the Send project button to pack your project into a "tosend" file. Attach this file to the email when sending to
achat.support@gmail.com

 

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Change log

Jun-09, 2016: How-to videos added

May-27, 2016: Starting pose removed

May-25, 2016: B-Shop concept added