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Driver

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Everything posted by Driver

  1. This is the settings I used for the stream. The object called panoram (this is a part of siberia's h5 object pack I think) is the mesh, if you take time to make it in more desired shape in blender would be better of course but I chose easier way. 🙂
  2. That is hook5 object. You can use hook water shader in a object too.
  3. Made the ambient sounds which can be heard from different angle in game.
  4. Driver

    free to decide

    Thank you. I was lucky when I finished this model and the scene at the same time and when I just captured that moment I knew the next contest comes. I got the glasses from a friend, the other friend gave me the scars and lashes. I'd like to thank those 2 persons who I won't give credit.
  5. Driver

    Feet to tease

    So... what was the Euphie's toes? Maybe nail expansion of the feet? If so I'll consider those compatibility issue later, probably faster to convert addon than make a morph to fit the feet to default finger nail positions because toe shape in this new topo is greatly different from default body. But I will respect those of hands for sure.
  6. Driver

    Feet to tease

    Kinda yeah I'm making this new topology on X-body based Latona body so there will be way to make it back to other body shape.
  7. Driver

    Feet to tease

    Probably they will. Now in this shape the feet are smaller than normal Latona feet or those of Default body. When I sculpted them I didn't take care for their original shape but I respected a references and as a result they became smaller so I'm not sure if I change their entire scale to fit to the shoes that already exists and they have clippings with them at that point.
  8. Driver

    Feet to tease

    I'm sure they will need to be repositioned/reshaped to fit to the feet cause I completely sculpted them to new shape. To be honest I feel the shape of the fingers can still be improved, but it's not main point of this project, to remake the topology of this body, so I want to put priority on cutting those edges of the body. Once that work was finished then I will be able to reshape the body parts. So getting compatibility with those addons back would be the last job, if I can get there though
  9. Driver

    Feet to tease

    Thank you! The feet were my least favorite part of this body, so I worked on them first. Now I started to work on those hands.
  10. 33.mp4 Testing new topology for the feet
  11. Driver

    FVB on LTN

    UI? This is what I DL from old Modsgarden site, the same one that is used in an old repack called tk4r. I like this semi transparent look so still keep using from ancient time.
  12. Driver

    Do math da face

    It looks to me your beauty has nearly the golden ratio, very realistic and good lighting also.
  13. Driver

    Do math da face

    @gobman Hey, thanks for the link, It was interested. It's crazy that there are someone on the earth who are trying to define a theory of beautiful face seriously but some of them are informative to me. If you enjoy the tendency of my models it will be highly appreciated though, I myself think my models have kind of masculine jaw, one of the reason is I tend to put the criteria of beautiful face on rather masculine face than feminine, and think well developed jaw is a part of that criteria. On the other I admit there's tendency that feminine undeveloped jaw tend to be appreciated in east-Asian countries. This is what I picked up at random from Illusion game discord server right now, and their game has far more Asian characteristics than our game. She has made for male gaze obviously lol but I think it's interesting how different characters tend to be in different games, in different porn games I should say.
  14. If there is a fact that everybody has his/her preference about what balance of facial parts looks best, there is another fact that an ideal balance of facial parts do exist. This is basically a reflection of the ideal in the face of Caucasoid though, I think it has also somehow universality in it, so I want to introduce it here. I used one of my model as an example because her face has some typical good balance among my models. As you can see it's not so complicated, is it? Lower lids is the center of head vertically, the length from lower lids to chin equal to from lids to top of head. The width between eyes is same as eye width, so as to nose wings width. So I can say this model has bit smaller nostrils than ideal ones. Mouth width is wider than nose wings but fits within the inner width between iris. The nose length is twice the length between nostrils and the center of lips, but it's typical male face ratio, if the model is female it would be better being 1.2 or around that. The distance between the contour and the outside of the eye varies greatly depending on the FOV. It says "0.5" in that image but if the fov is very low like 0.2 the value should be 0.75, on the contrary if fov is like 0.8 to 1.0 the value should be much smaller than 0.5. It would be easier to understand if you imagine a fisheye lens. At last, it's not that I'm thinking the balance between facial parts should be follow this theory, rather uniqueness of faces should be respected I think. But when you are lost at creating face of models, getting back to this theory wouldn't hurt. Thanks for reading
  15. Driver

    FVB on LTN

    There's a small hack on my Xbody based Latona body. With this small patch you can make Latona body back to FBV2 with the one slider. !!VX.KlubExile.XBody.Sliders.zip This patch works only if you have the latest version of Xbody (v1.9.60). 15.mp4
  16. Driver

    You! dumb ass

    This room object was used with an empty room. I don't remember what level definitions I used there.
  17. Driver

    Bone supremacy

    I'm sure female body do has such problem more or less, but I'd say that in your image is problem of the cloth itself. To get better result in those poses you need to have dual approaches one from addon clothes and the other from the body.
  18. Driver

    Bone supremacy

    So PreferredAngle enable reverse joint or something? I'm not sure this is relevant tho I wish there's some "limiter" for AppExprLinear to prevent it from working all the way in a bone rotation but to enable only work in between specific angles. Speaking about AppExprrLinear, yeah I used it in the demo clip and the "Anim:Model01:knee_L_pe_transY" must be (iirc) from what I made mimic animation to be used in my ExprLinear code because it was impossible to use same anime in both pe slider and ExprLinear atst. Thanks to Raistin I could make a brand new blend group, and probably would be possible to make new connection group itself. And that may be possible to add as many animation as you want from Addons folder, not replacing anim01 file. But I'm taking a brake before working on it. Yeah Samm's correction morphs just work nicely. My version uses bone translation so that it doesn't cause major clipping issue with pants or skirt, that is the major difference. But adding some auto morphs to shape knee caps more decent when the knee are bent would be nice.
  19. Driver

