Here you can find the basics, including where to download Prelewd, how to use it, etc.
What is Prelewd?
Prelewd is a 3D porn simulator with VR capabilities and support for SFM animations, Source Engine (and Source2) assets, as well as VR/360 videos. It currently has limited interactivity options (such as replacing characters, changing skins, bodygroups, sets, etc.) and has both a VR and a non-VR mode (i.e. you don't necessarily need a VR headset). Using the animation retargeting system, you can replace the actors in the scenes with any Source Engine character you want (e.g. from https://sfmlab.com/), even if the model has different proportions or a vastly different skeleton:
Prelewd also ships with the free and open-source Pragma Filmmaker, a work-in-progress alternative to the Source Filmmaker.
Latest Version: 0.2 (21-06-15)
If you like the concept and would like to help the project to grow, please consider supporting it on SubscribeStar or Patreon. Depending on the Tier, you can get exclusive access to features such as:
- Your name in the credits
- Exclusive Prelewd features
- Access to exclusive Discord channels
- Early access to new Prelewd updates and features
- Access to additional Prelewd retarget rigs for replacing character models
If you're a SFM animator, you can also support the project by providing one of your animations for use in Prelewd. For more information, click here.
You can find instructions on how to use Prelewd over here.
If you want to change the default characters with custom ones, check out this article.
- Operating System: Windows 8.1 64 Bit (or newer)
- Memory: 4 GiB RAM or more
- Graphics card: GTX 1050 Ti or newer
- VR (optional): Steam with SteamVR and a SteamVR-compatible headset
- Which VR headsets are supported?
Anything that works with SteamVR should work fine, however I've only done extensive testing with a HTC Vive. If you're having trouble with your headset, please let me know on Discord.
- Can you create custom animations for this?
Yes! You can create animations in SFM and simply import them into Prelewd. No need to port any assets either, the Engine handles it all automatically. You can then let Prelewd pack up your animation with all of the assets required to watch it, and ship it to whomever you want. Check out this article for more information and/or join the Discord server if you need assistance.
- How can I follow the progress of the project?
- How can I support the development of the project?
To make this project work, I rely on financial support. The more supporters I can get on my Patreon, the more time I can allocate for Prelewd. Patron++ tiers (and above) will also grant you access to Patreon-exclusive features in the future!
If you're a content creator, there are other ways to help out as well. I'm looking for some animations to ship with Prelewd, if you're interested, please contact me on Discord!
If you're a SFM content creator, you can import your SFM animations directly into Prelewd and create a Prelewd project with them (no VR headset required). Usually not much work is needed, you can directly import your SFM sessions into Prelewd, all asset files (models, materials, textures, etc.) will automatically be detected and converted, and you can then simply run the project packager to pack it all up into an easy to install package for other people. You can find more information on how to get started here. If you have questions or need assistance, please join the Discord server.
I'm always on the lookout for new animations to add to Prelewd, so if you're feeling generous, please consider allowing me to ship one of your animations with Prelewd! I cannot pay you, but every animation starts with a splash-screen, which lets you advertise your own Patreon or other means of supporting you.
If you're interested, please contact me on Discord.
How to use
Run "run_prelewd.bat" or "run_prelewd_vr.bat" from the Prelewd installation directory depending on whether you want to launch in VR mode or not.
If you have the Steam version of Pragma, and you have installed Prelewd over it, you can simply choose "Launch VR in Steam VR Mode" when launching Pragma through Steam, and it'll automatically launch Prelewd in VR mode. Alternatively you can also launch Pragma through the SteamVR dashboard in your HMD.
To launch the non-VR version, navigate to Pragma's installation directory ("/steamapps/common/Pragma/") and run "run_prelewd.bat".
After launching Prelewd, you should be greeted with the session explorer on the lefthand side. All of your installed Prelewd projections will be listed here. To launch an animation, simply double click it. Some projects include a pre-rendered video, some include a project for real-time simulation and some contain both. If both are available, you can switch between the pre-rendered video and the real-time simulation by switching between the "Video Player" and "Game Viewport" tabs. Double click the viewport to enabe fullscreen mode.
