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x17

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Posts posted by x17

  1. 1 hour ago, hfg2 said:

    I try to get away from the facial bones in the head and switch to morphs instead. Multiple reasons, but most important is with what we have it looks like expressions coming from morphs are way superior to expressions coming from bones, at least judging by the end results. Morphs vertices sliding in the shortest path? Sure, not ideal, but the end result still looks way better that pure bone system (limited to the TK17/VX bones).

    Is not a problem to add more joints in the head, but is kinda a problem to use them properly in practice and get good results.

    I would say same - but only for our TK17 case. Too many joints is simply impractical.

    However, the joints are superior to morphs, regarding the final result - as shown within the Metahuman example. Plus more than 600 morphs on top of that, probably many corrective ones ... its no wonder it looks like it looks.

    Just now, hfg2 said:

    Gave Remix a try and is a bit confusing.

    I was able to get a head start by using the following:

    Make a copy of the Binaries folder (the clean one, no hook/reshade/whatever) and call it Binaries - Remix

    Copy inside the content from remix-0.1.1.zip (or whatever is latest in releases on github, you need to download from there).

    Create a new text file in the Binaries - Remix folder and call it rtx.conf

    Start the game. 

    You should see a black screen. Press Alt+X, go to Developer Menu, Game Setup, Step1: UI Textures.

    Then start clicking on textures 1 by 1, and see if something appears on screen.

    Save once ready then continue to the game.

    If you get stuck, clean rtx.uiTextures = in rtx.conf file and start all over.

    If you get stuck after arriving in the game mode, then just mark the texture but don't save at the loading screen, put your finger on the screen to see where the button is, and just blindly click on it.

    You will get to the game poseditor, there, you can mark your textures again.

    After like 2 wasted hours, I bet you will love the stability of the stock game compared to this remix thingie. 🙂

     

    Fun fact... the injection is much faster than hook5.

    dxwrapper_dx8.7z 2.33 MB · 0 downloads

    As said ... do not expect this to be a magic wand and to have proper results - at least not yet. This is even "pre-alpha", you could treat it as that. Theres zero chance you will get some fully remade games with this currently. The HL2 has come the furthest, but thats because mainly there is a guy working on this for months, since release of Portal RTX.

    It will take several months to more than a year in my own estimations, for RTX Remix to show some proper results. For now, its a "curiosity tech demo".

    One shouldnt look at what they can currently with RTX Remix ... but mainly what is the potential behind this and where it could ultimately lead to. 

    So, for now, youre going to see some time when people will throw out this "RTX Remix small curiosity videos" on YT. This will go until the NVIDIA releases full program - full program isnt out yet and not all capabilities are there, what you see on github is more based on Portal RTX "tech demo", rather than full program.

    So, to repeat ... do not expect this to work as intended, yet. Will need some time to mature properly. Many games arent even compatible now, all games have problems with materials and various many other problems, not a single game has yet been made playable fully in this. HL2, I think it will be the first. 

  2. 3 hours ago, hfg2 said:

    Is just a bit double of what Daz currently has (in terms of vertices), and same applies probably for faces because in your image the faces are triangulated. But Daz always bumps up the vertex count with subdivision (even TK17 does that) and there are also the HD Morphs which adds a ton of details once enabled on G8F and up.

    Dont want to argue on what is best, if is Daz or Metahuman or iClone or whatever, I think things will always be settled by community, personal preferences and so on.

    At the end of the day I don't think there would be problems brought in by the extra vertex count because RTX Remix is supposed to do exactly that and also the GPU power is supposed to increase with every generation.

    In fact there is already a better software than TK17 anyway, is called VaM, right? But not everyone is jumping in the other boat because people tend to stuck to old things they know well, are accustomed with, and also some people use abacus computers and other mayan age computers to run the villa rip. 

     

    Btw, pervokpetr intercepted only DX Calls in his hook, but there should be no problems to intercept directly the game data like armatures, UV maps, meshes, etc... if someone knows what he is doing. The game is pretty opened considering everything appearing in decompiled bs files, so hooking those should be easy for someone who knows his way at hacking this.

    Its not too much about vertices number thats crucial here in case of Metahuman... its more about joints, extra vertices are there as a sort of "foundation" to enable such shaping, but joints are what enables the most things - the morphs themselves without being used as corrective shapes, cannot be used for everything (because vertices in shapekeys, always follow the shortest route).