    Bone supremacy

    @hfg2 I don't get what those lines do tbh especially after full two months away from modding now. Is only a slight change (translation?) allowed with your custom body? And those lines prevents from it? In my testing body translation is unlimited though... anyway those information are appreciated, for me in the future, or for someone who's working for their custom bodies.
  20. Hi there folks, it's been a while since the last entry. This will be the final update in 2023 most likely so I'd like to show you something I've been working in this year. This is a demo of auto knee correction mod. In this video same bone translations as "Knee R" or "Knee L" in the Pose editor are used. I think you know both of em already but probably they are more unique sliders then you've thought because all the other sliders are about scaling of bone (vertex group) but only both of them are translation, that said, you are moving knee bones using those sliders. In this video, I not only moved the knee bones but also changed the length of knees that is because the position of knee caps moves a lot along with knee bone's movement so that shortening the knee length prevented the major change of knee cap positions. Those movement of bones are automatic, triggered by knee rotation (angles of the knees), it's the same idea as Sammrchssn's knee correcting morphs but the difference is, he used morphs while this mod uses bone translations. After I finished knee I also noticed thigh can be bent more decent way using this method. Then I tried. The left is normal, the right is modded (but only right leg) I think it's not bad as a starting point. Problem is, they look better without doubt in 75% of poses I have though, in some poses the butt are deformed in ugly way and spoils the looks significantly. I haven't thought about how to deal with it yet. Before I could work on it, I was getting bored with the work that had been going on since September and started playing other games gradually. (Unfortunately, there was a major update to the game I'm playing) So I will see what can be done for that. I wish you all the best for the coming year See you soon
  21. @hfg2 I have almost forgotten about those weight control of eyelids (I saw them often when I used emfs tool), and those codes are mind blowing, you must be playing the klub with two screens.
  22. I noticed that the sliders responsible for closing eyes don't have the effect till the end of their limit, so I did a research to solve this issue. Although the sliders lose their effect in the middle of the way, I know that it is working up to 100% of its output, because I tested it on a shape I made myself. However I want to fix this because not being able to use the full width of the slider can be an obstacle in creating poses, and above all, it doesn't feel good. If you look into GUI scripts of the face (uiPoseEditFace.bs) you'll find lines related to closing eyes. .SliderMin :faceSliderMin; .SliderMax :faceSliderMax; Both of lines determines range of the slider, in this case both are under the default settings of PE face sliders. The default values appear in the very first line of the same file. var :faceSliderMin F32(-1); var :faceSliderMax F32(2); This means, minimum value of this slider is -100% of the shape, and the maximum is 200% of the shape. The default (neutral) slider position is 0%. But in this case the eye closing sliders seem to be limited to a possible maximum of 100% for some reason (that's why the slider stops at 100% even though it has a range up to 200%. Don't know why), and that's why they can't use the full width. So all I can do is to change the value of .SliderMax from "faceSliderMax" to "F32(1)". Here the outcome. The range changed to -100% to 100%, the center became the neutral position. The sliders are available with the full width. But is there anything to look in this world that we should spread our eyelids so wide that they dig into our foreheads? Maybe it's enough to be -50% at minimum so that neutral position won't change as before, like below. Here I share the both -100/+100 and -50/+100 version. Be noticed that they can change the movement of lids in a pose. EyeClose50-100.zipEyeClose100-100.zip When you want to get rid of this, replace this "uiPoseEditFace.bs" with the one from 10.1.01p (KE) update, that is located in (Game folder)\VX-Mod\Scripts\Shared\GUI or backup your file before install. Application There's PE Mod, that uses the same logic as the PE face sliders but with more complicated and functional way. I'll look the items one by one. CombineMatrixArray - This is the output power, we use only the first entry for PE mod, 1 is 100%, 0.5 is 50%, 0.25 is 25%. OutputMin/OutputMax - The limit of output power at maximum/minimum. In my opinion you can set the same value as SliderMin/Max in most cases. SliderMin/SliderMax - Works same as PEFace above, they are located in \VX-Mod\Scripts\Shared\GUI and each of PEmod, namely Body, Head, Hairs, Toy... has dedicated values. In the case of Head PEMod, the SliderMin/SliderMax are set as .SliderMin F32(-1); .SliderMax F32(3); So that neutral position (0) is always in a quarter, and if the output power is 100%, then also if OutputMin/OutputMax is the same value as SliderMin/SliderMax, the minimum power is -100% and the maximum is +300%. +300% means a morph has the features that are enhanced 3 times more. If you make a morph to close the lids at 100% of output power, they will be crossed and penetrated by each other at 300%. To prevent from being such, you can reduce the power of output (CombineMatrixArray). If you need 100% of output when maximize the slider, then set 0.33 in CombineMatrixArray because 300% of 0.33 is 0.99, nealy 1 (100%). In that case minimum output will be -0.33 (-100% of 0.33, that is -33%). If you need a bit more effect, 0.5 would be not bad choice, in that case the range of the slider will become -50% to +150%. Thank you for reading.
  23. I have a feeling that this morph target still doesn't have enough curve at the center, will update if I get a better result.
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