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

hfg2

Modder
  • Posts

    476
  • Joined

  • Last visited

  • Days Won

    1
  • XP

    20,306 [ Donate ]

Image Comments posted by hfg2

  1. On 4/24/2022 at 9:11 AM, drmls said:

    What part of the bs file should be used in order to find and isolate the head mesh?

    The head mesh is not splitted from the body, is a part of the subdiv_body_cage object. If you want to isolate vertices or faces used for the head only, then you can select those based on the UV maps that covers the head or you can use material selection to select those. 

    Every vertex in the body (including those that make up the head) have a unique index, some of those indices appears for example in FGcalc.bs file so that position of the eyes and other accessories is set.

    In the AcBodyLook.bs file of the body you will also find probably some code like the one below:

    AppReplaceMesh . {
            .FGMeshFile "Scenes/Shared/Body/fg_p_head_hp";
            .FGMatchFile "Scenes/Shared/Body/fg_p_head_hp";
            .FGDataFile "Scenes/Luder/Body/fg_neutral";
            .FGControlFile "Scenes/Shared/Body/fg_si";
            .TargetPath "/Person" + :person + "Body/TRS_group/body_subdiv_cageShape";
        };

    This code is supposed to replace the vertices in the head (like said above is part of the body - subdiv_body_cage) with vertices from the .tri file of a headmod (head variation).

     

    It is possible to cut the head part from subdiv_body_cage object (delete all vertices in the head) then get some head from some other source and graft/stitch it to the original body BUT:

    • You need to keep the body in tris/quads.
    • You need to have a decent bs file exporter (old exporter won't work, mine which was based on the urqqq method does it fine)
    • You need to remove the AppReplaceMesh code part, because there is nothing there that should be replace.
    • You need to keep track of the new vertices that helps position the eyes
    • You need to fix the textures for the head/seams at the neck area, etc.
    • ... and some other unexpected issues/problems that could appear.

     

    • Thanks 1
  2. Not sure I still have it, it could be lost. There was a lot of testing back then, and a lot of things didnt worked out as expected.

    Since that time, I went forward with creating a full body port from Daz, the Caroline model is already posted here on KE. I have a new version in works that I will release in the near future (I think).

    So basically you can download the Caroline model (head is already included in the base body mesh) and use its texture or any other g3f texture and you are good to go.

  3. On 11/14/2020 at 9:39 PM, Skórpion96 said:

    Very nice and realistic 🥰
     The head mod, is it adriana from perv?
    And t
    he skin on the face looks very clean too, a nice job 👌
     

    No, this is the real deal, g3f topology, not something sculpted like Adriana.

×
×
  • 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.