    Example

    e0f09ab219c1c0dbd88e3b90496a2b.jpg  

    Large number of joints in head area ... this is why many things are possible on this rig. For body, it wouldnt have sense ... no such realistic anatomy. But what do the extra joints on head do ? Easy to assume ... they actually do bunch of things regarding the expressions which in other cases, we would use morphs. Because of how morphs work (shortest path taken), they dont always look good, as they dont keep the "volume" realistic during reshapes. Armature, on the other hand ... 

    As you can see, there is definitely even more complexity in head, than in body :

    ndcF2J6.jpg

    Yes, this is triangulated for Metahuman rig and it could look a bit more complex than it realistically is. However, there is still an edge there. On first glance, seems almost like what you would get from base DAZ G8 model with one subdivision level.

    However, as mentioned ... Metahuman rigs arent yet optimal, theyre performance heavy. And theyre meant for "behemoth" of UE5, and even there theyre still not optimized. So, it speaks volumes ... this rig was made with intention to give as much realistic expressions and head shapes and movements as possible. The body doesnt need much ... some JCMs already standardized with G8 already do the job perfectly for body.

    To clarify, Im not saying "this body is superior and that body isnt". Just mentioning it where future will eventually lead... as technical capabilities and automatization grow. People will still use "baseline" UE, Unity and DAZ models until this develops to enough level. 

    3 hours ago, hfg2 said:

    In fact there is already a better software than TK17 anyway, is called VaM, right? But not everyone is jumping in the other boat because people tend to stuck to old things they know well, are accustomed with, and also some people use abacus computers and other mayan age computers to run the villa rip. 

    Thats because people think that physics and collision is some magic wand that will suddenly fix all of their problems and that collisions will work perfectly and realistically as in real life, lol. And then they see that it doesnt work, but even adds more problems, "jittering" in posing, and I laughed a lot when on earlier VaM versions I saw often how model would simply start "flying around" when collisions would "get confused" 😆. And ofc ... all of that comes with hefty performance cost.

    Collision still isnt there at the level we expect it to be ... the collision would need to be mesh based and follow every single vertex. Which is performance heavy and costly. Convex collision is much more performance friendly and can follow mesh fairly accurately - but will never follow every single vertex. Now if I recall ... I think H5 is actually capable of convex collision, aside simple box one.

    Its far from simple as majority of basic users think it is ... but seeing some limited physics is always interesting. Doesnt need to be largely accurate and cant be perfect. Even default inertia (jiggle modifier) we have on our default bodies is interesting to see, especially on several spine joints that always display it, not only in animation.

    3 hours ago, hfg2 said:

    Btw, pervokpetr intercepted only DX Calls in his hook, but there should be no problems to intercept directly the game data like armatures, UV maps, meshes, etc... if someone knows what he is doing. The game is pretty opened considering everything appearing in decompiled bs files, so hooking those should be easy for someone who knows his way at hacking this.

    Definitely a possibility. We already have at least two examples, one of them is DOF, what JoeNoxwill works on. 

    The overall point would be, if RTX Remix would be capable to "capture" more assets, it would drastically speed up everything and open the modding more to those not apt in such type of, we could call it, "deeper modding" of the game.

    2 hours ago, hfg2 said:

    Looking into Remix page and I noticed they mention this:

    • Alpha Test / Blending – allows you to toggle alpha testing and blending in the Remix renderer.

    So if Remix can handle the alpha sorting on the fly then that means any hair can be ported to the game without any requirement to sort the hair faces, it will appear always sorted to the camera.

    Personally, I think it will grow ...regarding the capabilities of what this program will be capable to do. To note ... several months ago, last year, the Portal RTX "tech demo" was released, and people were making some progress even with just this. Now, literally few days ago, first RTX Remix version was released as open source on github. But these are humble beginnings ... it will grow exponentially. The official RTX Remix is NOT yet out, it will be released later. The version you see on github is not yet full program.

    However, what we will probably be able to do

    - firstly, the game will be translated into 64-bit and run on Vulkan API. This is a huge thing alone... its a big question of how will the game behave like - while we do have updated SV2 on 64-bit ... it still has problems and the incompatibility with H5 made this version not so attractive at all. Now Im thinking that maybe it wont resolve all problems with memory and crashes ... but it will create a sufficient margin that such crashes will be very rare, even with hefty and heavy resources loaded, like 4k textures in numbers, higher polycount in scene, etc.

