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googoo11

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Posts posted by googoo11

  1. Sorry, my mistake.

    As far as I know, there are no TK17 configs for the Activemod folder, but on windows you can use a hardlink/juction for this folder:

    First move your Activemod-folder to a new location/drive.

    Then open the CMD console and type:  mklink /j "C:\TK17\Mod\Activemod" "D:\MyNewActiveModLocation" (the first path is your currently nonexistent Activemod-folder in your game directory and the second path is your new Activemod-location).

    Now it should create a new Activemod folder in your game-directory with all its content in it, but it does not use any storage space here and unlike normal links, any software "thinks" the contents are in this fake folder and can access it normally.

    With this hardlinks/juctions you can theoretically move all your normally fixed folders or files to any drive (but if you transfer all from a SSD-drive to a slower HDD then of course it will take longer for the files to open).

     

    Here is the official microsoft documentation for mklink: https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/mklink

    Optionally you can install a shell tool to make it easier to create hardlinks (I use this: https://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html )

    • Like 1
    • Thumbs Up 1
  2. Didn't try it by myself, but it should work that way:

    Open the file "Config\TK17_Config.txt" in a text editor and modify the line "addon_dir = "Addons""

    Here the description from the official example Configfile:

    Spoiler

    -------------------------
    --addon_dir: (<Folder-Path>)
    --
    --folders to store TK17 Addons
    --.t** files can be extracted when placed into this folder - see scan_t** option
    --loaded in alphabetical order
    --
    --examples:
    --
    --addon_dir="c:/Documents/TK17_Addons"
    --addon_dir="{'Addons','c:/Documents/TK17_Addons','Addons2'}"
    --
    --default:

    addon_dir = "Addons"

    -------------------------

     

    • Thumbs Up 2
  3. Seems that your right shoe have weights of the left foot Vertex Groups (e.g. ankle_joint.L must be ankle_joint.R).

    In blender you can simply transfer the weights from the Body of the CTK TRS-Group to your shoes (if not already done)  -> see this tutorial: 

     

    And here an optional fast way in blender to fix it without re-transfer all weights from the body:

    - Select all vertices of the right shoe in edit mode, press "P"->"Selection" to make two separate shoe-objects.

    - Rename all L-Vertex Groups in your right shoe to R (...joint.L->...joint.R).

    - Join both shoes (shift-select both shoe-objects and press "CTRL-J").

     

    And please write all your posts in the Question area in english.

    • Like 1
  4. In blender you could do this with a few easy steps:

    - select the car-body (the object that contains the parts you want to remove).

    - go into edit mode (Tab).

    - switch to Orto-view (Numpad 5) and move your current view to Right (Numpad 3).

    - open the search by pressing "Space" and type "Bisect". Click on Bisect and draw a line where you want to cut the car.

    - in the Bisect tool-options (T) you can choose which side of the cutting-line to remove with "Clear Inner or "Clear Outer".

    After this you can export your half car  (e.g. to Collada for CTK).

    • Thumbs Up 2
  5. Please forget everything about the helmet. Sorry if I didn't make myself clear at the beginning, or if the original question somehow got lost in technical details in my last posts.
    Here again my original and still current question in other words:

    Is it possible in any way for an addon to scale the head of the model?

     

  6. The helmet is more like a motorcycle helmet with only parts of the face visible. But the helmet is not the problem. It moves exactly with the model head and I can move, rotate and scale it ingame nicely (both with hair_group or helmet_rotation_group).

    The hair was never a problem (Sorry if I didn't described it more clearly in my first post) -> I suppressed it in the DcDress and it automatically hides when the helmet is on.

    Scaling bodyparts ingame it theoretical possible via scaling the parent-joints (see my first post), not direct on the :Body\TRS, but on the :Anim:Model01\TRS and that changes are unfortunately persistent in the scene.

    I hoped there was a better way for head-scaling, but if not, I'll keep working on the fake-face inside the helmet (mentioned above). Currently I have difficulties making the Transform Constraint from Anim:Model01:eye_L_group to the fake eyes, to make the fake eyes look to the aim-target.

     

  7. 19 minutes ago, Smoke said:

    1. Did you apply weights?

    Yes. The helmet works as intended ingame.

    19 minutes ago, Smoke said:

    As for suppression values, such as hiding the face. I do not think it will function how you want it to work.

