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Driver

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Everything posted by Driver

  1. Driver

    You! dumb ass

    This room object was used with an empty room. I don't remember what level definitions I used there.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. @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.
  7. 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.
  8. 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.
  9. Driver

    You! dumb ass

    https://discord.com/channels/737324359093452870/763002850312847391/763006151171899422 The older version is available on the official discord.
  10. Yeah I've always disliked the way they sleep, that slanted-eyed sleeping face.
  11. My take on the blink. The code
  12. Blender is a tool, as ctk is, even like tk17 is. As long as it is a tool, people prefer to use what they get used to. It's same for anyone, for me who still stick to 2.69 , for you guys who can take full advantage of 2.79 to make awesome mods, and for those who haven't been familiar with the version before 3.xx. Besides there have been people who don't know how to setup CTK and that might have prevented them from being active and entering the world of modding. Maybe they just didn't have enough patience. But still, it's a good thing that the first step is simple and easy, and his addon has a possibility to make it happen.
  13. It is a privilege to have a mod tool that is compatible with the latest blender version, a sign that the community is active and vibrant. CTK has been the best, and will be probably, but no need to be everything for modding of this game. I could do weight of complicated mesh in 30mins with 3.6 that took me 3 hours and more with 2.79 (I'm not very experienced with weight paintings tho). Moreover I need to copy the finished weight data and paste it to bs file that is made from dae exported with 2.79. I expect your tool to help users out from this situation.
  14. Although Latona body has a little bit shorter torso than default body, they are almost the same approx. 7.9 heads tall. They say average adult is 7.5 heads tall so you can say models of TK17 have quite better proportions. I uploaded some "proportion checker" thing that originates from Honey Select game, and that indicates their models have longer legs/shorter torso than TK17, that said our models have more "realistic" proportions than them, nevertheless I think TK should have 7.5 heads tall model as well. So I made a morph that enlarge the head by about 5%. It turned out that it makes the model 7.4 heads tall.
  15. Driver

    Depth of Eyes

    Sounds great, and the girl is cute. I wanted to know if real concavity of the eyes look better than hook5's depth parameter and as you told it wasn't a big deal. So probably I would pass this project to someone else who want to create odd eye mod. If there isn't, I might back to this though.
  16. What I like about your addon is, how simple it is. As far as just editing mesh of game items concerns, things are quite easy. Just to import an item/move vertices/export it. Blender is a very much difficult application to use for a beginner, but if you concentrate on only this, you'll need just an hour to learn. I like to consider things as simple as I can, and the first step should be as simple as it can be. If you want a body shape, import body and reshape it, export and test it. You want something to put on, import a cloth from your game and reshape it, export and you can enjoy it. This is what our game has long missed.
  17. Driver

    You! dumb ass

    Nope, its TK17.
  18. The first impression tends to be reliable in many cases , could you be a bit more specific about the nose? Thanks, as I tried, Oeshii's and Pervok's face mods are the best two that have Caucasian features. The morphs I made are body morphs so that they work on any face mod, but I'd try PervYoung probably.
  19. Recently I tried to make typical Caucasian face (especially north European) and had difficulties to create it on any existing face mod. That said, strong brow right above eye sockets, deeply incised eyelids, sloped forehead, high nose ridge, deeper nostrils, and probably mouth at a major setback from the line connecting the tip of nose and the end of chin. The image above is the result of my attempt using GE head mod. It's not too cartoon-ish, but still distant from realistic Caucasian faces. So I made two morphs (body morph, not face) to achieve the goal, one is responsible for forehead/brows/nose, the other is for setback of whole lower face. I use shape keys for most of mesh work lately as it is easiest way to develop three kinds of body at the same time. The result is below. I think there's room to polish, probably I should make the forehead more feminine at least.
  20. These are customizer morphs, appeared at the bottom of Body tab, You can adjust those sliders manually.
  21. LATONA Morphs 001 "Crotch Fix" This "crotch fix" is the first ever morph Latona body has, moreover this is what has annoyed me for almost a year so I'm grad that I could finally give it a treatment, and here I devoted a whole blog entry for this morphs. They appear at the bottom of Body tab.
  22. Driver

    Depth of Eyes

    No worries, cause it has a very subtle effect, almost a self-satisfaction after all. @Jimmy_G@timey The idea is like this. Even if I have used high poly model, the side view wouldn't be better cause the center of eyeball is lifted in real eyes, so any concavity significantly reduces the visual of eyes in game. So I need something that cover the iris up, like contact lenses, to emulate cornea. Maybe I could re-use the eyespec mesh because that is just like contact lenses.
  23. 123.mp4 Have you noticed a difference between the left eye and the right eye? Recently I heard a modder of this game told that he's trying to make eyes with real depth and I'm interested in the topic. As to the depth of eyes, hook5 has a function to make fake depth using parallax, but here I'm talking about a real, physical depth. Here goes the result. In the preview, only the left eye has a depth in the mesh. Eye mesh in this game is not high poly so the corner edge was shaped bit wildly, I thought if I got a good result then I would make the high poly version but... (showing the images in small size because I don't want you to be shocked) It looks rather nice when viewed from an angle, but from the side... ...Needs more effort I guess.
  24. It has been officially a part of Latona body, available here:
  25. The size and the shape are same in both BB version and Slim version that's why this comparison draw me some interests you can sse the left boob of the Slim keeping exact same shape between static and morphed version. These morphs are part of the body mod, like Xbody. 567.mp4
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