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hfg2

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Everything posted by hfg2

  1. On a second thought, every bone is in local space of its parent. So not always the X component is in the global X axis. You still have the translation and orientation, but orientation is not exactly a rotation. Orientation is the rotation of the bone (including the roll) in EditMode in Blender, while the rotation is a rotation in PoseMode in Blender. Do not follow values from Anim01 because there are some problems with those, not all values from the body matches the Anim01, and not all values from AnimFace matches those either. Check the armature in the Blender for the nose bones (or the bones you are interested in). If those are zeroed in X axis/centered then this is how they should be like. Check the exported values to confirm the values are still pure zero or in exponential notation, but even then, this is more or less zero, a cosmetically fix, so should not affect you. There are some catches with the export of the bones, can't explain here, some parts are forcefully corrected by me, mirrored, etc. Also the inverse bind matrix might cause you problems, but can't say yet if those will affect you. And if you are going for the mouth bones, then you should also check mouth_L_fix_group and mouth_R_fix_group and also for the face you might need: AnimFace:face_poseBlend.PoseDefault line. About the nose. The joints has a roll value, when the roll is like 90 or -90, this kinda swap your axis, so an X translation becomes a move in the back or forward. Now you need to correlate all values, check values from the blender edit bone, check values of the intermediate empties used for export, always think in local space, because this is how the joints are linked one to the other and check the output produced in the Ac Collision file. And always remember that the game is Y up, while Blender is Z up and face forward. So BlenderX = VillaX, Blender Z = VillaY and Blender Y = -VillaZ
  2. You can use this plugin to recreate the armature and cherry pick the bones you want to be symmetrical. You might need some manual fixing if the output values are not clean zeros and only very close to zero due to roundings. https://github.com/ModdingClass/TK17-Custom-Bodies-plugin And you can't symmetrize the nose, because that needs a R and L joints pairs. If you just want to align the nose to the center, then zeroing the X component should do the trick. You can find the output with the values for the joints inside AcBody735Collision.bs, example: C:\Users\Neon\Desktop\export_735\AcBody735Collision.bs You take that file and you put it in Scripts\Luder\Person.G=01 folder. If your body is not something like Body735, and is Body01, because you are lazy and dont want to use EMFS system, then you need to use the proper name at export, obviously. Hold my beer! 2023-09-18 09-16-14.mp4
  3. hfg2

    Censor Mesh

    Not really. This technique is something I would use if I want to do some very tight pants or panties and the genitals mesh stays in the way. The game already has the option to hide some body parts, but this also leaves a hole in there, so if the cloth is not covering the entire hidden body part you might have "visual" issues with the mesh. What I try to use instead is to hide the genital mesh, just like everyone else would do it: DressCmd . { .Show I32(-1); .Target :P + "Body:body_subdiv_cageShape__body_genital01_SG"; }; , but instead of leaving a hole in there, I also put something back to fill in the missing faces. For breasts going the same path could be a complication, because breasts can be fixed in other ways, with morphs, including the nipples that could be flatted out and projected to an inside sphere.
  4. Got another idea, use Ninja Ripper to extract the scene, I think 1.7.1 is the last free version you might find on the net.
  5. Bake them in Photoshop or in Substance Painter if it something you can manage.
  6. Second from bottom I think is an Oaks model. The curvy models in posters (not the first image) I think were models created by Diversity. At some point, during modsgarden days, he was upset because of xalas was using some of his clothes/hairs/models and decided to move to a different playground.
  7. hfg2