    Simply hiding the face would be no problem:

      

    Spoiler

     DressCmd . {
            .Show I32(-1);
            .Target :P+ "Body:body_subdiv_cageShape__body_head01_SG";
        };
        DressCmd . {
            .Target :P+ "Anim:Model01:lower_jaw_mesh";
            .Show I32(-1);
        };
        DressCmd . {
            .Target :P+ "Anim:Model01:upper_jaw_mesh";
            .Show I32(-1);
        };
        DressCmd . {
            .Show I32(-1);
            .Target :P+ "Body:tongue_mesh";
        };
        DressCmd . {
            .Show I32(-1);
            .Target :P+ "Body:body_subdiv_cageShape__body_eyelash01_SG";
        };
        DressCmd . {
            .Show I32(-1);
            .Target :P+ "Body:eye_L_meshShape";
        };
        DressCmd . {
            .Show I32(-1);
            .Target :P+ "Body:eye_R_meshShape";
        };
        DressCmd . {
            .Show I32(-1);
            .Target :P+ "Body:eye_L_spec_mesh";
        };
        DressCmd . {
            .Show I32(-1);
            .Target :P+ "Body:eye_R_spec_mesh";
        };

     

    19 minutes ago, Smoke said:

    Also - I do not think it is possible to create a dynamic head morph that will shrink the head.

    Maybe implement a morph would be more difficult then on other bodyparts, as there are many extra animated meshes like eyes, tongue...

    And it would only work on the body with the specific morph->of can I inject a morph to any body via AppScript of the helmet's ac*bs?

  8. 35 minutes ago, Smoke said:

    Can you not scale the helmet in the helmet, hat, etc sizer section?

    Yes (If I use the "Anim/Model01:TRS_group/Model01:helmet_rotation_group" as armature), and I could also increase the helmet-size in blender, but as I said before:

    On 11/1/2021 at 11:27 PM, googoo11 said:

    If I increase the scale of the helmet it looks ugly oversized and no longer fits with the associated outfit.

    My question was, is it possible to scale down the head of the model when the helmet is on?

  9. Nobody knows how to solve this problem?

    In the meantime I made some more attempts. This time with dcDress->DressCmd e.g.:
    DressCmd . {
        .Target  :P+ "Anim:Model01:Shead_joint02";
        .ParamID I32(0);
        .Attr @ SSimpleTransform .Scaling;
        .Value @ ( F32(0.85) , F32(0.85) , F32(0.85) );
    };
    But with similar results. All scaled joints remain in this scaled state, even after undressing the helmet.
    I guess that the joints in the Anim:Model01 are set only once at scene-start from the body collision (I couldn't find the responsible code for this in the game-scripts->maybe hardcoded?).
    The position of joints in all clothing-TRS-groups seems to be irrelevant, as they all are overwritten with the animated joints of the Anim:Model01 by "AppReplaceSkeleton".

  10. The reason for the differences between the clones are the preset face-slider on every base-model.

    After apply a facemod, switch to "Advanced FaceMaker"-tab and click on the top right button "Default values".

    This should reset the face of any model-clone to the original look of the facemod.

     

    (It is possible that very insignificant differences remain even after the reset to default values, as some basic-models have few slightly different weights in the Person##\AcAnimFaceLook.bs file)

    • Thumbs Up 1
  11. Hi,
    I've made a new helmet (blender->CTK) and suppressed the hair in the DcDress-file, but parts of the model-head clipping through.
    If I increase the scale of the helmet it looks ugly oversized and no longer fits with the associated outfit.
    The face should be visible through the visor so I can't simple hide the head-material with ".Show I32(-1)" in the dcDress-file.
    First I tried some app-scripts (ac-clothing-file) in order to make the head smaller e.g.:
    AppScript . {
        .MainContext True;
        .Script "
            :Person" + :person + "Anim:Model01:head_joint02.SNode?.Scaling (0.85f,0.85f,0.85f);
        ";
    };
    With this script, parts of the model-head has been scaled down to 85% (only the Vertices with weights for head_joint02), but the proportions are no longer correct, as ingame the child-joints and their positions seems to do not scale with their parent joint (unlike in blender's pose mode). The other problem with this method is, that changes seems to not reset back to normal after undressing the helmet.

    My next attempt was to hide the head, eyes, tongue and teeth in the dcDress-file and added a downsized fake-face to the helmet in blender. As the fake face have all weights like the original, it can theoretically mimic all face expressions, but due to the downsizing the joints are not in correct place (causes problems with e.g. eye movements). I tried to move this joints in the helmet-TRS-Group, but with no effect ingame. The fake face method has other big disadvantages as well: it cannot handle facemods, skins and most customizations.

    Since I didn't get a usable result with both methods, my question is:
    Is there any way to dynamically scale down the default model-head with all it's joints and extra meshes (eyes, tongue, teeth...)?
     