    - the game will be capable to utilize some modern tech, like real time ray tracing, even something completely reserved for only 40 series GPUs, like DLSS 3 and more ... but its not mandatory. From what I see, its mandatory to have NVIDIA 20 series onwards RTX GPU to work with this and build mods ... but the game mentions also compatibility with any hardware that can run Vulkan RT. The pre-RTX GPUs can run RT in games ... but its so performance heavy (because of lack of Tensor cores) that its not practical. But were capable to use "basic" lighting, too, and thats not default original game lighting.

    - dont expect "out-of-the-box" compatibility with everything. Dont expect wonders and that youll suddenly see your old game enhanced multiple times, while it runs excellent. It will take some time before many titles are enhanced to proper levels and to run reasonably good. But ultimately, I think that program will grow enough to enable modding to be much easier than before. Even some titles that never were able to be modded in any way, will probably be modded.

    -  I think we will gradually figure the things out of how to enhance TK17 through RTX Remix. This will streamline the modding even further. But for folks who will expect "I will press the button and all will be changed" - NOPE. It will require good effort, time and learning to get proper results. But it will still simplify things.

    - the Omniverse compatibility and USD means that many people specialized on various programs should be capable to work on one same asset. For example, PS work in texture or even better, dedicated Substance Painter .... Blender work on mesh, morphs and armature ... it will all join around the USD (Universal Scene Description) assets, which will seamlessly work with RTX Remix. This makes workflow much much more streamlined. No need for conversions ... no need for special tools, no need for specific workflows.

    - I personally think there will be more capabilities as RTX Remix evolves ... but for beginning, if we can join all of our data necessary for TK17 game into the FBX... that would be ideal. Considering the latest updated SV2 already utilizes FBX ... this is absolutely possible. Actually, fully sure it will probably be possible out of the box, and FBX will be converted into USD, which will then be used. This gives a hint that we will probably be capable to use everything needed - mesh altering, armature altering, morphs altering, immediately.

    - one important thing would be, is to have changes directly in game and see it instantly, in new lighting. This will make optimizations and enhancing the visual look a piece of cake, especially for rooms. Im thinking that maybe even fitting the clothing onto the body will be revolutionized, because we will have immediate capability to manipulate meshes in game, immediate changes and immediate observations of it.

    - we will get a capability to use different materials system, that one that comes with RTX Remix. This will possibly create even more realistic. Mesh complexity and geometry would be possible to be altered, as well as textures, lighting and cameras. The good thing is that culling in our game is finely defined, as I see this is already problem with some older games (well, regarding the shadows and very close culling to player)

  3. Old gem MMORPG from times when MMOs were still a relative novelty

     

     

    Seems like "out-of-the-box" usage , plenty of problems and issues ... but it still looks highly interesting. Note that it will work perfectly normal for any MP only game ... there could be even players that utilize RTX Remix, while others not.

    Now I want to see ... Bully, GTA SA (will probably be better remake than remaster itself) and GTA VC, KOTOR, Vietcong, Theif Deadly Shadows (and hopefully, both old Thiefs), SW Republic Commando, ST Starfleet Command 3, Serious Sam, Red Faction, Silent Hill 1-4 or 2-4, Postal 2, NOLF, Black and White, Bloodrayne ...

     

    Dont expect "wonders" (yet), but even whats shown now is very promising.

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  4. One thing that Im wondering about ... more than mesh of body. Im wondering if RTX Remix will be capable to "capture and intercept" our TK17 armature as well as morphs. Well, the point would be ... utilizing FBX format even on DX8 version of TK17. Thanks to NVIDIA Omniverse and USD conversion, I think this will probably all be possible.

    Plus... think about reshaping the rooms on the fly. And if there would truly be bigger margin and much more stable TK17, then possibly a truly larger environments without big performance hit, while keeping the quality high, would be possible.

    And there is also a question of collisions and physics in such new way to run the game ... with HOOK5 we do have hair physics ... I wouldnt be surprised if eventually there would be a way to implement much more complex physics, even for clothing, in TK17. IF the performance margin would allow that ... and considering it would be a new rendering engine it runs on - that could very well be the case.

