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WS WARNING! NeXus particles test animation
Published 07/13/2026, 11:54:35 PM

I was working on improving Rinzo's hair before finishing off and rendering the other short animation (with the fun pleasureworms) but I got a little sidetracked and ended up doing another very short, very simple animation. And it ended up being a good way to more thoroughly test NeXus for Blender.(btw I've been working on other stuff, not just this, this took a few days to put together and animate since it's very simple! But the other stuff is mostly writing dialogue/scenario stuff for the game)
Here's what it looks like!
What better place to piss with your bestie than in the gym showers at the Temple of Gains! (the gym in the game where you'd go to grind athleticism skill points but also visit the locker room to see gym-going NPCs naked)
I wanted to do something more complex with that wall where those hung hieroglyphic god guys are, like a cool tile mosaic of Big Mane (the gym owner/local semi-famous body builder guy) but I couldn't draw it as nice as I wanted and eh... if I'm going to hand-make a mosaic in 3d I'd rather do it based on good artwork. So for now, no mosaic of muscular horse men. It might work well as a poster somewhere (with a simple background added)
(also decided to use something besides the default brush, I used to use more paint-y type brushes all the time! But I came to favor the simplicity of a hard circle brush or the airbrush... but kinda might use painterly brushes again, I forgot how fun they were)
I've also been drawing some street art/graffiti/silly posters to have in places in the environments. Not sure where any of these would be used yet but it's good to have some in-universe art on-hand to add some character to a place.
Another take on the Big Dick Goon Squad "logo"
Posters of in-universe media
(NOTE yes these are not well drawn at all and for the record I didn't spend a lot of time on these, they will be very tiny when rendered so the badness is hidden pretty well)
Anyway I never did figure out how to fix the problem with gaps in fluids like this (ignore the nightmare fuel aspect of it, I had a bunch of stuff disabled to get nicer viewport performance)
I found that if there are parts of the sim that would have gaps, lowering the inflow speed or moving the emitter into the urethra would cause splashing/chaos to help make gaps less of a problem... not really what I'd like to do because it'd be better if it could all be a constant, steady stream for the most part. So the main reason why it's so splashy in some parts is because of that. But I think it still turned out pretty good.
Oh also! I used bone dynamics for the hair/balls/Fregus' ears but the jiggle/flop on the meat is manually animated, that way I'd have more control over where they end up pointing (and eh... I couldn't get the motion I wanted with physics >_>). It was a fun challenge too, this is the best meat flop I've ever done!
(if you're interested in NeXus it's here, not sponsored/affiliated or anything but it's pretty good. I find it pretty intuitive to use, the developers have made some good tutorials and the documentation is nice)
https://insydium.ltd/shop/index.php?route=product/product&product_id=105
I've attached the final animation and a little breakdown below!
Attachments (12)

BLURRED.png

happy piss composite_0_1000.png

happy piss composite_0_1401.png

happy piss composite_0_1500.png
ff happy piss breakdown0_0001-3009.mp4
ff happy piss_final_sound_0_0001-0510.mp4

fluid gaps0.png

big mane.png

bdgs chicken.png

posters.PNG

small size.PNG

good flop.gif