  12. From your Image i guess you already did the parenting and have the armature-modifier added to your model. As it moves with the bone in blender, it could be a problem with the collada-export or the CTK-batch:

    Uncheck "Apply Modifiers" and "Selection Only" in the Collada export-options

    image.png

    In your CTK-batch you need to define the  skeleton e.g.   -as "Setting/Anim_Skeleton/default.txt" ^

     

    • Thanks 1
  13. I agree with @sadekhnd.
    It would be much easier for new modders if example-files are available.
    These should not replace tutorials in any way. It's just easier when you can see what the finished result must look like.
    Also useful would be resources and templates as 3d-models imported to blender often lacks essential parts like UV-map or bone-weights. If you have a similar complete model, you can try to transfer the missing parts.
    Body and head mods cannot easily be made from scratch and currently you could either import the default game files, or, if you prefer another modded version, search for some mod which contains a custom 3d-model.
    For example: it's difficult to find compatible high poly headmods (with custom *.tri,*.egm,*.trimatch) and then mostly without an UV-map (needed for texture baking).
    However, I think that fits more into the "Source Vault" or a "Downloads/Modders Resources" category then to the tutorials-section.

    • Like 1
  14. 4 hours ago, hfg2 said:

    You can get the latest plugin from here: https://www37.zippyshare.com/v/aQOHM8dK/file.html (not published yet on github). This I assume creates no issues with the hand, if it still does, let me know, cause it might be something else.

    The batch build too I think this is the latest (honestly not sure, I have so many versions, need to clean up a bit after switching to a new computer): https://www52.zippyshare.com/v/Hz15E68z/file.html

     

    Try to use EMFS to make your bodies (use something like body741.bs don't use the stock body01.bs), this works fine for me.

     

    Many thanks hfg2,

    The armature export with both versions of your plugin works fine now.

    The error "Ignored:...protected dir...AcBody01Collision.bs" was caused by using stock body number 01 in EMFS -> I suspect as AcBody01Collision.bs was ignored by the game, the BindMatrixInverse on its own could not work and this caused the problems with the left hand.

    In the next days, after I have transferred/repeated some changes (made so far on the io_tkm17_body-model) to a fresh imported body, I'll try to export the body-snippets and assemble them with the merge.bat.

    😃👍

     

     

  15. Hi @hfg2

    3 hours ago, hfg2 said:

    Never thought that the BindMatrixInverse of the body_neckcap_cageShape__body_main_upper_SG must be replaced as well

    I don't know if it's really necessary. I tried both individually, but only the body_subdiv_cageShape makes a noticeable effect ingame.

    3 hours ago, hfg2 said:

    What kind of "unwanted side effects" you encountered?

    - One of the problems is the left hand: after I replaced the BindMatrixInverse in the body.bs, the wrist is displaced ingame.

    I have noticed that the "wrist_joint.L" of the Armature imported from any TK17 default body (with io_TKM17) is always twisted 180° along the X-axis, but the wrists of the hardcoded or CTK-Armature are straight.

     

    - So far I tried all bodies and armatures I could manage to import into blender in all combinations, but as soon as I overwrite the BindMatrixInverse, one or another thing is always messed up (left wrist, eyes, tongue, eyelashes, ...).

    Perhaps it is because I can still only export bodies via io_tkm17_body (and only bodies previously imported with that plugin). The export of body snippets with your plugin doesn't work for bodies from io_tkm17_body because they have no UV or weights.

    I can generate all body snippets (part0-6, URQqAAA-JJJ) from other bodies, but so far I haven't managed to successfully assemble them manually into a body.bs generated from io_tkm17_body (e.g. MeshStructure.NumPoints are different).

    I think I need the mentioned batch-files and maybe some other resources like compatible body templates.

     

    - The AcBody01Collision.bs is recently ignored by the game somehow (Log entry: "Ignored: TestBody  protected dir Scripts/Luder/Person.G=01/AcBody01Collision.bs"), but maybe it's because I used the native body number 01 in the export and in EMFS ->I'll check this next time.

  16. As far as I know, there isn't a convenient list, but there is a workaround at least for retextures of the default VX clothings:

    Open the file "\VX-Mod\Scripts\Shared\Mod_Orig.bs" in a text editor.

    Search in this file for your texture-name without the file extension (e.g. F_Catsuit_OnBody_Shiny)

    If anything was found, you should see something like this: "Shared/Cloth/cloth_catsuit08d" , "F_Catsuit_OnBody_Shiny" , "Dress26813_Description" , 

    Open the file "\VX-Mod\Scripts\Dress\DcDress_Orig.bs" and "\VX-Mod\Scripts\Dress\DcDressXtension.bs" and search in both for the description (e.g. Dress26813_Description).

    The result should be something like this:

    DressDescription :Dress26813_Description . {
        .DressID I32(26813);
        .DressName "CatsuitOnBody 3";
        .PrimaryZone :DZ_OnBodyShiny;

    ...