    I guess we will see.

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  5. 7 hours ago, hfg2 said:

    Yep, I've seen a couple of such demos and those look crazy. 

    But besides some demos that also features wrinkle deformations in pose expression which really steps up the ante, I would say that I'm almost close to achieve a similar/very close feeling/look alike of those emotions/expressions even with our old VX engine. Of course I would dump it the next day if something better like UE5 engine shows up. 🙂

    The Metahuman body also seems to be fairly more complex than our "usual DAZ" base models. And just the body, plus head onto that.

    screenshot-2551.jpg

    I think its heftier polycount that gives that additional more realistic deformations (some with morphs, some with armature). Textures can go up 8k, altough thats overkill, and many use 4k perfectly fine.

    Note how topology seems bit better than one in DAZ, more universal across the whole body.

     

    Also, the complexity regarding the armature is "out the roof"... as well as our "usual morphs".  887 bones and 687 morphs. Insane number - and thats why it has a hefty performance hit. Huge number of joints affecting fairly large number of vertices, and plus morphs onto that.

    Its no wonder it looks good how it looks like ... but it will be a bit more time until games fully utilize it, to full potential. For now, its probably most detailed human body made in 3D, not necessarily regarding polycount number.

  6. 1 hour ago, hfg2 said:

    So much hacking around a game when we could get away with even simpler solutions, like we need another Pervokpetr to write a hook for 64 bit, or just a new free/open/closed sourced game similar in many aspects with what we have but based on Unity or Unreal Engine. 🙂

    I would say, the most ideal way for an xxx game would be an open world xxx RPG / Sims-like game on UE5. It would drastically rise up the requirements, however ... its investing in future.

    I see my future in learning UE4 (and eventually UE5 with a bit stronger rig, but the differences are minimal and one learns more than 90 % of UE5 by learning UE4) eventually ... so, its not ommitted I go down this path. I have some knowledge in Blender, I have clear ideas also how to implement a ton of other assets via DAZ and interactive licenses, speeding up the whole processes. AI upscaling and various AI generators for everything from 3D, 2D to voices create big possibilities.

     

    UE5 with its Nanite and Lumen tech ... and especially Nanite, which looks almost some kind of "dark magic", lol... its just the future of games. Its Metahuman models have insane capabilities, but still technical capabilities will need some time before catching up. UE4 can render millions of polygons on screen ... but UE5 can render BILLIONS. Sure, Unity is by many, simpler in some ways ... and many go with Unity, especially with current HDRP. But the future is, I would say, within UE5... especially the open world element, where we are already able to have environments that look insanely detailed - MORE detailed than high poly DAZ static renders, and all thanks to Nanite tech.

     

    Metahuman models part is especially important for something like xxx content ... one can check on YT many videos with recent Metahuman models. Its already possible to make a true skeletal and muscular structure of model, and for model to behave almost fully realistic

     

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  7. OK, some already tried to play around with newly released github version (note that this is not a full version of program yet) ... 

    The results for Morrowind ... 

     

    This is "out-of-the-box", as it is ... it shows some usual issues with older games, with culling (shadows dissapearing) and distance popup. However, overall ... it looks pretty impressive. One can imagine this developed more, fine tuned and fixed all the problems ... not to mention by attempting to increase polycount on models.

    Considering RTX Remix is part of NVIDIA Omniverse this means fluid workflow from multiple other apps (including Blender, Substance Painter and Photoshop) into the USD (Universal Scene Description) that RTX Remix will also utilize. Now, what I think about this ... imagine the standardization level. As example, you import the FBX as standard anywhere ... it gets converted into USD, and its rendered in Vulkan API. No need for specific tools ... when you have on universal tool.

    Im imagining this would make things, like creating rooms in TK17 (if truly possible as expected) truly a cakewalk and with immediate results visible.

    Well, the only downside to all of this is ... RTX GPU as mandatory. However, they mentioned capability not to implement real time RT and rely on usual lighting. Still, we will see eventually how this progresses... they also mentioned their goal is to aim for as much possible compatibility with as many games possible. So, they will go with games in DX8-DX9 era approx, then will probably shift focus onto even older games.

