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hfg2

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Posts posted by hfg2

  1. Current progress of AI is not allowing to create poses at this level. While it is used in posing (for other apps), it usually requires a huge amount of training data, so you need poses for it to create new poses. And in order to do that it must also be implemented. Because of the development human force involved, it will most probably come to Blender, Daz, Maya, 3dsmax, Unreal or other tools like Cascadeur, for sure not for TK17 which is not extensible anyway.

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  2. Objects are rendered based on their bounding sphere. If the bounding sphere is small then it will not intersect the camera frustum, and it will be discarded from rendering. You need to apply an infinite bounding sphere to each 3d object you want in the mirror to appear.

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  3. It would be the same thing, static or animated for a proper retargeting.

    However, if you want to do only static poses, there might be a manual/easier workflow. You could pose you daz figure and export it as obj and import it in TK17 maybe as a h5m object. Then you try to pose the tk17 girl just like the h5m object (used as a reference). 

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  4. There is no easy way, you need knowledge of understanding difference between joints and bones, you need to understand bone axis, roll of the bone, some experience with retargeting animations, and to write your own scripts to convert from daz pose to tk17 while going through another animation tool like blender, or something more generic.

  5. Face Sliders are my favorite, there is not much to say here.

    But I always use (forced to do that) aa morphs, that are used to hide the custom eyes and to smooth the hell out of the tongue, so my custom characters looks properly.

    JCMs sliders also kinda required, without them the poses looks awful. 🙂

  6. Honestly, I don't think I ever ported an Addon for VX using Blender 2.8 or higher. Always used 2.79b for addons I believe. But I use other new Blender versions for other tasks.

    2.79b still has the nodes materials and allows you to use either nodes or the default material/texture used by the internal renderer.

    However, I don't think this will hamper you in using newer versions, as long as you create a single material and you use a single texture for it (that means that all faces are assigned to the same material) then you can use nodes as well, it should export to Collada fine. There is another minor adjustment for double faces, but that is also covered.

    That was only a suggestion - to stick to 1 object with 1 mat with 1 texture - but you can use multi materials just fine, only those are a bit slower ingame (FPS penalty) and to me not as clean to debug as the 1 material version.

  7. 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

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  8. 14 hours ago, demonv1 said:

    Unless they have some kind pocket genius like @pervokpetr that we don't that we don't know about chained to a desk somewhere working on it.

    There is no point in doing that, anyone talented enough to make something like a new hook would rather make his own version of the game in Unity or Unreal Engine, with all the bells and whistles that comes for free.

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  9. Since we can not talk about hook, maybe the game is busy with spitting errors in the logs.

    Binaries\extensions.ini -> logcons.dll (make sure there is no # before it, so you get the log in the console)

    Then when you start the game, you should have logs in a separate window. Reproduce your problem and check to see if the game spams the log window with messages.

    Also, because you are in windowed mode, try to let the game in a part of the screen, and switch to a different app and see if the game window is freezing or not.

    Last thing, switch to full screen mode and check if the issue is still there.

  10. 3 hours ago, HDiddy said:

    Not sure how this is the case because with metal workflow you are baking specular (light) data into the Diffuse map, which H5 does not do.  Unless I am missing something.  H5 uses Specular Workflow.

    Rule is kinda simple, if you have a metal map, then the workflow is metalllic. If you have a specular map, well... the workflow is specular. Shocking. 🙂

    There is a confusion in terms and in the way people understands and explains and implements the workflow. Probably such confusion was done/maintained by Pervokpetr, in his own interpretation of H5 implementation.

    You can have base, diffuse or albedo textures/material. In theory those are different things, but in the context of the metalness/metallic workflow those 3 textures are the same thing.

    Unity does a great job at simplifying those things as using the term of albedo for both workflows.

    https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html

    People might get even more confused because the H5 is a metallic workflow, but the name of the file holding the texture contains "spec" in the filename. Don't know why this is, but before PBR we had specular color and specular light in many other formats, for example OBJ. When people transitioned/converted from those formats to PBR they kind of kept all those color information and are still referring to them in the old format, that people knew from those old times.

    Also the Metal workflow is also known as Metal/Roughness workflow, while the Specular workflow is known as Specular/Glossiness workflow. However people love to mix and create confusion on rughness/glossiness terms, and Hook5 is no exception from this deviation, because Hook5 is Metal/Glossiness.

    Hook5 is not a full/complete implementation of Hook5, it is missing IoR (index of refraction) for example, but it is enough to cover most materials and use case scenarios in this world. 

