HorseCock Dildo Flared

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HorseCock Dildo Flared V 1.51

model by AutLizard
rig upgrades by crute

Rigged NoNameβ„’ HorseCock Dildo.

  • FK with Automated and Adjustable Curl,
  • Spline-IK,
  • Parenting Switch for Spline-IK Controllers
  • Rig-configurable Colors (No Node-Editing Necessary)
  • Flare ShapeKey to Switch Between Flared and Unflared Version
  • All Quads, No Spirals, No Poles Exceeding a Valence of 5
  • Wetness Map

If you need a hi-res version for baking normals off of, let me know. It comes in at around 3.5 million polys tho, so I did not want to clog up server space with it unless needed.

Loading the rig UI

The Rig UI loads automatically, unless you have "Auto-run Python Scripts" disabled, in which case, all you need to do is run it from the text editor by selecting the file and hitting "Run" manually.

Manually Running Python Scripts in Blender Auto-Running Python Scripts in Blender. Warning: might pose a security risk

Using the Rig

Getting to the Rig Settings

If you have successfully loaded the Rig UI, you can control all aspects of the rig by going to Pose Mode, Expanding the Sidepanel and find the Rig Settings in the View Tab

Custom Rig UI in the View Tab of the Sidepanel

Even if you failed to do so, the Rig Settings can be accessed through the Properties Bone. It is shaped like a wrench.
If you select this bone in Pose Mode, the View Tab in the Sidepanel will display the Rig Properties. These correspond to the rig's custom properties. Not the full package, but you will find what you need there, even without loading the custom UI

Properties Bone

Controlling the Color

The colors of the individual parts can be controlled through color pickers in the Rig Option Menu. If you want to change the edges of the regions, you can edit their vertex masks in the mesh tab of the 'Chance.Unflared' Object.

Posing the Rig

FK Controls

Per default, the rig starts out in FK mode. Simply rotate the circular-shaped Shaft.001.FK bone.

Curl Automation
The curving of the dick is automated so you need only one controller to bend it. You can control the influence of this automation with the "Curl Auto" slider.

Curl Falloff
If you want the curling to be uneven, you can add a fall-off to the curl with the "Curl Falloff" Slider. You can further adjust and fine-tune those Falloff Values with the factor sliders.

Tweak Bones
You can manually adjust the rotation of each segment of the shaft by displaying the "FK Tweak" Layer. These tweaks can also be applied on top of the Curl Automation.

Spline IK
As an option to FK controls, you can also use a Spline IK which will align the bones to a NURBS curve, resulting in smooth deformation.

Parenting Constraints
The "Spline Parenting" slider allows you to make the Spline controllers follow each other like in a parenting hierarchy. This is good for posing. If during an animation you want to use the spline to "thread the needle", i.e. parent one of its controllers so it stays with another character, turn this off.

Flare ShapeKey Allows for flaring out the glans or returning it to its unflared state.

Bone Layer and Rig Control Overview

Version History:

1.52 Update 18.09.2020

  • Activated Bar Indicators on the Sliders for visual feedback

1.5 Update 07.09.2020

  • Fixed Color Pickers to allow multiple instances to be appended
  • Ball Shape Keys added for subtle asymmetry
  • Rig Panel Updated with iconized toggles
  • Newer WetMap Model integrated
  • Added Irregular Border to WetMap

1.4 Update 01.09.2020

  • Added Glans Tweak Bone
  • Retopologized Mesh to All Quads
  • Texture for Veins added, Resolution of Vertex Paint was insufficient
  • WetMap added
  • ChildOf Constraint replaced with Armature Constraint
  • Fixed Curve to Armature Object to keep them in the same Location
  • Added Corrective Smooth Modifier
  • Added Render and Viewport Toggles
  • Minor Icon and Structural Changes to Panel
  • Minor Weight Painting Tweaks
  • Switched FK CTRL Rotation Modes to XYZ Euler
  • Exposed Normal Map Intensity
  • Panel should now work with linked files

1.3 Update 05.07.2020:

  • Tangent Space Normal Map added

1.2 Update 02.07.2020:

  • Iconised Rig UI Panels
  • Rig Panel Restructured
  • Custom Properties moved to Rig Options and can be accessed without Properties Bone

1.1 Update 01.07.2020:

  • Added Custom Rig Shapes
  • Added Spline IK
  • Added FK/IK Switch
  • Added Properties Bone
  • Added Vertex Paint Masks
  • Added Color Controllers
  • Added Curl Automation on FK chain
  • Added Factor Controls for the curl
  • Added Parenting Constraints for the Spline IK controllers
  • Added Flare Shapekey
  • Added Subdivision Controls (Viewport and Render)

1.0 Initial Commit 24.06.2020:

  • FK Rig


How to Link a Model

If you plan on linking a model, you should open the library file and hide the Armature of the rig contained within. This will avoid showing you overlapping armatures of the linked object and the Proxy Armature that you need to pose it.

