>>134979
The CGI isnt the problem. We can get realism with ease. The problem is capturing the shapes and weights of the inflation. You need a detailed human form with realistic anatomy. And you need to be able to manipulate it in a way to bloat and expand without distortion. You need it to occur in an uneven way, bottom heavy before rounding out. And then you need it to become fully spherical with sunken head and limbs, again, without distortion.
The main issue is here, Charlie and the Chocolate Factory cheated. Every cut they have a new model. Once she gets really big, they arent even full CGI, they are using a rig to suspend her, and motion capping that to drive the shape of the expanding CGI double.
For the proper fetish art people want, we cannot cheat. Every cut means a new model, which doubles the time, and cheapens the value of the finished result. We want a model that can seamlessly go from a realistic deforming human, to a sphere, and all the potential steps inbetween. It would have to be the ultimate inflation rig. Likely with bones absolutely EVERYWHERE in order to compensate. And because of how complicated a rig like this is, it would take forever to create derivatives for other models, like OCs.
The only other alternative is hundreds of shape keys. But that restricts your movement heavily. And you are forced to work high poly, which means you need a finished model before you can even consider shape keys.
Fluid/cloth sims dont work, they are too finicky. Regular rigs tend to be good at expanding in one dimension, but the more complexity and the worse it gets. We want accurate to real life, skin colliding with skin. Not mesh phasing through mesh.
I would love to undertake this project, but I am busy too much of the time.