Usually, when I do internal shots, the vaginal canal is built directly into the character model itself. That works, but it comes with a few problems. Because it has to live inside the main character rig, it tends to be less detailed, less flexible, and a lot more annoying to work with when the scene gets heavy.
The biggest issue is performance. Internal cumshots often involve particle effects, fluids, extra lighting, collision objects, and a lot of close-up deformation. Trying to do all of that inside the full character scene that's already animated can get very laggy very quickly, especially when the main rig already has hair, clothes, controls, materials, blendshapes, and everything else loaded in.
So for this animation, I decided to build a separate vaginal canal rig from scratch.
The idea is that internal shots can now be handled in their own dedicated scene, using a much lighter setup. Instead of dragging the full character rig into every close-up internal shot, I can use a separate simplified character setup with the canal rig attached. That means I get more detail where the camera actually needs it, and I can run particle effects or fluid sims without making Maya and my GPU want to die.
This also gives me more control over the deformation. Since the rig is built specifically for internal animation, I can make it more flexible, easier to pose, and better suited for close-up shots. It should be much easier to animate things like insertion, pressure, stretching, pulsing, and fluid interaction without fighting the limitations of the main body mesh.
It is one of those things that probably won’t be obvious to most viewers in the final animation, but it should make a big difference behind the scenes. Cleaner shots, better detail, less lag, and a workflow that will hopefully save me a lot of time in future projects too.
This is probably going to become my standard setup for internal shots going forward.
Not the most glamorous part of production, but definitely one of the most useful.