Jump to content

Hi There

Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us.  To unlock the entire site you will need to have a account registered.  Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits.  Feel free to join or Discord Server also if you have any more questions.  Thanks for stopping by and See You on the other side.

admin admin

onevision

Member Level 3
  • Posts

    916
  • Joined

  • Last visited

  • XP

    13,631 [ Donate ]

Everything posted by onevision

  1. Please check the following pose - it's from Bbird's "Femdom Handjobs" pack (VX conversion from 7.5, actually) and contains a few edits I made. It's still very much incomplete since I decided to rebuild from scratch the animation for hands and a few other details. In order to smooth the spine movements of the original pose, I changed the initial Arched/Vertebras key values and removed all spine keys from the remainder of the timeline. Well, it turns out that this is not enough, because the spine jitter is still there, starting at frame 2. Link problems are ruled out, since the pose is disconnected. I cleaned and scanned for errors the file in TKX_Utils, to no avail. I guess some old track is still affecting the pose, and it's invisible in the editor (if that's even possible, but I have no other clue). The only workaround to fix this problem is the tedious process of copying the (legit?) keys one by one in a new pose, each time checking the result. I'm still working on it, so if you have some useful hint please share what you know. Attachment contains: - the original pose converted to VX - my partial edit (still bugged) - same as the second pose but keys migrated manually from the key editor, still incomplete. Save.7z
  2. I've been waiting ages for something like this!
  3. For rotations, try this workaround: 1. convert the pose to default sizes (all actors) 2. rotate the pose 3. restore the initial sizes (if they were 5'0/5'6/6'0 - the default slider positions - this method might be actually effective). No guarantees though, especially for camera values or heavily customized models (non-standard torso, pelvis, legs, arms, neck, shoulders, feet and so on).
  4. onevision

    Censor Mesh

    Just yesterday I wondered if the genital cap texture in outfit tab could achieve the same result. The answer is no, it simply fills the gap in bodystocking or pantyhose. Therefore this could prove very useful.
  5. Yet they are in the Update 1 archive. If nothing was changed as you assure me, there's no point including them in the update. The scripts are: VX-Mod\Scripts\Shared\Mod_Orig.bs VX-Mod\Scripts\Shared\Person\FGCalc.bs VX-Mod\Scripts\Dress\DcDress_Orig.bs VX-Mod\Scripts\Dress\DcDressXtension.bs VX-Mod\Scripts\Dress\DcDressX_Invisible001.bs
  6. @HDiddy Well, the method proposed in the link works, except at first loading of the room. Anyway, reloading just once is not a big concern. About diffuse_override problems, I solved them reinstalling 10.00.1p KE update 1. It was disabled temporarily because of a conflict with @hfg2's Caroline body. The update had overwritten the tweaks in FGCalc and other script files, required for the correct placement of eyes and teeth. Easy to fix with a simple text editor and following the guide. I think something similar prevents "First Things First" from reorganizing the customizer icons as intended. Still looking into it.
  7. Noticed this in Modern_Dusk Livingroom by neatmcgee, but I guess it's the same using other retextures: at startup the default level definition (as set in main11.fx file) is loaded. Need to hit Alt+R to get the real thing to show up. Also, some diffuse overrides for the TV screen don't seem to work in Extended version (they were fine in Basic). I checked the VX-Mod\Images\Q=Tex032M\Luder\Room folder and anything related to Livingroom was already removed (put away as archive backup).
  8. Check attachment. Works for me, but glow turns off sometimes and I have to switch eyeball to get it back. Still have to try the workaround proposed by ddman2 (same maps for eyeiris). Works like a charm, glow is now persistent, The basic spec map is used (stage3 = _hook5data\eyes_bumps\eye_h.bmp). Glowing Eyes (Eyepass).7z
  9. That also means I'd better say farewell to Hook 5 Basic for good. I kept using it for some rooms with cranky lvl_definitions, but every day more incompatibilities turn up.
  10. It has recently come to my attention that one can disable Inertia on a model basis from Customizer. And this can be done selectively for zones (breast, butt, stomach, genitals... in various combinations). Sounds great, in many ways. For instance, disable breast inertia could be useful for models with tiny breasts. My initial enthusiasm for the good news was a little stunted though, when I realized that unfortunately (and obviously) this has no effect on keys set manually by the user - like VX's newly added breast keys or the classic Butt/Stomach/Testicles/Penis/Penis Center keys. At the very least, the amplitude of such keys should be factorized when the animation is playing if the corresponding inertia is disabled, although I have no idea how this can be accomplished. I'm just offering a suggestion, is all.
  11. I see. Surely "ignore" wasn't the right term, but I noticed that sometimes you have to switch iris for the pass to be effective. And I'm pretty sure that glow isn't working for iris alone. @Driver Did I use Eyepass or CustomModel? I'm not sure anymore
  12. Interesting. Eyepass is full of surprises. I recently discovered that hook maps are simply ignored by the eyeiris texture (if you use eyeiris/eyeball like me, not iris painted in the eyeball). Luckily, I also found that any passfile information that affects eyeball affects also eyeiris. In other words, use the eyeball passfile to influence eyeiris. Got nice glowing eyes for the android skin this way
  13. onevision