To change a character's skin or bodygroup, right-click into the viewport:
You can also change a character's model, but this requires that you create a retarget rig for it first. You can find more information on how to do that here. Any Source Engine model can be used for this; you can get custom models for example on the SFM workshop, or on SFMLab (you'll have to register an account to get access to NSFW models).
If you want to import your own SFM animations, you can follow this article.
The primary controller has the following button mappings:
Trigger: Pauses or resumes the animation
The secondary controller currently has no function yet. Changing skins or bodygroups can only be done outside of VR for now, you can put off your HMD to switch to the non-VR mode, then put it back on to re-enable VR.
Prelewd ships with an animation retargeting system, which allows you to replace the characters in an animation with any other character model (even if it has vastly different proportions). You can use any Source Engine model for this, for instance any of the models available on https://sfmlab.com/ (you have to be logged in and enable "Show adult content" to see NSFW models) or other sources.
Here's a step-by-step tutorial on how to set up a new model:
- Install the model to Prelewd by extracting the files to "Prelewd/addons/imported/"
- Launch Prelewd and open the animation you want to use the model for
- Right click on the actor you want to replace, select "Model" in the radial menu and then "Custom"
- OR, if you don't have the radial menu, right-click into the viewport, select the actor from the drop-down menu, then select "Model" and then "Custom"
- A new window should pop up with a list of all available models. Navigate to the model of your choice and select it by double-clicking the icon.
- Prelewd will now go through all of your installed retarget rigs and check if any of them are compatible with the new model. If it finds a match, you should immediately see the character replaced with the new model and you're done (in which case you can skip the rest of the tutorial). In general, he more retarget rigs you have installed, the higher the chance that Prelewd can find a match.
- If Prelewd could not find a match, the retarget editor will open and you will have to create the retarget rig by hand (you will need some basic knowledge about how models and skeletal rigs work). In this case, continue with the skeletal retargeting section.
The retarget editor consists of two panels:
- The model viewer on the right-hand side, which shows the original actor on the left, and the new actor that you wish to retarget onto the original actor to the right
- and the rig settings on the left, which shows all of the mapped bones/flexes and other settings.
To fully retarget a character model onto another, you need to map both the bones and the flexes (facial morphs) between the two models. You can skip the flex mapping, in which case facial animations will not work, skeletal remapping should always be present, however.
You can try pressing the "Auto-Retarget" button, which will attempt to find and associate matching bones/flexes automatically, however depending on the models, this feature can be unreliable and will most likely require manual corrections. The following sections describe how to apply the mapping manually.
Make sure the "Mode" in the retarget editor is set to "Skeleton". By clicking on one of the bone names, you can associate that bone with an equivalent bone of the other actor. Not all bones require a match, usually you'll want to match all bones that are important for the animation, like spine, arm and leg bones, it is perfectly valid to leave a bone blank, however. To reset a bone (i.e. unmap it), right-click on it.
Once all important bones have been mapped, you should see both actors play the same animation in the viewport. Don't forget to press the "Save" button once you're done.
Below is an example from an older version of Prelewd, the approach is still similar though:
And here is a more recent example via PFM:
If the "Mode" in the retarget editor is set to "Skeleton", press the button to switch to the "Flex Controllers" mode. You may have to click once into the viewport to refresh it, then you should be able to see the faces of both actors in a closeup. Retargeting flexes is a bit more tricky than bones, so the approach is somewhat different.
You'll see a list of available flexes, once again, only the ones that are used by the animation are important. You can right-click into the viewport, select "Flex Animation", and then select the item starting with "pfm_" to see which ones are used.
To map one of the flexes, right click on it and click "Add Mapping", then click on the "+" icon to the left. Now select a matching flex from the other actor, if one is available.
Once you're all done, press "Save" to save the retarget rig, which will save it to "Prelewd/addons/filmmaker/retarget_rigs/" as a ".udm" file. The file can be opened and edited manually in a text-editor, but using the retarget editor is the recommended method of creating or editing retarget rigs.
You can upload the udm-file and share it with others, just beware that the directory structure has to remain intact.