    Hook5 is a PBR game engine. That because there are also realistic renderers engines (Octane, Iray, Cycles, etc) which spend a ton more resources to render a scene much more correctly than a game engine does it.

    Don't take articles on the internet as the supreme truth because those can also had some errors and misinformation or may not represent their usage, in game engines or rendering engines.

    So if you complain that you need to paint a specular color into the diffuse map I would say not to do that because H5 is a game engine and the way it works is enough to give you something reasonably close for metals. Just using a single color for the base/albedo texture and white to make the metal channel and whitish color to make it glossy is more than enough. When people are not happy with something they just adjust the glossiness and if still not happy they also adjust the base color. Nothing wrong with that. Using DONTNOD PBR charts is a good start.

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  11. 1 hour ago, x17 said:

    So what I wanted to say, Italian comic is one example where Druuna is a good example of erotic comic made in good way. But there were also other comics that werent necessarily erotic fully, but had elements that were erotic in stories.

    DP16 told me about Druuna, watched a couple of chapters, was interesting at first contact but gave up after a while. Not sure why, but it was more like the adventures of a girl called Druuna and that was the focus on, however each chapter had some erotic/sexual parts. Now I believe a lot of audience actually starts reading those for the erotic/sexual part but gets fed up at some point with her complicated challenges.

    Sometimes I think about how much eroticism/sex scenes can be added/introduced in a movie like Mad Max. Se we have blood, gore, madmans, but can we add sex in this?

    Don't have many other references, but I remember Spartacus (the TV series), while the movie with all its violence was acceptable to me, I was having some cringe moments when they were fucking like rabbits.

    So yeah, I think sex and blood and violence don't mix well for me. 🙂

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  12. 45 minutes ago, MarkZappa said:

    5. Ahegao in amateur porn, sorry can't swallow that either

    Not a turn off but not a turn on either. For me is just funny and makes me smile when I see ahegao done properly. 🙂

    Don't like shemales and gaping anal either. 

    I always reject pissing and scatting scene and I don't like spitting in mouth and slaps on the face or foot on the head.

    Don't like those stretched to death boobs.

    Don't like total bald girls.

    Don't like bad boob jobs with breasts cuts big scars positioned vertically.

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  13. 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.

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  14. There are online tools that can help you with that, Photoshop has the clone/smudge/soft brush tools, there are a ton of ways to get rid of them, including some youtube tutorials,

    The "problem" is in many other games and has solutions to be handled.

     

  15. Most probably is Mikk algorithm. http://www.mikktspace.com/

    Or something simple, like if you have a quad face and you need to triangulate, there are only two diagonals and you pick the shortest one, if the diagonals are equal or approximately equal you can then compare at the uvs face diagonals.

    But the beauty of this mess is that you don't need to triangulate at all, you can keep all quads and the game will do the triangulation (and subdivision) for you anyway. My custom bodies comes from daz, all quads baby, and just look awesome. Let the game engine do that for you.

  16. I used to be a long time user of Blender 2.79b, because it used to be the version that was most compatible, and easier to use for my specific use cases.

    Because of that all my plugins were written for Blender 2.79b, and there is no compatibility with 2.8 or higher.

    But Blender 3.6 is vastly superior compared to 2.79b, weight painting is very powerful when looking at those brushes, automatic weight painting is just a few clicks using custom plugins and produce very good results.

     

    There are a couple of things were people fall in the trap of choosing sides.

    Blender 2.79b is simpler, like in simpler interface. Easier to learn, memorize, perfect if you already know it. Blender 2.79b with its old materials system, NOT node based for use of the internal render looks in theory a better match for the game addons and basic modding of the game.

    Blender 2.79b has plugins for it (for TK17 and Sims4). Funny here that if you need the Weather plugin you actually need blender-2.64a. Or if you are a Sims3 harvester you actually need blender-2.62.

    Blender 3.6 just owns 2.79b if you need any kind of artistic work, any modern material nodes, weight painting, etc. but its interface is different and old time users face resistance when switching to it. Also the lack of plugins adapted for TK17 makes it worthless if you would have to switch.

    So, my point here is if you want to be grumpy as Grump (an old user from modsgarden) then stick to 2.79b and avoid 3.6. If you are a open minded then start using 3.6 for doing all your work, and if you need something from the game then fall back to 2.79b.

    I still regret for having my tools compatible with only 2.79b. It was my personal choice back then, I think I was forced somehow to it, but now it starts to bite me back.

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