    Censor Mesh

    I guess not many people know, but the game has some additional meshes loaded ingame, only those are hidden and their usage is not documented. Example: Shared/Body/censor_mesh Shared/Body/censor_sphere The censor mesh looks like a separate mesh that covers the genitals, its usage like said above is not well known to me. Back to my original idea, one of the problems in my early cloth porting/modding days I was baffled and annoyed by the fact that I always had to adjust tight pants and panties in the crotch area, and because of the protruded genitals I always had issues to achieve a tight fit. And more problems coming from the need to weight paint that area, should I weight paint pants and panties and underwear with vagina_joint01.L and R and others? Those days, because I work with G3F bodies, I have another problem that comes from the merging of the base body with another mesh called (in daz language) a geograft (the genitals). In theory I should merge some vertices, keep some of the new ones and remove some of the original vertices from the body meshe. But this has the potential to mess up later in development with my vertex index/vertex count. So as a solution, I decided to stop removing vertices and keep the old ones that should be removed and convert it as a censor mesh. In fact is not even a mesh, only a part (a separate material) of the body mesh. After some more scripting, I came with this solution that allows me to hide the materials for genitals/censor faces. Check the video how it works in practice. 2023-09-11 14-37-06.mp4
  8. I do have only a couple of uploads, one of them is Caroline body which is based on a G3F body, but I don't see how is that useful to you related to the hair you asked info about.
  9. Hair is Friday hair in Daz, but I usually port each hair matched to a specific head to get best results. This is not an impossible hair, is manageable, I can finish it, but for now I'm not sure on the direction I want to go, I might continue with AlphaBlend hairs like I used to do, or try transitioning to Hairworks hairs, which is something I'm currently evaluating. But like mentioned above, all my hairs are made to match a specific morph of a custom G3F character, so I make every hair to match one single character and not more, fitting this to a villa head is giving mediocre results, and I'm not willing to do a proper villa port because I no longer use villa bodies/heads.
  10. You can google for Gold PBR Color, should return some charts with some values you could try. Example: Then, in the stage2, you have the R channel full white (because white is the color for metal (non-plastic, non-dielectic)) and the Green channel should be a bright gray-white range, because is a glossy material. The blue channel must stay full black because is not glowing in the dark. The roughness of the surface/imperfection can be handled from normals.
  11. Nobody has done this so far, this is what I know about. It might be possible, but it requires a bit (a lot actually) of reversing, to understand the formats in the h5s and repx files. H5s format is not that complicated to understand, but when I look in notepad at those repx files I feel a ticking in my fingertips to close that tab quickly.
  12. hfg2