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  8. 13 minutes ago, KOYOT said:

    For me, the NVIDIA RTX Remix Morrowind video remains the most fantastic, where in addition to improvement, textures, lighting and shadows, new objects are added. How do you think? Is it handmade or the result of generating a neural network? If this is a neural network, then with a general increase in performance, we will be able to qualitatively improve the detailing of rooms without unnecessary worries and increase the overall level of photorealism of the game's graphics

    This is video by NVIDIA: 

    This is RTX Remix option for Reshade by users:

     

    From what I see... the texture upscaling is AI based. But only for now... and who knows what future brings regarding the AI involvement into this. As said, AI is capable to make 3d objects out of text right now, 2d imagery which looks very good (aside fingers, lol) and even eventual whole code snippets generated by AI.

    Please note that even NVIDIA mentioned that above Morrowind "tech demo" is a bit given a "freedom" to stretch its boundaries regarding the visual aspect. So, in one sense, one needs to take into account some meshes, their polycount, their collision box within the universe. Basically, a practical usage of what it exists within the game. The good thing is ... many animations should work ok because were transitioning from lower polycount to higher polycount.

    The lighting system here is the "icing on the cake". If the lighting is bad, the game will bad regardless of good textures, animations or even higher polycount models. It will probably be possible for us to "reimagine" the lighting system for TK17 with this program.

    Its out now on github... in upcoming days, Ill play a bit around with it and see what it is currently capable of - I assume I wont be capable to run it because of pre-RTX GPU. Note that Vulkan drivers are mandatory, ofc.

    6 minutes ago, demonv1 said:

    Wow, yeah that's a nice difference in SWAT4 already.

    God if it could change 2D games I'd probably pass out LOL. Oh yeah the fact that this is open source I think people are really going to dive into this.

    I think that , eventually - and especially considering this project is open source now - there will be a way to alter even more.

    And this, IMO, will all progress fast. It doesnt depend anymore on few NVIDIA workers... but it now has whole community that will go "amok" around it.

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  9. Some screens from SWAT4 from months ago ... 

    Fjrt-GMn-WAAASbvo.jpg

    Fjrt-Fy-MWIAEVck-Z.jpg

    I mean ... I definitely see the potential. Even without RT itself, its a huge thing.

    12 minutes ago, demonv1 said:

    That's a very exciting bit of tech news. Very interesting. I can only imagine the possibilities. There are a ton of old games I'd love to see this working on. Who needs to wait for developers to remake/remaster your old games now LOL.😅

     

    Would be great if it worked on this game for sure! Very cool, I will definitely keep an eye on this for sure.👍

    That HL2 looks amazing!

    The big question here it will be ... while we can see it can alter 3d parts of the scene... will it eventually be able to alter some other parts ? They already mentioned 2d games wont be a case to be altered, yet. Now I assume same thing for UI of the game, as well as any more "core" elements. Because this is basically a 3d "remodelling" in a linear sense of thinking ... but on a non linear sense of thinking, its running an old game on a new engine.

    Considering this is open sourced now ... I wouldnt be surprised it goes a bit deeper in modding over time, and offers maybe new ways to "hook" and alter things into the game.

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  10. To note, RTX Remix should be usable by any RTX GPU, so 20 series onwards... however, the modded games should be possible to be used by any GPU capable to run Vulkan renderer. Now I assume it will be possible to turn off the RT and be capable to run the mod on even more GPUs, not just the newer ones, but even some from a decade ago.

    Im still waiting a bit for this to be clarified. I have an old GTX970 that would choke and melt if I ran ray tracing, but I assume maybe without it, some things without doubt could be... at least until I get a new rig. To note - you CAN run ray tracing even older pre-RTX GPUs, but especially with full RT capabilities, it would be big hit on performance. However ... maybe, maybe with some "light" RT it would be possible.

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  11. 1 minute ago, KOYOT said:

    Agree! Given the pathological obsolescence of the DX8 TK17 engine for single-core processors based on a 32-bit process and a memory limit of 4 GB, this could really extend the life of the game by another ten years. Indeed, today there is one important problem: due to the lack of source codes for the game itself and the termination of the development of Hook 5, we will run into the inoperability of the game and / or Hook on new operating systems. We need a 64-bit process to remove a number of limitations (who hasn't had their game crash every 10 minutes due to lack of memory?). And if the RTX Remix technology will give modders the opportunities that are now announced, then we will have a development direction for the next 5-10 years. But, as they say, let's wait and see.

