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hueyb

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Posts posted by hueyb

  1. 23 hours ago, hfg2 said:

    I dont see your blend file.

    Long time ago, RK told me a simple trick that worked awesome in "forcing" me work on meshes in a tight and organized way.

    The rule was: 1 object, 1 material, 1 texture, 1 .png file.

    So if you have an object then there is no real reason to split it in multiple objects with multiple textures, even if the game and CollaTkane allows you to do that.

    And another trick is to name the image data block name as _png (and for the second texture as _alt).

    image.png

    If you do that, then CollaTkane will automatically create a texture with the same name as the object.

    And another trick, this time from me, when you export as dae file format for CollaTkane, unckeck Copy under texture options. The file will still point to your original source png files (no jpg allowed!!!), but CollaTkane will know to find them and include them in your addon. If you check the copy checkbox this will create a not-necesary copy of the textures files in your CollaTkane folder. You dont need that mess.

    image.png

    Bad ass, thank you. The blender file attached is after I converted the jpg to png with an addon tool. I'll remember that that the next time. 

    "The rule was: 1 object, 1 material, 1 texture, 1 .png file." I remember reading that in the CollaTKane tutorial but I haven't figured out how to make that happen. The GUI is completely different in my Blender version. Should I stick to Blender version 2.79 or can I accomplish the same thing in 4.0 (at the time I had no idea I could use any version of blender I needed)?  In my screenshot, I was assuming I would rename it here but backed out from making any changes I didn't fully understand what I was changing. Would I change the names in 1. For example, rename Dining_Room.002 and everything under it to the same name?

    You're right! I do not need that mess.

    Thank you. I appreciate the help. 

    3.png

    DR.blend

  2. On 11/21/2023 at 11:26 PM, Smoke said:

    Thanks for the kind words and support.

    I know it may sound 'greek' and confusing. But that how it will be in the beginning. Once you get the hang of it, you will be able to under the process better and improve on your workflow. I know there isn't a video for rooms but if you look at the video that I made and that HDiddy, the process should be similar in nature (in this case, doing stuff in blender that is similar).

    Thanks you. I'll check those videos. You nailed it! I have only been looking at how-to's for rooms. That's a good idea to watch your vids and learn the more detailed stuff on dress and body customization. 

  3. 1 hour ago, Smoke said:

    You either didn't fix your normals (in blender) and/or didn't toggle the double layer.

    I remember the "toggle double layer" part from the CTK doc, but "normals" is still Greek to me. I need to sit down a wrap my head around how to work with textures in Blender and working through making sure my "normals" sounds like a good rabbit hole to start in.  I just downloaded 2.79 so it's easier to follow the guides on here.

    Thanks for the awesome content, Smoke! I dig your work on here.  

    • Thumbs Up 1
  4. 4 hours ago, HDiddy said:

    The texture in your scene file is still pointing to jpg's.  You need to modify it in Blender or to a find and replace in your scene file and replace all the jpg with png.

    HDiddy that was it. I need to figure out the positioning and how my paintings ended up on the wrong side but I'm getting there. Thanks for your help!

    2.png

  5. 3 hours ago, HDiddy said:

    The texture in your scene file is still pointing to jpg's.  You need to modify it in Blender or to a find and replace in your scene file and replace all the jpg with png.

    Thanks HDiddy! I didn't even think to look there and I thought I was changing that in blender (just getting into it). I appreciate the help. BTW really enjoy the content you put out. Good stuff.  Thanks again.

  6. I'm just now starting my journey with modding and I've been trying to fight through learning how to import rooms with CTK. I can't seem to wrap my head around how to get the textures to work in VX. Everything works except textures (see screenshot) 

    I'm not sure this is ok but I've also attached CTK folder. It contains the stage and the output files. The output is from running "run_exemple_HueyRoom1_VX.bat". I'm moving the output files to my game directory according to name   (activeMod >Mod) & (Addons >Game root directory)

    Even if someone could point me in the right direction. I've tried a couple of the tutorials and looked through the scripts without any luck (it's still kinda greek to me)

     

     

    1.png

    DiningRoom.zip

    • Thumbs Up 1
  7. 2 hours ago, aardy said:

    It looks like you may have altered the breast sliders on this model, so any default clothing will now clip with this shape.

