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MIA3DX

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Posts posted by MIA3DX

  1. To go further down this rabbit hole, would zPenis follow the same method? I believe it depends on an add-on in this case. If I duplicate the folder in active mod and do the renaming, will I get a second instance in Customizer as well that can also be separately adjusted in Hook5?

    I tried to copy the folder but its not showing in Customizer, maybe I need to close and restart the program? Or do I need to do something with copying the add-on?

  2. Finally got around to trying this out. Worked great!

    For those also wondering about this, it's exactly as Bbird suggests. For reference this is what I did

    Copied _FairskinH5 folder in active mod directory and named it to something else, in this case I called it _FairskinH5V2

    Copied the _FairskinH5.txt and renamed it (any name is fine since you just load the desired .txt in using hook anyways.

    And finally inside the _skin_definition.txt in the newly created folder of _FairskinH5V2 I changed the name to this

    [skin_data_file]
    name = _fairskinH5V2.txt

    \name = _another_skin_data.txt


    And the second skin now shows up in Customizer as _FairskinH5V2 and in the hook skin system as it's own separate entry


    Thank you for clearing up this simple process for me! This is something that has been holding me back from making new models honestly.

     

    • Like 1
  3. 1 hour ago, yodrizzle said:

    ;Delay initialization to first resource creation - cause faster run on win10, but cause crash in fullscreenmode
    iDelayedInitialization                         = 1   

     

    Teempan said: my solution was to play in windowed mode with BorderlessGaming app running in the background, same diff.

    In addition to iDelayedinitialization, try

    iForceBorderlessWindow                     = 1

    Kinda off topic but might be relevant. Not sure if this setting might help but it lets you run windowed mode without boarders so maybe if you set the game to your fullscreen resolution in windowed mode that might work too. I use iForceBoarderlessWindow to get a proper resolution for windowed mode when doing video captures. For instance, windowed view with a bordered window on 2560x1440p is actually less than 2560 by 1440p. You can verify in mainfx_errors.txt when you turn it on. It's the second one down at the bottom that OBS uses. The following is with the setting turned on to " = 1"

    D:\TheKlub17V10\Binaries\
    settings loading succeeded
    adapter 0:NVIDIA GeForce RTX 2070 SUPER
    adapter 1:Intel(R) HD Graphics 630
    adapter 2:Microsoft Basic Render Driver
    requested: 2560x1417
    requested Format: B8G8R8A8_UNORM
    create device11 succeeded
    sysfunc hooking succeeded
    hook initialization succeeded
    entering device release
    DEVICE release: 0
    DIRECT3D release: 0
    adapter 0:NVIDIA GeForce RTX 2070 SUPER
    adapter 1:Intel(R) HD Graphics 630
    adapter 2:Microsoft Basic Render Driver
    requested: 2566x1446

    The resolution is slightly above the basic ratio which can be scaled in OBS to a "proper" 1440p. Only problem with this setting is you can't move the orientation and the game is stuck in the center of your monitor. FYI, I use all these workarounds because my monitor is not a standard aspect ratio.

     

    Anyways, glad your got it worked out.

     

     

  4. Maybe this isn't the best place to post this but here I go. So lets say I really like fairskinh5. I select it for two characters in customizer but then in hook settings I want to change their skin tones, make up, hairlines etc. Well, of course when I select the skin in hook, it's just one skin that affects both characters in the scene. What are the steps to get another fairskinh5 to show in hook's skin menu for the second character so I can make these changes? I glossed over the hook5 skin guide that Hdiddy uploaded but pictures are down and I don't think it address this issue. Maybe I'm thinking about this the wrong way?

    • Like 1
  5. 37 minutes ago, elcuvo said:

    Hi everyone! is there a way to erase several keyframes at once? It seems I can only erase one at a time and it turns into torture when I want to erase more than 10.

    Shift+click is your fwend for entire sections of keys in the timeline. Or use the keyeditor to click and drag multiple manipulators then hit Del key. There's some good tutorials on the site. I don't know of a way to actively select say, keys 2,7 and 9 selectively without selecting 3,4,5 and 8 though but that'd mess with my head anyways.