    I would say, this will give even more than a decade to this game... I think majority of folks on net saw this app and thought that it was a "flashy gimmick", but dont realize this is something much bigger in the making. Especially with potential positive outcomes for modding communities.

    If this goes as I expect it to go ... then TK17 will come to its new beginning. There will be a current DX8 based 32-bit + HOOK5 version of TK17 ... and there will be newer one DX9 based 64-bit, but no HOOK5 one, but also there will then be a third one ... RTX Remix version of TK17 that will begin anew. Technically ... its own engine. And funnily, it will run on 64-bit Vulkan. Will that resolve all issues with memory ? Im unsure and doubt it, but we will see.

    I think it will expand the margins on which the game will be fairly stable, and probably even expand the capabilities to render much bigger amount of polygons and vertices on screen. And, very importantly, it will possibly make usage of 4k textures not a problem at all anymore. Because, I will say again ... this is a new engine, the old game is run through a new engine. 

    And considering this is an open source now ... the updates for it will be continous and constant, as well as for DXVK now.

    I mean, I cant even imagine real time ray tracing on TK17 ... would probably shock me at first to see something like that, lol.

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  12. One can check what some folks already made, this is basically from Portal RTX release ... but some folks have already nailed some things down and adjusted correct materials and textures.

     

    So, humble beginnings ... but already results are here. Considering it now went out as fully open sourced, expect much better results with time in multiple games ...

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  13. 1 hour ago, C.f.f.Bitch said:

    Hallo an alle,

    ich verzweifel da an einem Problem, welches ich nicht gelöst bekomme. Nachdem meine "alte" Version durch Festplattencrash nicht mehr wirklich
    zu gebrauchen war, wollte ich jetzt nach einem Jahr Pause wieder mal loslegen. Ich fand einen brauchbaren Repack, der schon einiges an Inhalt hat,
    also dass man nicht wieder bei null gestartet ist. Und ja, ich habe H5 Pro bezahlt!

    Mein Problem ist, bei mir fehlt irgendwie die richtige Schriftart. Überwiegend bekomme ich nur "Hieroglyphen" angezeigt.

    Ich habe diese Version auf mehreren Rechnern ausprobiert, Win 10, Win 11, Schriftarten installiert, eine andere GUI-Oberfläche usw.

    Es funktioniert nur auf einem schwachen, alten Laptop, für den das Spiel zu stark ist.

    Auf den Rechnern, wo ich es haben will, geht es nicht. Wie kann ich eine andere Schriftart auswählen oder die richtige finden?


    Ich weiß, hier gibt es absolute Profis, für die das ein Klacks ist.

    Danke und frohe Ostern.

    Unbenannt.png

    Unbenannt2.png

     

     

    Hallo,

    Sie müssen die Schriftart (Highway-Regular) installieren, die mit dieser bestimmten GUI geliefert wird. Die Skripte in uiFont.bs weisen auf diese bestimmte Schriftart hin, aber Sie können diese in jede gewünschte Schriftart ändern.

    Indem Sie die Schriftart, die separat mit KE XXI geliefert wird, direkt auf Ihrem System installieren, wird KE XXI sie erkennen und anzeigen.

  14. Just now, JoeNoxwill said:

    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 😃

    Yep, the animating from scratch in TK17 ... altough definitely possible, seems very time consuming. One could utilize above Mixamo presets and just modify from them. Now from what I recall, some issues with feet (and possibly hands ? dont recall) that should be fixed, but this is because Blender python script should be modified to include the affected joints. Overall, even if we have few joints to fix here and there, or want to modify, it goes much much faster.

    The mixamo animation database has around close to 2400-2500 animations ... now some of them are purely static and not so useful. But some are truly useful. One can play the animation in place on Mixamo, and thats mainly what we need in TK17, as we should be able to control movement and direction of whole body easily. One can also slow down or speed up animation in Mixamo, which is also pretty useful.

    Im unsure if there is a BVH database for face somewhere ... or if there is some database like Mixamo. I know that Mixamo rig utilized head joints, too, ages ago. 

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  15. 1 hour ago, JoeNoxwill said:

    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

     

    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.

