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Bone supremacy


Driver

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Hi there folks,

it's been a while since the last entry. This will be the final update in 2023 most likely so I'd like to show you something I've been working in this year.

This is a demo of auto knee correction mod. In this video same bone translations as "Knee R" or "Knee L" in the Pose editor are used. I think you know both of em already 😁 but probably they are more unique sliders then you've thought because all the other sliders are about scaling of bone (vertex group) but only both of them are translation, that said, you are moving knee bones using those sliders.

In this video, I not only moved the knee bones but also changed the length of knees that is because the position of knee caps moves a lot along with knee bone's movement so that shortening the knee length prevented the major change of knee cap positions. Those movement of bones are automatic, triggered by knee rotation (angles of the knees), it's the same idea as Sammrchssn's knee correcting morphs but the difference is, he used morphs while this mod uses bone translations.

After I finished knee I also noticed thigh can be bent more decent way using this method. Then I tried. The left is normal, the right is modded (but only right leg)

11.jpg12.jpg

21.jpg22.jpg

31.jpg32.jpg

I think it's not bad as a starting point.

Problem is, they look better without doubt in 75% of poses I have though, in some poses the butt are deformed in ugly way and spoils the looks significantly. I haven't thought about how to deal with it yet. Before I could work on it, I was getting bored with the work that had been going on since September and started playing other games gradually. (Unfortunately, there was a major update to the game I'm playing😂)

So I will see what can be done for that.

I wish you all the best for the coming year
See you soon

 

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Awesome! Looking forward to this! Would love to see some extra breast sliders to imitate better jiggle physics in the future 🙂

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There are a couple of approaches to this, you can invert the knee joint, add an extra knee correction joint,  or do something like:

Spoiler

 

	AppExprLinear . {
        .InputObjectNameArray [ "Person" + :person + "Anim:Model01:Sknee_L_joint" ];
      ...
        .OutputObjectName "Person" + :person + "Anim:Model01:knee_L_pe_transY";
        .OutputAttr @ BlendControl .Weight;
    };	

 

But the morphs should be used as well, in fact everyone is using them, including Daz.

Later edit.

There is something that must be added to the knee bone and that is missing apparently from the default inputs. I had this problem with my custom bodies which allowed only a slight change in translation, but this also affects the stock bodies at a high rotation angle.

Code for the fix:

:Person" + :person + "Anim:Model01:knee_L_joint.SNode?.PreferredAngle (0.0f, 0.0f, 90.0f);
:Person" + :person + "Anim:Model01:knee_R_joint.SNode?.PreferredAngle (0.0f, 0.0f, 90.0f);

 

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@hfg2

I don't get what those lines do tbh😅 especially after full two months away from modding now. Is only a slight change (translation?) allowed with your custom body? And those lines prevents from it? In my testing body translation is unlimited though... anyway those information are appreciated, for me in the future, or for someone who's working for their custom bodies.

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Under Limbs section there is a Knee L and a Knee R, those in fact manipulates the values under 

Anim:Model01:knee_L_pe_transY

This is obviously found in anim01.bs file.

You can drive those sliders manually, but if you want you can auto-drive those sliders using AppExprLinear. I thought this is what you tried to do in your "fixings".

If you drive those sliders to the max the leg will jump out of the place like crazy, to correct that and allow for more extreme sliders you need to fix the PreferredAngle. This is omitted in the anim01.bs file because it doesnt cause problems for original joints values.

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On 12/28/2023 at 4:31 AM, hfg2 said:

Under Limbs section there is a Knee L and a Knee R, those in fact manipulates the values under 

Anim:Model01:knee_L_pe_transY

This is obviously found in anim01.bs file.

You can drive those sliders manually, but if you want you can auto-drive those sliders using AppExprLinear. I thought this is what you tried to do in your "fixings".

If you drive those sliders to the max the leg will jump out of the place like crazy, to correct that and allow for more extreme sliders you need to fix the PreferredAngle. This is omitted in the anim01.bs file because it doesnt cause problems for original joints values.

So PreferredAngle enable reverse joint or something? I'm not sure this is relevant tho I wish there's some "limiter" for AppExprLinear to prevent it from working all the way in a bone rotation but to enable only work in between specific angles.

Speaking about AppExprrLinear, yeah I used it in the demo clip and the "Anim:Model01:knee_L_pe_transY" must be (iirc) from what I made mimic animation to be used in my ExprLinear code because it was impossible to use same anime in both pe slider and ExprLinear atst. Thanks to Raistin I could make a brand new blend group, and probably would be possible to make new connection group itself. And that may be possible to add as many animation as you want from Addons folder, not replacing anim01 file. But I'm taking a brake before working on it.

17 hours ago, HDiddy said:

@Driver the ones in the game...well they suck. LOL, I used the ones @Sammrchssn created in Realistic Female in XBody and IMO those are perfect.

Yeah Samm's correction morphs just work nicely. My version uses bone translation so that it doesn't cause major clipping issue with pants or skirt, that is the major difference. But adding some auto morphs to shape knee caps more decent when the knee are bent would be nice.

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When you make an IK chain, the bones must have some kind of bending, so the IK solver knows how the bones are supposed to bend, in which direction. This is usually obtained from the bones themselves, as long as the bones are not in a straight line, there will be some kind of bending (like in the knee area). However, if you translate the bones, then the original bending will be messed up and as a result the bones will flip.

This is where PreferredAngle is useful, it will tell the bones how they should bend.

RK had some info about IK here: 

 

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3 hours ago, Driver said:

So PreferredAngle enable reverse joint or something? I'm not sure this is relevant tho I wish there's some "limiter" for AppExprLinear to prevent it from working all the way in a bone rotation but to enable only work in between specific angles.

Speaking about AppExprrLinear, yeah I used it in the demo clip and the "Anim:Model01:knee_L_pe_transY" must be (iirc) from what I made mimic animation to be used in my ExprLinear code because it was impossible to use same anime in both pe slider and ExprLinear atst. Thanks to Raistin I could make a brand new blend group, and probably would be possible to make new connection group itself. And that may be possible to add as many animation as you want from Addons folder, not replacing anim01 file. But I'm taking a brake before working on it.

Yeah Samm's correction morphs just work nicely. My version uses bone translation so that it doesn't cause major clipping issue with pants or skirt, that is the major difference. But adding some auto morphs to shape knee caps more decent when the knee are bent would be nice.

Makes sense. Using bones would resolve the clothing clipping problem.

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This looks just awesome. Can you by any chance do something about this instance:

Screenshot_2.jpg

And make Latona body a bit more "flexible"? If you put feet and knees behind some point towarda the head and upper body this happens.  This would be really great. 🙂

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13 hours ago, The Other One said:

This looks just awesome. Can you by any chance do something about this instance:

And make Latona body a bit more "flexible"? If you put feet and knees behind some point towarda the head and upper body this happens.  This would be really great. 🙂

I'm sure female body do has such problem more or less, but I'd say that in your image is problem of the cloth itself. To get better result in those poses you need to have dual approaches one from addon clothes and the other from the body.

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