    All clothing is designed to properly fit one specific body mesh shape.  Even clothing designed for bodies other than default will only properly fit the one body they are made for (with the exception of cloth addons that have body morph adjustments) .

    All you can really do is search for clothing that might be a close fit and try adjusting the clipping sliders that come with XBody, or the adjustment sliders you can find on some newer morphing clothing items.

     

    Thanks aardy! That makes perfect sense. I just learned a good lesson on what to look for when downloading clothes. 

    1 hour ago, dlxh0473 said:

    Isn't options manager / use replacer bodymod checked? If it's checked, then yes.

    I tried that 😞 BodyMod replacer was already off and I tried turning it on to see if that would do anything. It didn't work

    • Thumbs Up 1
  8. On 8/15/2021 at 6:27 AM, Sexvision said:

    Hi Entice.

    There are actualy a few ways to do this.

    You can make a .dea file and use CTK to port your room to .bs code. you have to make two groups room group, and position group. use .png files only.

    Go here to find out more on this

     

    Or you can use Hook 5 extended version and make the room in to a h5m object. just remember that the h5m converter can only handle 300 mb at a time.

    you can use the tool down below to create an empty room and set the startposes.

    For more info go here:

    Hope this helps you.

    Thank you for this! I just imported my room. I still have some learning to do. I was wondering if there were some good practices on how to get certain poses to work in the room? I noticed a lot of my poses don't work. Thank you for the help in advance.  

  9. 1 hour ago, hfg2 said:

    Daz is an ok tool for animations assuming someone invests enough time to master it.

    But Blender (Full 3D pipeline software) and Unreal (Game Engine but very versatile) for example has very good retargeting options which makes animations a breeze.

    Cascadeur is the new kid on the block. 🙂

    It is possible to move TK17 animations to Blender, I had some attempts in the past, I k now for sure it can be done (not sure at which level of fidelity). I'm not going to pursue this project. A custom plugin must be wrote in Python to be able to do that.

    Next, ported animation can be converted from Blender to Daz.

    Thanks I'm going to look into the Blender route. This is all pretty new to me and Blender is something I haven't tried to take a bite out of yet. It's daunting to me. Definitely wouldn't want someone to go out of there way for it. Yeah, Cascadeur was in beta last year, right? I like it. Their physics are the real deal. It's cool stuff. If you go look at there road map, they have a lot planned. It'll be neat to see what they end up building.  

  10. 9 hours ago, x17 said:

    I think there definitely should be a way ... but it would require set of tools, in same way. Im not familiar with DAZ animations, so I cant say much there, but I know that DAZ is primarily the static scener, and far less used for animations. Blender is more used for animations. 

    One is also capable to use Mixamo animations directly with DAZ https://www.daz3d.com/forums/uploads/FileUpload/03/0c8603c28f26404036ef24dee6c0fe.pdf

    But as said ... DAZ isnt exactly proper program for animations. The continous bloat of assets gets worse and worse, and I can see that authors of assets simply dont care about it. And this, in return, bloats the render times and lags down the whole scenes during making.

    I'm just now getting into DAZ for it's "static scene" creation. Other than dforce, the animation stuff is awful to work with. I haven't fully wrapped my head around the Tk17 structure and always end up making it buggy, so DAZ kinda narrows that handicap for me. I love using pose editor and animating in TK17. Plus, there is some already good stuff that would be great to port over. Thanks for your quick reply. I will check out Maximo.

    Have you heard of https://cascadeur.com/? If not, check it out as an animation tool in your toolbox. 

    • Thumbs Up 1
  11. On 4/20/2022 at 8:19 AM, x17 said:

    I think it should maybe be possible even with other formats. Even collada is capable to store animation. The SV2 is capable to read FBX files and in that way, its animation. The VX which is based on version before SV2, AFAIK, isnt. But using Blender as transition point, were easily capable to convert any animation into BVH and in that way, apply it into our VX.

     

    So - as long as you have correctly exported BVH file (joints that are corrected and correlate to TK17, one fourth of scale) it should work. And I assume there should be many ways and workarounds, so one should also be able to import any figure pose into Blender, then from it into TK17 as BVH.

    Do you think it's possible to go the other way? i would love to port Vx animations to a Daz scene.

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