I do not hide the Armature by default, because that makes people opening the files go: "Hey, there are no bones! Why isn't this rigged." I apologise for this inconvenience, please educate people about this weird behavior so we can in the future hide all our shameful rigs in our library files.

Remember: Conceal it, don't feel it. Don't let it show.

To link a model from a different blend file, place your 3D-Cursor where you want it to spawn in. Then go to File > Link
Browse to the blend file that contains your desired models and double click it
The browser will now show you the Data Blocks that make up that file. From these, chose "Collections". From the list of available collections, chose the one that has the name of the object you want, for instance, the collection that contains the rig for the Armature.Handcuff is named just that. Deactivate the "Instance Collections" Checkbox in the right side Properties Panel, then hit the "Link" Button.

Your model is now in the scene, but you will not be able to pose it. To achieve this, select the linked object and run Object > Relations > Make Proxy.
In more complex models, this will bring up a list of objects to make the proxy off of. From these you will select an Armature Object. For these models in this pack there is only one choice, so pick it and you will have a posable Proxy Armature.

If you link in your file and the rig panel is NOT appearing, do not be alarmed, this is a security thing.
You will have to reload the script manually.
There are 2 ways of doing this:

The first is to save the Scene File and then running File > Revert. This will reload everything that is a dependency of the file, which includes the script.

The second way is to switch the Outliner Panel to "Blend File" Mode, Locating the linked File that is to be reloaded and right-clicking it, then selecting "Reload".

One more important thing to mention about Linked Content is this: Any change that is not keyframed in your Scene File will be overwritten with information from the Linked Library File. So if you link a character and pose it, but you do NOT keyframe the bones' Location, Rotation and maybe Scale, those changes will, on re-loading the scene file, get lost and your pose will be reset to the rig's Rest Pose.

How to Append a Model

Luckily, Appending is nowhere near as complicated as Linking a model. Basically, Appending is just glorified Copy'n Paste. Just like with Linking, go to File > Append. From the Browser select the same Data Blocks, the Collection named after the model you want to append. As before, keep the "Instance Collections" Checkbox unchecked. And that is it.

No Rig UI in the Side-Panel

To open the Properties Panel (also known as the N-Panel) Press N or click the small arrow icon on the right side of the 3D-View Window. The Rig UI should be in the Item Tab If it is not there, this is most likely due to your Automatic Python execution being disallowed. This is a safety default.

To run the python file that creates the rig panel, either go to your Preferences > Save & Load > Blend Files > Auto Run Python Sripts and enable this, then reload the file by going to File > Revert and confirming that, or

Opening a Text Editor Window, selecting the Rig_UI python file from the dropdown that lists the text files in the current .blend and then Running Script. This will manually execute the code and build the Rig Panel.


SmutBase is a free service. However, it costs about $0.03 to deliver you a 1GB file. With over 20TB of traffic every month and growing, SmutBase needs your help. If only 1% of our users each gave us $5 for a single month, we could keep the site running for several years.

Filename Downloads Created Filesize
  chance_flared_V1.52.blend   5342 2020-09-18 08:27:24 3.03 MB
  chance_flared_V1.51.blend   1039 2020-09-07 22:55:36 3.99 MB
  chance_flared_V1.5.blend   718 2020-09-07 14:22:45 4.02 MB
  chance_flared_V1.4.blend   877 2020-09-02 19:54:31 3.96 MB
  ChanceUnflaredV1.3.blend   2656 2020-07-06 13:31:02 2.68 MB
Thumbnail image for HorseCock Dildo Flared
Getting rid of Pink Models in Blender
Pink models are, similar to how it is in game engines, a sign that Blender is unable to find some textures. A common issue with downloaded files, and relatively easy to fix.

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