    • Like 1
  6. 1 hour ago, misterhouse said:

    I’m sure someone here is familiar with the two, but I assume what I’ve learned using 7.5 will have to be unlearned for VX.... cause VX looks like it has a lot more buttons/options....

    I doubt it, I messed with 7.5 for one month before realizing VX was a thing and the only problem was using poses from 7.5 getting scuffed because some of the slider values were extended in VX. You basically just get more manipulators. You'll probably have to reconnect body parts and move a few sliders to get the pose back to what it was or close to it. I did the import tool as well for reference. But that's just my experience in a short time so I'm not the best example.

    • Thanks 1
  7. 8 minutes ago, RzyKns said:

    I do that so frame 1 and frame 96 (or really final frame on a longer pose) of the animation are identical to have it loop perfectly.  Then I would have an "action" that would end on a number that was divisible into 96. (ie.. 3, 4, 6, 8, 12, 16 , 24, 32, 48, or 96) Then copy and paste those sets of keys numerous times until frame 96, and then I work on the smaller unique details of the pose that shouldn't get repeated. My process for longer poses is different than what's state up here.

    OK makes more sense, however, are you having to recreate the root pose from scratch on key 3 i.e the return point before you make it to frame 96? Then copy that key 3 to 5,7,9 etc? Or, are you also copying the root key to keys 3, 5, 7, 8 etc same as the one on 96? Obviously you have to create the other motion for key 2 and copy that to 4, 6, 8 etc but wondering how you do it for the "root" ones.

    I think the confusing thing for me still in the creation process is the concept of copying the root key. For reference, I like to make longer loops of a page or two made up of the basic 1,2,3 keys but copied several times with in-between frames added (ie 1.5, 2.5) and then have variations in expressions and head movements. I want the 3rd key in a 1 second loop to be the same as the root key but not have all the unnecessary keys enabled because when I copy the root key it copies every key even if no data is present. This leads to clean up duty problems on all the keys in the middle of the longer loop where I copied that root key to keys 3,5,7,9 and so on because the in-between keys have the data I want and not the root. Hope I'm explaining this right and I fell like I don't have a way around this except recreating the root onto key 3 with only the keys I've actually made changes to. Is there a function that will let me only copy the active keys from the root that I've been unaware of or a another workaround?

    • Like 1
  8. On 11/22/2020 at 10:52 PM, RzyKns said:

    I copy all the keys in frame 01, and paste them into frame 96 to start of simple loop.

    From there I usually have a smaller loop of around 4-5 keys over a set of frames ranging from 1 to 12, 16, 24 or 32 frames. (Numbers that divide easily into 96)

    Once I am satisfied with the overall movement of the characters I copy and paste the same grouping of keys a number of times until I hit frame 96.

    I wasn't following this topic for some reason. I'm trying to wrap my head around why you'd want to place the first key over to 96 four seconds later when you still have to make the core movements as described in your following statement. Everything else makes perfect sense though. Maybe I'm just dense 😊  I'm imagining you working on a 1 second loop and then having it go dormant till the timeline reaches 96 and then it finally repeats.

    To add to your good suggestions as a whole, I'm still learning myself and so far I've learned the hard way is to just focus on maybe 2 bars or 3 bars (24 or 36 frames) for 1s to 1.5s of animation or some other timing adhering to the bar lines if your doing a normal sex style back and forth animation. I find that in my preference, a half second loop (one bar) is just too quick for my tastes so sometimes I go one and a half bars for faster stuff but it's harder to keep track of that of course. Sometimes just speeding up captured clips in a NLE works and sometimes not. Still experimenting with that one. I need to test TKXutils speed setting, haven't tried it yet.

