Rectal Trifecta: Rigged Anal Insertables

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Rectal Trifecta is a small Asset Pack of insertable Sex Toys with an Anal Theme

Anal Beads, Pocket Rocket Vibe, Buttplug

V 2.0.3 Now more glassy than ever before!


Unwrapped, All-Quad, Low-poly
Layer Visibility Controls
Wet Map
Bend Automation
Color Selectors
PBR Material Controls Transmission Controls Subdivision Controls
Bevel Modifier
Smooth Corrective Modifier

How to use:

  • Append or Link to target File;
  • Make Proxy of Armature Object, if linking;
  • You are now in business.
  • To pose the Rig or to access any of its features, you need to be in Pose Mode

AnalBeads Controls

Color Selectors:

Allow you to select a Diffuse Color for the respective part of the model. Just click and pick.

Loop Control:

A set of bones that allows you to refine the shape of the Handle Loop. I made this so it could react to being pulled by a finger.

Handle Control:

Bends the Handle of the loop.

Handle Tweak:

Secondary Bone that gets rotated automatically by the Handle Control, can be accessed for finer control of the Handle bend.

Ball Control:

Allows Rotation and Scaling of the individual beads.

Connectors Main:

The Main Rotation Controller for the Bead String. Automatically bend all Connector Controllers with it, this creates a smooth curve with only one controller. The Intensity of this automation can be set in the automation tab.

Connectors Control:

For finer control and overriding the Connector Automation, each Connector has its own controller.


Passes on the rotation value of the Main Connector Controller to the other Connector Controllers.

Modifiers: Houses Modifier Controls. So far there are: Subdivision, Corrective Smooth and Bevel Modifiers

Subdivision Modifier: Doubles and smooths out Object Geometry for Smoother Silhouettes. Has a separate Viewport and Render Setting, keep Viewport down for better performance.

Bevel Modifier: Adds bevels to the sharper edges. Will lower performance, so only use in closeups when the bevels are visible at all. To get a wider response from the Bevel Modifier Width, turning on the bevel automatically activates a Simple Subdivision Modifier to give the Bevel more geometry to work with.

Corrective Smooth Modifier: Smooths out the deformation on the handle, which allows for deforming with less care. This modifier requires binding to geometry, so should you make any changes to it, remember to rebind it.

Wet Map: the Wet Map is a Gradient Mask that moves across the mesh in Z-direction from the tip towards the base. The Gradient has controls for:

  • Saturation allows for increasing saturation in the wet areas

  • Value allows for darkening the wet areas

  • Position designates how far the object is covered in wetness. (0: not all, 1 = completely) This is the component you want to animate. The others are mostly for setup.

  • Starting and Ending Color These will influence the intensity of the wetness. Grayscale only

  • Gradient Position Marks where the Gradient starts

  • Delta Marks the distance of the two color stops in the gradient. Bigger Delta means softer transition.

Pocket Rocket Controls

Root Control

Root bone of the Rig, moves everything

Handle Control

Rotates the little knob at the bottom for the Speed Setting

Color Selectors:

Allow you to select a Diffuse Color for the respective part of the model. Just click and pick.

Modifiers: Houses Modifier Controls.

Subdivision Modifier: Doubles and smooths out Object Geometry for Smoother Silhouettes. Has a separate Viewport and Render Setting, keep Viewport down for better performance.


Can be used to change the Bases knurling shape


Houses Automated Vibration Controls. Influence greater than 0 will start vibrating increasingly. There are also a few buttons for adding and deleting keyframes.


Adds Wetness to the Surface Shader. Use Position Slider to move it along the Shaft.
Saturation and Value can be used to tweak the look of the wet area.
Edge Windows break up the edge of the fluid film with some irregularites.

Buttplug Controls

Root Control

Root bone of the Rig, moves everything

Attachment Control

This is a freely movable bone to attach Child Of Constraints to and not being locked to the position of the Root Bone.

Color Selectors:

Allow you to select a Diffuse Color for the respective part of the model. Just click and pick.

Modifiers: Houses Modifier Controls.

Subdivision Modifier: Doubles and smooths out Object Geometry for Smoother Silhouettes. Has a separate Viewport and Render Setting, keep Viewport down for better performance.


Anal Beads

V [2.0.3] 2020/10/25 (Blender 2.90.0)
Changed: Classes now have unique Rig-Identifiers to make it possible to link/append several different ones

V [2.0.2] 2020/10/25 (Blender 2.90.0)
Changed: Slider for Input Elements, except Levels, those are Stepped Inputs
Changed: Layout compacted
Added: Transmission Sliders exposed for Ball Material

V [2.0.0] 2020/10/18 (Blender 2.90.0)
Changed: Inverted FK Chain
Changed: Renamed FK Bones

V [1.4.0] 2020/08/24 (Blender 2.90.0) Changed: Moved Rig Properties to the Object Type
Changed: Minor UI Upgrade
Added: Material Controls for the Rubber and Ringlet Shader
Added: WetMap
Fixed: Made Custom Components work in Linked Files

V [1.3.0] 2020/08/24 (Blender 2.90.0) Added: Material Controls for the Ball Shader

