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JoeNoxwill

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Posts posted by JoeNoxwill

  1. 11 minutes ago, x17 said:

    One doesnt need to make more "routine" animations from scratch in TK17 ... they can use already premade content and convert it - like here, from Mixamo to TK17

     

     

    The armature conversion in Blender would need few fixes to convert some joints more properly, but the conversion of most of animations would go easily. So, the TK17 is capable to utilize BVH in that.

    From that conversion, one would be able to build upon it, or modify it ... but overall, it would spare tons of time. I think this is possible for any animation capable to be converted into BVH (Biovision Hierarchy) mocap format.

    Note that one doesnt have any joints in head, though. Altough one can easily say that head alone is in complexity of range of whole other body, and they wouldnt be wrong.

    So, you can easily use this process above to convert bunch of routine animations.

     

     

     

     

    I tried to create animation for a long time ago and didn't know about it. Anyway I did it in education purposes (what possibilites and so on). After that I never tried again 😃

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  2. Idk how you do animations in PE (press F to these guys) but it is fuck as hell, just wasting-time-machine. 70% time to navigate. Even if you spent a lot of time, animation still not looking naturally 😕... I tried to make walk animation from zero and spent 6 hours but result was awful. That animation had small amount of keys and I already lost in key editor! personally for me PE needs.

    • As mentioned above - visible joints right on model for quick selection. Just must have;
    • Event base system. Not only to animate model's joints - also for attaching/detaching sounds, maybe one of random set of sounds, no matter, transform of h5 objects, h5 layers and so on;
    • Attaching one part of body to another part of body, of course via event. That's the key feature, no joke. Especially if we make animation with two or more models. It really easy must be done by couple of clicks. You try imitate that by moving joints together? you don't get nothing good, desync is noticeable anyway (maybe not but cost of that - lot of wasted time);
    • Manually management for curve of interpolation (kind of interpolation, strength and so on);
    • Visible trails for animated joints - it can help to reach more realistic moves quickly
    • Customizable timeline - I make key for any morph, I get one line for that morph. It will be nice if we have that flexible timeline on second monitor. So I just see at timeline and understand the structure of whole animation and can make changes quickly as fast as possible.
    • Scaling! Right keys with wrong "tempo" will fail all naturallity. Just select keys on timeline and drag borderline of selection.
    • Management of morphs by various devices (thumbs of gamepads or by device on picture for example)IMG_20230402_223849.jpg

     

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  3. Organizing of addons


    By default "Addon" folder is using as place for all addons. When you have a lot of addons it's easy to get confused if you want to find something quickly. So you can sort them into subfolders by simply changing the TK17_Config.txt in folder "Config". Find the line: addon_dir = "Addons" and change it to this for example: addon_dir = {"Addons", "Addons\\Clothes", "Addons\\Toys", "Addons\\Bodies", "Addons\\Heads", "Addons\\Rooms", "Addons\\UI", "Addons\\Accessories", "Addons\\Hairs", "Addo

     

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  4. What mathematically description of smooth and flat interpolation? I mean formula like this one for linear (for one-dimension space):

    x = x0 + (x1 - x0) * (t - t0 )/(t1 - t0),

    where x - result position; x0, x1 and t0, t1 - position and time of two key frames respectively, t - current time.

    I know that it can be found out by experimental way and optimization but don't want to waste time (and it may still be inaccurate)

    • Hmmmm 1
  5. On 5/29/2022 at 7:49 AM, Smoke said:

    But - what is so special about it?

    I'll try to answer at least for myself... I like futa, but only virtual. I think the reason is that there are two (or more 😋) juicy bodies in the frame instead of one. Dont forget if we say about virtual things all curves are ideal (and exaggerated?). Maybe this is key point. And we always imagine ourselves as fuckers (subconsciously). So even though there is no man in the frame, the process of fucking is still present. So in fact it is classic porn + even more beautiful bodies?. In addition imagine how many poses can be realized that cannot be done in classic porn. In real world, when I see trans, I see mans with makeup, man bodies, and unfeminine breasts. This fakeness is disgust for me.

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  6. 7 minutes ago, Penguin_Sovereign said:

    Просто улыбку без всякого гемора

    Да, с лицевой анимацией тут сложновато. Во многом потому, что складки лица нельзя проработать только мешем. Но их можно сделать слоями скина. Я думаю, в этом направлении можно развиваться.

    Если исходники утеряны, то вряд ли возможно пересобрать на x64 (по крайней мере, на сегодняшний день). Насколько я понял, последний билд был в 2017:

    image.png

  7. Я тут давеча писал, что можно было бы через реверс-инжиниринг попытаться расширить функционал игры... Поковырялся пару дней и кое-что получилось 😉.

    https://mega.nz/embed/voVzRZjb#zFSjiFaLYDYfltbBot7q_mS-p1UcdG1RBe6E2w0v6Cs

    Причем самое сложное было добавить слайдеры, лол.

    Думаю попробовать добраться до слоев скина (прозрачность, дисплейсмент, смещение), вот там-то начнется самое интересное 😋

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  8. Just now, josetarr said:

    This dll did not exist in the vanilla game anyway. I added after you said

    Then it means that the system d3d8.dll is corrupted. You need to try systems file restore. Use google to learn and use these console commands

    1. chkdsk
    2. sfc /scannow.
    3. DISM /Online /Cleanup-Image /RestoreHealth.

    I have no more options

  9. 4 minutes ago, josetarr said:

    i tried these methods now only black screen appears and the game closes directly

    I don't use hook I got it from another game package with hook installed and added it to the vanila game's file

    Existing of d3d8.dll in "Binaries" folder AUTOMATICALLY forces game to use this dll instead of original (which placed in system folder outside the game) and so - you are using hook5, lol. Ok, just delete d3d8.dll from "Binaries"

  10. Obviously problem is in d3d8.dll (game cant load the library). Is it exist in "Binaries" folder? If you install hook5 (I suppose) and you have antivirus check if it deleted the d3d8.dll because of antivirus can react on it.

  11. 40 minutes ago, KOYOT909 said:

    Я не специалист. Кодеры постоянно ссылаются на недоступность исходного кода основной игры

    Да. Суть реверс-инжиниринга в том, чтобы из дизассемблированного машинного кода, получить псевдокод, который можно изучить и находить нужные функции, смещения переменных. Затем это используется для написания своего кода DLL, который внедряется в основной процесс игры. Там же можно перехватывать вызовы функций, подменять на свои. Я такое уже делал с другой игрой. По сути, читы так работают. hook5 работает по этому же принципу, но он не взаимодействует с основным функционалом игры, там лишь перехват вызовов функций графический библиотеки.

    С помощью таких маневров, можно связать параметры hook5, например, фокусное расстояние DOF со слайдером PoseEdit, то бишь анимировать параметры hook5. И это только верхушка айсберга, самое простое

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