    "Once I'm satisfied" is the hard part of animation. The important take away for me when making loops is that I find I want to change a bunch of stuff in the core fundamental back and forth motion quite often and if I copy the core loop too early, it forces me to go inside the key editor window (not the time line) more often when I later realize that something needs to be added to the entire animation for every thrust motion and then I have to copy/paste stuff from one thrust to the next inside the key editor from the first loop to the next and so on. This gets old quick. I prefer to dial everything in for one short core loop followed by staring at the animation for hours constantly looking for things that need to be added until I have potentially "hundreds" of keys in place. Then I copy paste that loop and make variations. This way, if my core loop is solid, I can just delete some keys like maybe the neck and what ever else that needs some variety. I typically go a step further and make the core loop1 into a second modified core loop2 and let that repeat for awhile. Once you get a double loop sorted out, copy that as many times as you require. This a is not a quick process in the slightest so trying to shave off as much time possible is always helpful so getting your core fundamental loop down solid is a good practice to follow.

    There really is no simple answer for getting good motion except practice, practice, practice, practice but it's mostly in the vertebrae manips, hip rotations, hollow, arch and creating in-between frames. I discuss those somewhat in the tutorial I did. I'll probably revisit it when time allows.

    One thing I don't see enough of are forearm, elbow and shoulder rotations as well as foot and toe curves. For forearms and elbows, only adjust the red manipulator as the other 2 axis move the entire arm.

    Don't forget to make that ass get to work. Make it get bigger when the hips flex back or squish into the other character and make it squeeze when it's digging in. Same goes for breasties. I've ended up not working with auto breast bounce anymore at this point. I may have a condition 😉 I need to learn about the inertia scripts and maybe I can revisit auto bounce. Isn't there a way to turn off the auto ass jiggle physics? Can't remember where I saw that option.

    • Like 2
  9. Strange thing started happening today, maybe I should just restart but I'm in the middle of something 🤫

    I have to change the voice setting in customizer personality window from for instance jenna jameson to the next one to get it to stop auto face expressions, After awhile working on a pose, it decides to start doing it again. Only on one character. I think when I saved some makeup inside pose editor it switched some setting I'm not aware of possibly or it's just a glitch and I need to reload the room maybe. 🤷‍♂️

  10. Request for add-ons R9Bra019 , R9NeckCloth044 and R9Panty036  😘

    Can't seem to find them anywhere.

    It looks like they go with the Kitty Lingerie textures shown for reference. I have the textures but have checked every shared database and my several installs but no luck with the add-ons.

    R9Bra019.jpg

    • Like 1
  11. 1 hour ago, Syke said:

    Thus, the further away it tends to be, the smaller the arc is traced when it's translated in poses.

    I think you explained it best here. On quite a few community animations, the elbows are out in Timbuktoo for this reason

    • Like 2
  12. On 11/4/2020 at 7:06 AM, rich10789 said:

    One thing that bugs me about the pose editor is that it likes to have the elbows bend in natural ways and twist the arm up when you try to make some poses. I really wish the models were a bit more flexible (if that's the correct term)

    The elbows are tricky indeed. Especially for animation if you're also wondering. Pay attention to the manipulator's 3 axis. Maybe you have it to far away, too close or too far on the z plane etc from point a to point b. Sometimes adjusting the shoulder helps. If you have a breast connected to a hand, you're gonna run into elbow problems even more from my experience.

    • Like 1
  13. Simple way to create identical copies of a toy to use for more than one character


    So you like a toy but wish you had two or three or four? Here's how to do it. I hope I'm not missing a step but in your Config folder, create a new txt file and name it TK17_ToolChanges.txt Then you need to copy the Add-on name of the toy you want to duplicate. For this instance I used Custom.R9Toy434_CumSpurt and while this is not the best example, it's what I wanted to try out. I also set it to create 4 instances. Inside the new txt file this is what you want inside it.    

     

  14. Indispensable tool.  One use case that proved useful was combining two different solo poses from same character slot into a 3rd copy pose file that has them merged as actor 1 and 2 using the swap actor and merge poses functions. Make sure to duplicate your poses before messing with this tool just in case.

    • Like 1
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