CharaStudio Penetration
There are different methods you can use for the insertion of a P item, or generally keep it pointed towards a target coordinate.
I will cover the following subjects:
- Dynamic Bone Collider (DBC) item targeting
- Look At Basic(LookAt) item targeting
- NodeConstraint
Look at parenttargeting - Have a vagina be reactive to a Dynamic Bone Collider (DBC)
Dynamic Bone Collider (DBC) item targeting
This is what I personally use most of the time for insertion. It's easy to set up and works well.
Prerequisites
- You will need to use the advanced KKPE menu, right-click KKPE button to open the menu
- Left-click the KKPE button for the regular menu and use
optionto adjust the size of the advanced menu - It requires that you use a P item that has
Dynamic Bones, if it doesn't have the tab in advanced KKPE then it won't work
Usage
- Add your P item and parent it to the male, almost always on the crotch. Adjust the item position as needed
- Add a DBC item and parent it to the female, usually on the crotch or mouth but can vary
- Set up the DBC item to only target the bones you need, then set the Bound to
Insideso it acts as a magnet - Reduce the size of the DBC to be very small and position it as needed
- If you intend to distribute the scene, you should disable
Enable New Dynamic Bonesso it doesn't pull on the hair of newly added characters
- Most of the time, you can find the ideal spot for the DBC and leave it there, but nothing is preventing you from animating the DBC position to move the P item.
- If you want to enable/disable the magnetic effect of the DBC, you can keyframe
Collider Boundor keyframe the scale of the collider (if it's big enough, it will no longer affect the P item).
Look At Basic(LookAt) item targeting
I don't have much experience with this one, so my demonstration might not be very good.
Prerequisites
- You will need to use the NodeConstraint (NC) menu to bind certain elements together. The default keybind is ctrl+i
- This can work with any items with FK bones; it is not limited to items with Dynamic bones
Usage
- Set up your P item on the male as usual and enable FK bones in
anim - Add a LookAt item and parent it at the same place as the P item
- Rotate the shaft of the P item so it points to the target direction you want
- Select one of the P item's bones near the root of the shaft and press
Fto center the camera to it - Select the LookAt item and press
Cto move the item to the current camera center, exactly where the P item's bone is located - Open the NC menu, select the LookAt item and set
pointeras parent, then select the P item's bone and set it as child - Still in the NC menu, enable
Link rotation, clickUse current, then Add new. The P item bone is now bound to LookAt - Stay in the NC menu, select the LookAt item and set
lookat_targetas child, then select the Female target (crotch, head, etc) and set as parent - Still in the NC menu, enable only
Link position, clickReset, then Add new. The target is now bound to the Female
The P item should now follow the target. You can use multiple LookAt items if you want.
NodeConstraint Look at parent targeting
A newer addition to NodeConstraint plugin, very similar to the LookAt item function
Prerequisites
- You will need to use the NodeConstraint (NC) menu to bind certain elements together. The default keybind is ctrl+i
- This can work with any items with FK bones; it is not limited to items with Dynamic bones
Usage
- Set up your P item on the male as usual and enable FK bones in
anim - In this example, I use a
sphereitem parented to the female as the target bone but you can target any bone you want - Rotate the shaft of the P item so it points to the target direction you want
- Select one of the P item's bones near the root of the shaft, then open the NC menu and press
Set as child - Select the component that has the target bone (a sphere, a character, etc), then in the NC menu select in the list the bone to target and `Set as parent
- Still in the NC menu, enable
Link rotation, press the arrow for more options, enableLook at parent, clickUse current, then Add new.
The P item bone is now following the target bone
Have a vagina be reactive to a Dynamic Bone Collider (DBC)
By default, a vagina is not reactive to a DBC. You can use one of the BP uncensors of the female to add dynamic bones
Prerequisites
- You will need to use the advanced KKPE menu (check
Dynamic Bone Collider (DBC) item targetingabove) - Can be used regardless of the targeting method
Usage
- Add a DBC item and parent it to the P item you are using
- Open the advanced KKPE menu and give the DBC its shape, set it to
Outside - Select the female, then in anim->Statu scroll down and set the
Uncensorto one of the BP options - In advanced KKPE->Dynamic Bones tab, press
Force refresh listto activate the new Dynamic Bones added to the vagina
The vagina should now be reacting to your item
Options
- You can use more than 1 DBC item, you can attach a DBC to individual bones of a P item
- Not all vagina Dynamic bones are necessary








