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Driver

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File Comments posted by Driver

  1. 2 hours ago, Ro_TK said:

    I do have this small neck ripple issue on the heads but I'm no expert with Blender and things like shape keys. I'm just sculpting the body.bs a bit here and there to correct some doll-like shapes to more realistic shapes.

    There's very simple and nice tutorial here to know how to use shape keys and vertex group to mod body.

     

  2. 15 hours ago, Ro_TK said:

    I suspect that one shouldnt modify anything on the head part of the body.bs, right? I accidently did, and somehow it distorded the ears and chin area of the model in the game. Putting the original body.bs back doesnt resolve this issue. Swapping from V2 to default I got rid of the distorion but as soon as I change back to the V2 it shows up again. Did I hit something else when sculpting? What can be affected such that the distortion persists even though I put the original body.bs back?

    Hi, Ro

    I'm not sure about your "Putting the original body.bs back" part though (is it because of the cache by some chance?)..., generally speaking, you can't move any vertex of the head while you sculpting the body. That is because each vertex of the head on the body is connected to face gen head that we actually use in game (that is called "fg_head.tri", and also "trimatch" file is responsible for the connection), just a slight move on only one vertex will quite distort geometry of fg_head.tri.

    It will be easier to transfer the vertex position of the body you have edited to clean new body shape using shape keys, than restore the head vertices. Restoring every single vertex position of the head is quite a work...

    This is an example of that issue when I made my bodymod.

    https://www.klubexile.com/files/file/7487-latona/?do=findComment&comment=25702&_rid=8

    • Hmmmm 1
  3. Hi,

    Thanks for the heads up, I tried 1.1.0 now and it works nicely. As to exporting weight back to bs, I agree to your opinion. Adding new bone is an extremely high level modding (that doesn't belong to me) and 99% of user would be fine with existing vertex groups.

    Editing weight in general is of different opinions, as to the body modding, because it tends to make a body lose its compatibility with clothing items. But at the same time a few body parts cannot be sculpted without editing the weights because those area, like shoulders, armpits, and genitals are always pulled or pushed, and there's no moment of "rest". So exporting function of weight will be appreciated by modders, above all in the circumstance where the latest plug-in that can export body's weight is for blender 2.69.

    • Thanks 1
  4. 43 minutes ago, xxpy02 said:

    Long term goal is that this will be a generalist addon, to import and export whatever BS file types (object, clothes, hairs and whatnot). Just not sure how long it will take to get there.. lol

    You almost reached the first goal, and I think you'll be able to get there gradually cause seems you have a clear destination to reach.

    I said almost, because I found your addon deletes some lines from my bodymod.

    11.png12.png13.png

    The left is original, the right is exported body with your addon. Nothing has changed in Blender.

     

  5. Tried new version. It can import/export both normal bodymod and custom bodymod (increased number of vertex). I think it's very well done. (tried on v3.6.2)

    I write here some random thoughts about body modding and TK blender plugin.

    Mesh - It's good to simply import/export meshes, it makes body modding more casual. No hassle is needed here.

    Materials - I don't think materials are specially needed ragarding to the body modding. We use fixed format for the skin texture anyway.

    UVs - I'm not sure how many bodymods, among a few hundred that has been shared, have dedicated UV maps. Maybe a few. But if you want a body with that skin based stockings are easy to make, UV will be needed.

    Vertex group and weight - Good to have, there are various uses.

    Shape keys - It will make your addon one of the most versatile TK utility regarding to the body.

    • Thanks 1
  6. Nice work here.

    I'm still learning 3.6 and don't get used to it at all so sorry if I'm saying dumb thing, but doesn't the imported body have any vertex group or UV is what you intended? Or maybe because I'm on v3.6.2?

    On 10/4/2023 at 5:31 PM, gioave68 said:
    I installed Blender 3.6, inserted the downloaded folder here, but in import I don't get the option for tk17, I would like to try editing again with Blender...
    😞
     

    Did you activate the addon from preferences?

    • Thumbs Up 1

    Proportion Checker

       326    25
    On 8/10/2023 at 7:45 PM, PsychoCatGirl said:

    Cool stuff indeed 🙂

    Say, perhaps you have something similar, but only for the face? Conventional position of eyes, nose, mouth, etc. I wonder if something like this would be useful in this game 🤔

    Do you mean something like this?

    123.jpg

    Probably it'll somehow work tho, I think face is a bit tricky for use of these layers because how the face looks is greatly depends on what fov angles you use. They look completely different between say 100 and 20.

    a.jpgb.jpg

    • Agree 2
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