    Rachel

    Ah.. fond memories. By chance, I watched the movie once again, recently. Bravo.
  14. Wouldn't mind scanning her... uhmm... "ports".
  15. Wow... nice catch! About the "unpleasant triangular indentation in the lower-middle part of the breasts", you get it also by dragging "Breast Level" down in Customizer. This is why I adore XBody's breast level control (unaffected by the problem).
  16. Interactive Poses and "jammed" keys Inside the "Penetration loop" the only editable keys are those "linked to a valid target" (connected, that is). Editing of any other key is disabled in fact (changes are reverted while moving to a different frame). Such keys can only be assigned inside the "Normal", "Orgasm" or "Cooldown" loop, and this fact alone results in severe limitations. For example, disabling inertia to emulate more realistic physics is simply impossible in Interactive poses. The relevant keys cannot be edited in the Penetration loop and, unfortunately, anywhere else they'll just look awfully out of sync most of the time. By the way, this appears to be the main reason for the necessity of inertia. Camera position/aim and model size The key values for camera position/aim and model size are strictly related. Choosing the wrong size (meaning, any size different from the one set at creation time) will change the intended perspective of a pose. I used to wonder why each actor had its own camera keys... Well, now I got my answer. I suggest a little experiment to make things clear. In PoseEdit, start a new pose with at least two actors. If they are all the same size, they will be overlapped in the starting pose. Set the camera keys as you like. Now check the camera values (hotkey: CTRL+A) and you'll find that they are all the same (not surprising). Now go in customizer and change the size of the models. Leave one model at default size, for the sake of comparison, preferably actor #2 (for reasons). Using one of the main presets 6'0/Default/5'0 will make it easier to restore the original sizes afterwards (unless you don't care). You'll notice that actors smaller or greater than default are translated from their original position. Translation in this context is generally harmless, while rotation has issues because limbs of smaller/greater actors are rotated unevenly and the pose is deformed. A good practise I suggest is start a new pose with all sizes set to "Default", move/rotate the group where you want it - using the "All Persons" manipulator - and set the model size only as the final step, before starting the real editing. The same trick should allow to move a pose (involving different sizes) without deformation, I think. Back to our experiment... Despite the translation, you'll notice that the camera keys are not affected. So what? Let's try to move the actors back in the original position (marked by actor #2, default size). Once it's done, hit SHIFT+R, set again the camera keys and save as a new pose. Check again the numerical values of camera keys and you're in for a surprise (values are now different, therefore they depend on the model's size).
  17. We are divided on this, you know? May the best team win...
  18. I have a question regarding Prylipala's Head Mod. Some of the sliders aren't working. I believe I'm missing a few required head mods, but I don't know which ones, and where to get them. This happens both with the original version and with Kraegar's. Any help is appreciated.
  19. onevision

    We are supposed to make money!

    Rear view
  20. I'm sure a good photopose can be of interest to many. I share them on occasion, but generally I don't, unless there's an explicit request. Room and level definition are part of the deal, of course.
  21. onevision

    Hello Dolly

    Couldn't find a way to attach it to the main post so I uploaded the file in video section. Link is above.
  22. onevision

    Hello Dolly

    Low resolution video preview: https://www.klubexile.com/videos/view-374-need-shaving/
×
×
  • Create New...

Important Information

WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.