    Under ".PrimaryZone" you can find the the Dress Zone with a similar name like the clothing slot ingame (e.g. .PrimaryZone :DZ_OnBodyShiny;).

    Unfortunately, this method is very cumbersome and does not work with external addons either.

     

    For older addons you could check this list of nearly all legacy addons sorted by clothing-categories:

     

     

    • Thanks 1
  17. Ok, I copied the AcBody01Collision.bs to "\Scripts\Luder\Person.G=01" of my body-addon.

    Then I replaced the data of "BindMatrixInverse Array_Matrix4f" in the body01.bs -> there are two identical BindMatrixInverse arrays with a matching element-count of 172 (body_neckcap_cageShape__body_main_upper_SG and body_subdiv_cageShape)-> I replaced both with the content from "part4_1_BindMatrixInverse.bs_block".

    So far, some unwanted side effects have occurred on the body in-game, but maybe with a little trial and error I should be able to work it out.

     

  18. Many thanks @hfg2

    So far, with your plugin I was able to export my armature to an AcBody01Collision.bs file.

    I guess the batch files you mentioned are for copying all coordinates from AcBody01Collision.bs, e.g.:

    :Person" + :person + "Anim:Model01:knee_R_joint.SNode? . {
        .JointOrientation ( -0.000086f, -0.000005f, 16.941794f );
        .Translation ( -0.443253f, 0.001729f, 0.0f );
        .Rotation ( 0.0f, 0.0f, 0.0f );
    };

    into blocks like this in Body01.bs:

    SJoint :local_304 . {
        SJoint.JointOrientation Vector3f( 0, 0, 16.94170952 );
        SSimpleTransform.Translation Vector3f( -0.4432528019, 0.001729465905, 0 );
        SSimpleTransform.Rotation Vector3f( 0, 0, 7.149290468e-005 );
        SSimpleTransform.RotationLimitEnableMask U32(48);
        SSimpleTransform.RotationMin Vector3f( -360, -360, -10 );
        SSimpleTransform.RotationMax Vector3f( 360, 360, 150 );
        Object.Name "Sknee_R_joint";
    };

  19. Thanks @x17.

    Blender 2.79 is no problem, as I've worked with the old UI longer than with 2.8/.9 and I'm still used to it.

    I actually made only minor changes to the armature. No need to add or remove bones or morphs. Mostly proportions so that the joints are correctly positioned again.

    Unfortunately I still couldn't find Hfg2s plugin on github (maybe its not public or the user/plugin-name is different).

  20. A few textures inside the _hook5data may be used by many (if not all) your h5-skins. 

    If one or more textures are not found, the game load the default low resolution textures of the skin-folder.

    I suppose you've already tried Alt+R in the customizer 😉

    As you can use h5 rooms with objects, its rather unlikely that it is a general problem with hook5, but you can still try to reinstall hook5 from your hook5-install-archive (before that you should make a backup of main11.fx and other hook5-related-files you may have edited).

    • Thumbs Up 1
  21. Hi,
    I am currently start creating another fantasy/sci-fi model where I have to modify the body to the extent that I also need modifications on the armature (however, there's no need to change the number of vertices or bones). So far I've created headmods, toys and various clothings with blender and exported faces with *.obj->tri_utils and toys/clothings with *.dae->CTK.
    Bodymods are new to me and I had to look for all the remaining infos and tutorials after MG went down. I tried different methods/tools, but without real success:

    io_tkm17_body v0.2.0
    Import: the 3 "original bodies" have no Vertex-Groups, Shape-Keys and Weights. I've transferred the weights from the body of the TRS-group so i could adapt it to the armature.
    Export: only the body-meshes (orginated from its 3 "orginal bodies") would be exported -> armatures and weights are replaced by default ones in the output bs-file.

    io_TKM17 v0.9.2.5
    Import: works well, although the experimental option for import armatures is buggy and I had to manually implement the CTK TRS-group instead.
    Export: the "Gererate"-button exports only the meshes+textures and the output-bs-file is therefore no valid body (.bs contains no TJoints or something else beside the vectors).

    CollaTKane v3.2
    Seems it was intended for clothing and toys and not really for body exports, but I made a few attempts with different parameters anyway. Maybe a "body-suit" that hides the default bodyparts and simulates a different body is possible with CTK, but I would prefer a real body mod.

    URQQ method?
    @x17 mentioned it here in the context of converting an obj file into a bs* file.
    On occasion I've used a shrinkwrap-modifier to bake textures from one to another object with different UV-Maps, but does the "URQQ method" also include a way (other than io_TKM17) to export everything afterwards to .bs?

    armature exporter plugin by @hfg2
    Also mentioned by @x17 and it seems that this is exactly what im looking for, but I cannot find it anywhere.
     

    Does anyone have experience with it and can tell me the best way to export an armature?

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