    H5M Blender Exporter

    Long time ago I made a h5m importer for Blender but recently decided to do it the other way around. A lot more time than expected, but with a bit of help from AI side I managed to get something that seems to work. A lot of head banging, wrong lighting, wrong UV meshes projected, but it looks like all initial problems were solved. So I went from this: To this:
  13. That is up to you, but if you get the model then I'm interested to give it a try, at least for the head, I don't care about the body shape.
  14. Didnt we already went that journey with Petra Verkaik model?
  15. There is no such thing in this game, collision is usually disabled to prevent annoying camera blocking, and there is no collision detection between meshes.
  16. Blender 2.78 is even older than Blender 2.79b that a lot of modders use. However, if you want to use the official Daz To Blender plugin I think you need to upgrade to Blender at least 2.80. Latest Daz To Blender plugin is made compatible with Blender 3.5. If you want to stick to Blender versions like 2.79b, then you can export/import objects in OBJ format. There are also alternative like Difeomorphic, but those have their own compatibility matching issues as well.
  17. Tongue, eyes, teeth (lower and upper) are different objects than the body. Problem is those are parented in a different way. For tongue I think it must be moved as a whole maybe altering its default SSkinPolygonGeometry. I know that this is a problem with many custom heads, were the mouth location is different, so the original game tongue that every is using is no longer inside that mouth. Tongue is the only one that has values like: SSkinPolygonGeometry.GeometryMatrix Matrix4f( ( 1, 0, 0, 0 ), ( 0, 0.9959644079, 0.0897493884, 0 ), ( 0, -0.0897493884, 0.9959644079, 0 ), ( 0, 1.607498527, 0.02820063941, 1 )); while for the body or other stuff you get much cleaner geometry matrix (an actual identity matrix) like: MeshData.GeometryMatrix Matrix4f( ( 1, 0, 0, 0 ), ( 0, 1, 0, 0 ), ( 0, 0, 1, 0 ), ( 0, 0, 0, 1 )); For the tongue I've marked with RED Color the part in the Matrix that corresponds to the translation vector. So you might be tempted to fix this (by trial and error) until your tongue is properly positioned inside the mouth. But wait, there is another problem. Some genius, long time ago, in his incredible wisdom decided that teeth and mouth and who knows what else should not be included in the body file, instead the teeth and the tongue should be kept in their own files. So fixing the tongue in the body is a dead track. AcTongue01.bs file tells us that how actual tongue is loaded and rigged: AppModel . { .ComponentArray [ AppImportScene . { .NodeName "Person" + :person + "Tongue01"; .ParentPath "/Primary01"; .SceneFile "Shared/Body/body01_tongue01"; }; AppReplaceSkeleton . { .SourcePath "/Person" + :person + "Tongue01/TRS_group"; .TargetPath "/Person" + :person + "Anim/Model01:TRS_group"; .SourceRootPath "/Person" + :person + "Tongue01"; .TargetRootPath "/Person" + :person + "Anim"; }; ]; }; so our file is "Shared/Body/body01_tongue01". But alas, there is no such file in VX-Mod (or Addons usually unless you download a tongue addon). The only file is the original file, which can be found in Archives (Archives\2.158.001\Scenes.zip -> Scenes\Shared\Body\body01_tongue01.[bs*]). So you can take that file, make it a bs file then you can make your own addon, or put it directly in the VX-Mod if you are a fan of a messy life style. You can now edit the GeometryMatrix and fix your tongue location, but beware that this will work nicely if you don't drift away too much from original tongue location. Reason is simple. The tongue armature is still there, if you don't fix this armature as well you will get your tongue acting crazy. There might be other solutions, I do have some in my mind, but need to test those first. (example the entire tongue armature and the tongue mesh object (obviously) is parented to tongue_group TTransform, so if you wire this as a customizer slider might work for you)
  18. The game can be done in 1 - 2 years timespan if you can put in enough time and have good knowledge of the game engine, 3d in general, etc. When I say it can be done I mean basically models, lightning and importing animations with a good enough Pose Editor equivalent. Something not finished, but something that looks promising so people will start funding and support your project, something that creates hope.
  19. I guess everyone is expecting and wants something like this to appear at some point. If you know what you have to do, then you should do it.
  20. You can find on daz some merchant resources for dirt, grime, blood, etc. Also you might get away with some "ron dirt brushes".
  21. I use the textures as I find those decent, but the model fidelity at the mesh level I consider to be pretty low. https://www.renderhub.com/romfx/margoth-for-genesis-8-female
  22. hfg2

    Hanami Promo Replica

    I think the hair used is Belinda Hair for Genesis 3 Female by SWAM.
  23. hfg2

    Hanami Promo Replica

    Hanami is a g8f character made by Devious Dolls. I don't own this asset. The render above was done by some dnicoll artist at deviantart, link: https://www.deviantart.com/dnicoll1/art/Hanami-by-Horizon-Dolls-2-930556733 I liked it a bit and tried to replicate, while going for some things in details and while keeping some stuff more personal, not to mention technical difficulties when trying to do that. I played more than just a bit, but sadly that is all what I was able to achieve. Some problems comes from my lack of skills, some problems are more or less technical, some draws from the limitations of this game engine, etc. and some parts (silly me) I just forgot to tweak. I'm not going again over this to improve/fix/remake it anyway. She is not an XBody model, but if you consider this a challenge and you have experience with Xbody expressions, then try and see what you can do. You always have the hanami model reference, as well as my copycat.
  24. hfg2

    Hanami Promo Replica

    I will have to agree with you, just can't deny. The whole point when trying to copy something is to not copy just everything, to bring some variation.
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