CharaStudio Penetration

in #charastudio7 days ago (edited)

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

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 option to 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

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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 Inside so 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 disableEnable New Dynamic Bones so it doesn't pull on the hair of newly added characters

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  • 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 Bound or 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 F to center the camera to it
  • Select the LookAt item and press C to 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 pointer as parent, then select the P item's bone and set it as child
  • Still in the NC menu, enable Link rotation, click Use 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_target as child, then select the Female target (crotch, head, etc) and set as parent
  • Still in the NC menu, enable only Link position, click Reset, then Add new. The target is now bound to the Female

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The P item should now follow the target. You can use multiple LookAt items if you want.

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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 sphere item 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, enable Look at parent, click Use current, then Add new.
    The P item bone is now following the target bone

2025-12-02 03-44-47_frames.gif

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 targeting above)
  • 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 toOutside
  • Select the female, then in anim->Statu scroll down and set the Uncensor to one of the BP options
  • In advanced KKPE->Dynamic Bones tab, press Force refresh list to activate the new Dynamic Bones added to the vagina
    The vagina should now be reacting to your item

2025-12-02 04-28-08_framesB.gif

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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

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