V [1.2.0] 2020/08/24 (Blender 2.83) Changed: Code Refactoring
Added: actual Checkbox Toggles for Toggle Fields (Modifier Visibility)

V [1.1.0] 2020/08/23 (Blender 2.83) Changed: Anal Beads Scale adjusted to match others
Changed: Material Assignment of the inner rings changed to allow wider deformation range Changed: Made Handle Controllers stretchy Added: Corrective Smooth Modifier for handle

V [1.0.0] 2020/08/22
Initial Release

Pocket Rocket

V [2.0.3] 2020/10/25 (Blender 2.90.0)
Changed: Unique Class Names
Changed: Vibration now done via driver, allows for linking
Changed: UI Panel reworded and pruned

V [2.0.2] 2020/10/24 (Blender 2.90.0)
Changed: Panel Header Iconised
Changed: Cleaned Up Nodes, Driven Inputs Grouped
Changed: Sub-D Level Sliders to Stepped Inputs
Fixed: Shaft Roughness Slider now works as intended
Added: UI Script to Armature as a Custom Property. Should Auto-Load now.
Added: Transmission Property exposed. Can be used to make material transparent.

V [2.0.1] 2020/09/20 (Blender 2.90.0)
Changed: File Library Cleanup
Added: Sound Object (it's a gimmick. feel free to delete)

V [2.0.0] 2020/09/20 (Blender 2.90.0) Added: Material Controls

  • Metalness
  • Roughness
  • Customizable Logo Image

Added: Base Ridges Shape Key
Added: WetMap Node
Added: Automated Vibration Controls
Added: Modifier Controls

V [1.0.0] 2020/08/22
Initial Release


V [2.0.4] 2020/10/25 (Blender 2.90.0)
Added: Shapekey added to smooth Diamond facettes to a Cabochon
Added: Toggle for Gem in them bottom added.

V [2.0.3] 2020/10/25 (Blender 2.90.0)
Added: Solidify Modifier for Eevee Transmission and Depth Sorting (OFF by default)
Changed: Unique Class Names
Fixed: Lattice attached to Root Bone with Copy Transform Constraint

V [2.0.2] 2020/10/25 (Blender 2.90.0)
Changed: Root Custom Shape simplified
Changed: Panel Header Iconised
Changed: Panel Header now has Version Number
Added: Transmission Property exposed. Can be used to make material transparent.

V [2.0.1] 2020/10/18 (Blender 2.90.0)
Changed: File Library Cleanup

V [2.0.0] 2020/09/20 (Blender 2.90.0) Changed: Wetmap Position Slider on Global Level
Added: Scaling of Individual Plug Parts via Lattice ShapeKeys
Added: Exposing Material Properties (allowing manual control of metal/roughness and surface noise)
Added: Wet Map (Influence Shininess and Darkness of material to make it look wet)
Added: Documentation Tab
Added: Simplify Button
Added: Modifier Killswitch

V [1.0.0] 2020/08/22 (Blender 2.83) Initial Release

If you have problems with this file, read the below notes on this Project Page.

Should that not solve them, hit up the Smutbase Discord Server
or tweet

Please note that if your problem could have been solved by reading the Project Page and you still ask me because you did not read through it, you will suffer my displeasure.


Rig UI Parts (Buttons, Sliders, etc.) not working

Save your file, then Revert it by running File > Revert. This will enforce a driver refresh and "unstick" the components.

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.

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.

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 PocketRocket 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.


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Filename Downloads Created Filesize
  RectalTrifecta_Buttplug_V2_0_4.blend   3642 2020-11-03 17:55:58 339.73 KB
  RectalTrifecta_AnalBeads_V2_0_3.blend   2650 2020-10-26 15:26:53 788.18 KB
  RectalTrifecta_Buttplug_V2_0_3.blend   1105 2020-10-26 15:26:53 334.73 KB
  RectalTrifecta_PocketRocket_V2_0_3.blend   2389 2020-10-26 15:26:53 1.95 MB
  RectalTrifecta_PocketRocket_V2_0_1.blend   923 2020-10-17 18:58:11 1.89 MB
  RectalTrifecta_Buttplug_V2_0_1.blend   887 2020-10-18 11:55:52 322.58 KB
  RectalTrifecta_AnalBeads_V2_0_0.blend   825 2020-10-18 19:44:42 781.32 KB
  RectalTrifecta_Buttplug_V2_0.blend   837 2020-10-15 14:45:54 324.43 KB
  RectalTrifecta_PocketRocket_V2_0.blend   863 2020-10-15 14:45:54 2.03 MB
  RectalTrifecta_AnalBeads_V1_4.blend   1463 2020-09-03 19:53:32 774.27 KB
  RectalTrifecta_Buttplug_V1_0.blend   1348 2020-08-22 23:07:39 248.24 KB
  RectalTrifecta_PocketRocket_V1_0.blend   1365 2020-08-22 23:07:37 1.17 MB
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Ripping ENCRYPTED Unreal Engine Models
Some UE4 games use encryption. This video explains why developers would want to encrypt, and how this works in the context of UE Viewer.

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