>>28516361) Looking at public motions by Ademar440 should teach you a lot if you aren't too retarded.
2) Use MikuMikuMoving.
3) Yes, a good sex motion takes a bit of work, and you must learn interpolation, refer to links in the first post and
https://www.youtube.com/watch?v=tXoaBwMWs4I in particular.
4) Yes, IKs help even if they are turned off, simply having them where the hands are supposed to be can give you nice targets to realign the bones to. IKs (inverse kinematics) work by automatically rotating the bone chain when the handle or body are moved so that the IK target ends up as close to the IK handle as it can reach. FK, a.k.a. regular bones, do not have a target to aim for. IK states can be baked in Blender for the entire length of the motion or saved for the current frame if you turn the IK off and register unregistered bones without saving the IK as OFF, but it will not work well (the hands won't stay put) if the proportions of the target model differ (matters for reuse or public releases).
5) Most sex consists of reciprocating movements, i.e. 2 states (keyframe sets) repeated as many times as needed. It's a bit boring tho, so you can vary the intervals and/or states themselves to improve it. Sometimes you need more sets.
>>2851657>> beefySin Sack 2018? Ryu/David?
Try these.
>> longer/shorterIt's not particularly hard to make a morph that stretches a body part via either Z bone shift (will not work on IK chains) or vertex morphs (worse solution due to weight-based vertex deformation). The solution I use to make my custom SS compatible with SP and Ryu_S1 motions is to have the regular Dick_01..06 chain as default and use an IK chain with Dick1..3 as modifier (local parent) bones for the regular chain. By the way, recently, around the time I started adapting Ademar's motions, I realized it's better to have the IK target/handle a bone or two behind the head rather than in front. (Haven't tried it yet.)
>>2851672By downloading a Mark2 set instead.