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xxpy02

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  1. New geometry/topology support is finally here. With version 1.6.0 you will be able to make your body addons even curvier.

    Workflow of the addon remains the same, just a few tips and remarks before you try it out:

    • The game only supports quads and tris; make sure all model faces are compliant (else you will get a notice)
    • The easiest way to add topology without the risk of creating n-gons is by using the Loop Cut
    • If you end up creating n-gons, triangulating them before export is usually enough
    • Hook5 does not support custom topology for automatic subsurface map generation:
      • The body areas with custom topology will render with a lighter color in game if you have Skin Subsurface Scattering enabled
      • You need to use a custom skin shader with a subsurface pass to fix the affected areas
      • It does not seem to be an issue with the Blender addon - every custom model I tried (with modified topology) shows this same behavior
      • If you know another fix/workaround let me know and I'll add it

    A couple of notes regarding the future of this addon (version 2.0.0 onwards):

    Even though this started as a body-only modding tool, my intention was always making this a general modding resource for any kind of addon - similar to what the io_tkm17 tried to achieve.

    The addon was almost completely rewritten for the future versions and a full scene importer/exporter is already in place.
    That means you will be able to import, modify and export every aspect of a body addon: tongue, eyes, animation targets, look-at targets, link targets, etc.

    This also expand the possibilities to support other kinds of addons likes clothes, shoes, accessories, hairs, etc. And eventually even rooms (which are much more complex).

    Anything you'd like to see first, share it in the comments.

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  2. Version 1.5.0 is out and this one is pretty exciting for me. With it comes the ability to not only modify the existing but also add new shape keys. That means being able to add custom morphs to any existing body addon straight from Blender 3.6.4.
    The only other necessary step to enable the sliders in the customizer is creating the {ADDON}\Scripts\Shared\Person\CcPersonDefaultBody_{ADDON}.bs file with the custom parameters that point to the shape key. This is something the Blender addon still does not cover, but that is on my "nice to have" list.
    I'll create a tutorial with detailed instructions in how to set the customizer sliders later, hopefully with some videos describing the whole process (might include some quick sculpting).

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  3. @HDiddy I always forget that there's "that" kind of people.. sigh. I think that you're right in being careful with that. People are free to do what they will, but when one (and I am referring to myself) give such kind of freedom to mentally ill people it's kinda where karma comes back to bite their ass.

    Importing the armature is inevitable though, as it will serve a general guide for the sculpting process.. Exporting, well, now you got me thinking about it.

  4. @Ro_TK by the way, if you replace the body file with the original one and restart the game it should go back to normal. I don't think there's some kind of persistence or cache.

    Maybe you can try renaming the folder before restarting and see if that helps? If there's any sort of cache in your setup, it may go away if you rename the addon.

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  5. 11 hours ago, Ro_TK said:

    Well, today it also works for the default body...I don't understand this, same procedure. But hey, it works and thats great!

    I also checked for the male Xbody, works fine too. 

    Thanks!!!

    It's all good, don't worry. I am glad it is working and that you can use it. If you have any issues just let me know.

    1 minute ago, Ro_TK said:

    I suspect that one shouldnt modify anything on the head part of the body.bs, right? I accidently did, and somehow it distorded the ears and chin area of the model in the game. Putting the original body.bs back doesnt resolve this issue. Swapping from V2 to default I got rid of the distorion but as soon as I change back to the V2 it shows up again. Did I hit something else when sculpting? What can be affected such that the distortion persists even though I put the original body.bs back?

    It depends. If you resize the mesh too much it can get pretty weird because the Armature wont fit the vertices anymore. That happens because the game will try to fit an armature inside a body that's too small for it. If you by any chance made the head a bit smaller, that might be the issue indeed. The face is specially sensitive as well since it has a lot of "joint endings" everywhere.

    Unfortunately that's one of the things that will only get fixed when I finish importing and exporting the armature. Once we can resize the armature along with the other body parts, then the sky is the limit. You will be able to create basically anything.. from gnomes to giants and even dragons or werewolves.

  6. @HDiddy I see what you mean, that's something I really want to be able to do as well rather sooner than later but there's still no support for exporting new geometry for now.

    Not sure how long it will take though as I have yet to add support for exporting everything else before being able to export the actual mesh.

    Sculpting the existing geometry seems to work fine for now though.

  7. @Ro_TK Thanks for the report. I just uploaded a fix for that issue in 1.2.1.

    The import broke due to the custom Morphs having more vertices than the Mesh itself. To properly import them I'd need to know from the modders how to handle those cases. I found cases where some morphs have over 4600 vertices, while the Mesh itself has 4362.

    I have no idea why is that but I just added a sanity check and ignored the extra vertices since we can't do anything with them right now. For the mean time the fix seems to work and the affect morphs appear to be working just fine. For reference I've attached a text file listing all of the affected morphs.

    xbody-affected-morphs.txt

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  8. @Driver just uploaded a version with import of vertex groups and weights, in case you want to check it out 😊

    By the way, do you often need to export new weights for vertices?

    I was thinking about it and even though I see the benefit of exporting the weights back into the BS file, I don't think we should export new vertex groups other than the default ones since these are linked to the bones/joints. Maybe if we added new bones to the mesh as well then it could work, otherwise I am assuming the game would just crash.

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  9. @Driver I stumbled upon that bug when I tried importing XBody and already fixed it on my private repository. Along with RenderShader.BlendMode I already added support for a few other extra structures usually found in clothes and hairs (TGeometry.SortCenter, Texture2D.WrapU, Texture2D.WrapV, plus a couple more).

    Thanks for the report, let me know if you find any other issues.

  10. @Driver thanks a bunch for the feedback, really appreciate it.

    Materials are only really necessary if you want to allow for adding new topology to the Mesh. And I really want to be able to have high definition models, so that's why I want to add that. For baking new faces into the final BS file I'll also need to assign the Materials and UVs to them, and I can't even calculate approximate values right now as I need to first get these imported.

    Shape Keys is one of the features I want the most for this, but I'll have to incrementally work towards it as there's still a lot in the way. I am still finding my way around how to interpret/translate the data found in BS files - some of the names doesn't make any sense for me yet, but eventually I'll get there.

    Long term goal is that this will be a generalist addon, to import and export whatever BS file types (object, clothes, hairs and whatnot). Just not sure how long it will take to get there.. lol

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  11. On 10/7/2023 at 8:57 AM, Driver said:

    Nice work here.

    I'm still learning 3.6 and don't get used to it at all so sorry if I'm saying dumb thing, but doesn't the imported body have any vertex group or UV is what you intended? Or maybe because I'm on v3.6.2?

    Did you activate the addon from preferences?

    The original addon does not support importing anything else other than Vertices and Faces and you will notice it also does not handle adding/removing those during Export. This is based off from the original io_tkm17_body plugin for 2.79b so their features are equivalent, at least for the time being.

    I am currently refactoring the source code to make it easier to work on and hope to add support for other features (materials, uvs, vertex groups, etc - maybe even weights) at some point. I just released a new version with a fix for importing and exporting from any body files - the original version only had support for the original body files.

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