Jump to content

Hi There

Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us.  To unlock the entire site you will need to have a account registered.  Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits.  Feel free to join or Discord Server also if you have any more questions.  Thanks for stopping by and See You on the other side.

admin admin
Creating a Blog? Don't Forget the Feature Photo!! ×
  • entries
    4
  • comments
    118
  • views
    1,521

Experimentation around quadripedals, armature and puppets


x17

776 views

I have decided to take a bit different path from my recent projects, that were related mainly to GUI overhaul and Customizer room improvements. This is about experimentation around quadripedals.

The idea would be to port the new model either as full model, or puppet. But the puppet would seem more probable, considering everything. The hfg2's work around custom armature is crucial here, and capability to translate, move and even add bones - but theoretically, it could go even from perspective of old PG-13 models, which were a mesh fitted around the default bipedal armature.

The default bipedal armature, ofc, isnt ideal here.

The current project Im working on is a canine model :

download (45).jpg

I have a bunch of morphs already, and including weights which are very good. The weighting could potentially be redone if armature is not capable to go in this way as it is - altough now its ideal and exactly sufficient for what we need in quadripeds.

There are many morphs also that change the dog breed completely. Altough in Blender, the imported armature isnt morphed like within DAZ. So, I would either need to fix and align the armature manually, which isnt a problem because its about relatively simple scaling or some manual fitting of armature within tail and legs boundaries, or I could use something very new in Diffeomorphic plugin http://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html

There are also many morphs for multiple parts, but some are obsolete and Ill remove them, as well as add some more.

Overall, I think its very possible to make models in even bigger variations. Especially bipedal monsters are even already possible as full models. 

  • Like 3
  • Thanks 3
  • Thumbs Up 3

6 Comments


Recommended Comments

  • Administrator

...but do we need quadripeds in this game? 😵

Okay, I will not make a thing out of it, I will just avoid it and not comment on it. There are different tastes 😛 Still, I admire the technical aspect, everyone is afraid to even think about modifying armatures and you take it ^^

  • Haha 2
Link to comment
  • Administrator
3 minutes ago, Euphie said:

...but do we need quadripeds in this game? 😵

Okay, I will not make a thing out of it, I will just avoid it and not comment on it. There are different tastes 😛 Still, I admire the technical aspect, everyone is afraid to even think about modifying armatures and you take it ^^

Well ... not going to go into who will use it for what .... 😬

But, ofc, no explicit images from game will be allowed here in such context - no need to mention why, lol. Monsters ... well, ok, thats more in line of allowed fully. Less explicit would be ok - at least for presentation of model or similar.

We do have non-human models and this includes quadripeds, too. I think for some fiction (like centaurs or similar) it could have high potential - but all depends.

  • Like 1
  • Thumbs Up 1
Link to comment

could toys be created with such morphs, eg, toy dog wagging its tail, closed box being opened, glass with drink with level change when tilted or quantity reduced when drank.

even movement of toys within a particular range on a surface(such as a drink on a bar, or food on table). or even ppl with limb movement.

  • Thumbs Up 1
Link to comment
  • Administrator
Just now, mr jones said:

could toys be created with such morphs, eg, toy dog wagging its tail, closed box being opened, glass with drink with level change when tilted or quantity reduced when drank.

even movement of toys within a particular range on a surface(such as a drink on a bar, or food on table). or even ppl with limb movement.

Yes on all. Toys with morphs could be created. Altough it would depend on utilization if its really practical or not. But simpler, practical morphs could absolutely be taken into account with many things.

Clothes morphs, body and head morphs, toy morphs, room morphs - all possible to make. There was even one dp16 toy, from what I recall, that utilized custom armature. So I think its very possible to extend even much further ... 

  • Thumbs Up 1
Link to comment
  • Administrator

Just to make a quick update about this project ... the bodies were on hiatus for about 7-8 months during past year, but I have made excellent progress by end of year, and especially in this year.

There was a shit ton of work that required and still requires tons of polishing and rework... plus some things I have figured out to make "in optimal way" as I went on. I could share some tips on Blender soon, could be useful to some.

qadriped-1.jpg

qadriped-2.jpg

The armature is almost all done, some weights will be added in or reworked. Technically, a default biped armature rearranged and realigned in qadripedal arrangement. The one question is tail... I already do have some morphs specifically for this, but for movement and animation within the game, joints are optimal. So I think tail will (probably) be 6 joints / manipulators in game ... maybe not at first release, but a bit later, definitely yes. Because we need something to cover the tail area properly ... for technically any model that could use the tail.

There are 7 breeds morphs - but these wont be as morphs within the customizer, but every breed will be separate release because of potential armature differences. Some could be "standardized" onto one, but will see ... I could even make some small breeds to be illogically big, but I think armature differences are just too big here and best not to put everything under one single armature.

There is around 204-205 morph in total, from those that will be customizer based ones, to those that will PE mainly (what has sense to have during animation). Sadly, because of hard cap, will need to think about what to put into first release in PE ... but maybe later I will succeed in expanding that hard cap beyond, and everything could be put as intended.

There are two other bodies I work parallely alongside the above dog one. One is the female human "hybrid" body which is a combination of DAZ head, default body and hands, and completely custom made feet. Its finished to very good extent and all armature and weights are fully there... altough I think Ill make a whole "check pass" again. There is higher number of morphs for that body (320+ morphs) than for dog, so it will include more polishing. Also the human one have JCMs integrated, around 25 of them, but aiming for potentially 30.

Third body I work on that I havent told yet about is horse. Still qadriped, but finished fairly fast around half of it. Mesh work is done, armature needs to be reworked where needed, as well as additional weighting where needed. About 50 % of work on horse is done. The armature of horse, could be used for some other interesting similar models. Now while dog and horse could well overlap in similarities regarding the armature, the armature because of size differences and proportions would still need to be well separate.

4th body after all of this, I will go straight for G8 and nothing else. I have already completely customized feet which I could "graft" if needed onto other bodies. G3 and lower Genesis bodies I dont see a point, because G8 is very similar in everything, and plus I can export JCMs and utilize some of them (not all, some). Secondly, I have a very useful tool in Blender, with which I can transfer morphs from completely different bodies onto my body. Not everything can be transfered, but majority of work is sped up drastically and spares a lot of time, even for some morphs that require custom touch and fixes.

Overall... thats the plan for bodies. In this game, the armature works as main method of rescaling parts of body. While I will leave and implement some morphs that could go outside of "margins" of certain joints, note that it could look a bit unrealistic in some poses. This is why good weighting is prefferable whenever possible, but also JCMs - at least on human bipedal bodies, while keeping main resize within the default sliders based on joints. Good thing is that on "hybrid" body, the main body is default one, so there could actually be a good compatibility even with old dresses and similar. Only one thing wont be compatible, and those are feet.

I will also make one thing ... will rework a bit UVmap on default hands, so now tattoos are normally possible for both hands separately. There are additional new fingernails and toenails. But who knows ... Im getting fed up looking at default hands and asking myself why I even left them there in first place. Could make G8 hands in, and then just reweight, but will see. G8 is there in plan regardless of "hybrid" body. "Hybrid" body was there more as attempt to give some compatibility with old assets. But if you ask me, the future is not in vanilla body.

 

 

  • Like 2
  • Love It 2
Link to comment
×
×
  • Create New...

Important Information

WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.