     

     

     

     

    • Thanks 1
    • Thumbs Up 1
  16. 35 minutes ago, vi363R said:

    came across incredible dds files of over 100MB and 8Kx8K, crazy stuff.. now I'm able to load rooms I could not open before.

    I think definitely "overkill", lol. Even for high detailed normal maps, it would be too much in vast majority of cases. Not to mention for specular maps. 

    • Agree 1
  17. On 3/16/2023 at 6:09 PM, Quarz said:
    UNKNOWN Face Array Enum Type ! : Primitive.TypeEnum.Polygon

    Hmm... confusing. At least in this bit, it points out to n-gon... considering its from existing set, its somewhat confusing to me, because all assets must be triangulated for game usage (either in Blender, or through -tq in CtK). The game is capable to display n-gons, altough its significant difference in performance, and the asset needs to have pointed it out in scripts for that to occur ... 

    • Thanks 1
  18. Mainly nicely shaped feet, soles, toes... altough also even more mature shaped feet, soles and toes. Even nice toenails and nice hands and fingernails.

    To an extent bimbo lips (but not everything, definitely, only certain examples).

    Interestingly, Im not exactly a big fan of either butts nor boobs. More of a leg perv, haha... or a person focused on legs and face primarily. So more of a leg / foot and oral perv, lol.

    Possibly it could be called a "fetish" also to an extent, regarding having a preference for seeing women in relatively minimalist clothing of 90s. Especially heels and shoes of 90s. For me it was always sexy seeing women in tight clothing, but also very long tight skirts ... 

    • Like 1
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  19. 9 minutes ago, hfg2 said:

    I'm not going to bash on any of your ideas, if you believe in them then sure, go ahead, I'll grab a bag of popcorn. 🙂

    Regarding the manipulator mesh, I think this was fixed by RK long time ago and I thought those changes were included in VX, aren't they?

    For me, the manipulator is like in Blender, RGB (R - x axis, G - y axis, B - z axis). 

    I see no "bashing" there at all, lol.

    Hmm, weird for manipulator mesh ... I had two installations and probably mixed it, and second install didnt have a proper alignment. But the one Im checking now - its all perfectly fine.

     

    Firstly Ill go with some reshuffle and attempt at nodes ... because without nodes itself ... it will need to rely on dummy icons, sadly.

    • Like 1
  20. 40 minutes ago, amaronap said:
      Hide contents
    #IfWinActive ahk_exe TK17-158.001.exe
    	!w::
    		MouseGetPos x, y
    		MouseClick, left, 384, 143
    		Send {PgUp}
    		sleep, 100
    		MouseClick, right, 190, 640
    		MouseClick, left, 209, 670
    		MouseMove %x%, %y%
    	return
    	!s::
    		MouseGetPos x, y
    		MouseClick, left, 384, 143
    		Send {PgUp}
    		sleep, 100
    		MouseClick, right, 190, 930
    		MouseClick, left, 209, 960
    		MouseMove %x%, %y%
    	return
    	!d::
    		MouseGetPos x, y
    		MouseClick, left, 384, 143
    		Send {PgUp}
    		sleep, 100
    		MouseClick, right, 190, 880
    		MouseClick, left, 209, 910
    		MouseMove %x%, %y%
    	return
    	!a::
    		MouseGetPos x, y
    		MouseClick, left, 384, 143
    		Send {PgUp}
    		sleep, 100
    		MouseClick, right, 190, 900
    		MouseClick, left, 209, 930
    		MouseMove %x%, %y%
    	return
    	!x::
    		MouseGetPos x, y
    		MouseClick, left, 384, 143
    		Send {PgUp}
    		sleep, 100
    		Send, {WheelDown 10}
    		;MouseClick, left, 384, 850, 5
    		MouseClick, right, 190, 780
    		MouseClick, left, 209, 810
    		MouseMove %x%, %y%
    	return
    	!z::
    		MouseGetPos x, y
    		MouseClick, left, 384, 143
    		Send {PgUp}
    		sleep, 100
    		Send, {WheelDown 10}
    		MouseClick, right, 190, 800
    		MouseClick, left, 209, 830
    		MouseMove %x%, %y%
    	return
    #IfWinActive

     

    Nothing fancy but does the job

    Thats definitely an interesting way. And hotkeys are, too, preferable to current way. Too much time spent in looking around and searching, sadly.

    • Like 1
    • Thumbs Up 1
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