Tutorial A Beginner's guide on how to make a game.

guiga1112

Newbie
Dec 20, 2022
19
9
94
Adding Animation of characters into an existing game?

First you would need to be able to (reasonably) accurately recreate the character / clothing / background. The difficulty of this would depend on the art process - is it Daz3d? is it HoneySelect/Koikatsu? is it hand drawn art of unique characters? is it art of well known anime/game characters? Then you also need the skills to create the animations - do you have existing art-drawing experience (for 2d art), or 3D animation experience (for daz/blender?)

If you are just talking about some of the standard Daz games - For some games there is a lot of information about what DAZ assets and morphs were used (see some of the game specific fan-art threads in here: https://f95zone.to/forums/artwork.112/). But for others there is no information available, you would have to discover it / work out how to do the re-creation yourself - and this could be difficult!

Assuming you overcame all those difficulties: if you had some nice juicy movies ready to do, then you need to substitute it into the game. For Renpy, this could be done by creating a patch file that overwrites the existing relevant Labels and adds the movie display in place of the previous static image display. Unfortunately you would need to constantly update (or at least review for breakage) this patch each time there is a new release. For other game engines, i don't know how hard it would be to patch them.
Thanks for clearing up the doubts and sorry for the delay in responding lol, HS2 and Koikatsu were actually easy to do with the help of the cards, the biggest problem is DAZ/Blender. I intended to add animated scenes to already completed games that I like, but for now I'm going to improve HS2 and Koikatsu and maybe in the future with DAZ/Blender, I really don't know where to start with these 2
 
  • Like
Reactions: osanaiko

korte7

Redhead Aficionado
Donor
Jul 20, 2020
57
80
109
Nice guide! Let me kind of revive this thread with a question. I am mostly interested in the creating renders and animations part just to learn first and then maybe for games that don't have any renders or have quite basic ones (Lab Rats 2 - Reformulate for example). I am currently playing around in Honey Select 2 Studio, and I might have made the mistake of downloading the whole modpack and everything, and I am feeling a bit overwhelmed. And the UI/UX is quite bad, so that doesn't help either. At least the default and community made animations work relatively nicely and at least there are a bunch of mods.

I also tried DAZ, but as I have an AMD GPU, that doesn't really work nicely, maybe over the DAZ-Blender bridge, but that's also quite the hassle and I would have to buy models for that. Just now I also discovered that there is also VAM, but I am not quite sure if it offers similar functionality for animations and environments that HS2 does. As I understand NSFW in Unity and UE are also a hassle to get to work.

All this to say that my question is what would be an ideal choice to create 3D animated scenes (preferably for free or for a one-time payment for software) with a software that doesn't immediately overwhelm even tech savvy users. My biggest gripe right now with HS2 is that there are so many fucking mods, and I would probably use 5-10% of them but obviously I don't know which of them, and all the others are just littering my workspace and it would be quite a hassle deleting everything I don't need. Maybe I should just delete all mods except the KKManager, and then only download what I need.

I guess also another question is, does anyone know of any threads, or tutorials where some developer of more popular games, like Caribdis for example, showcases their workflow? Am I right in thinking that Eternum only uses HS2 charcters but the renders are actually made in some other software, like Blender or something? Or could someone with enough practice create similarly high-level scenes (mostly talking about H-scenes) in the HS2 studio (with mods)?

Should I try to stick with HS2, as I am already familiar with the basics, thanks to Lavalamp22 on YouTube, or do you think VIM would be better? At least the UI looks a bit nicer maybe, but I know that also has issues. Also, I saw there is a VIM2 beta, but based on that thread, that is not even close to being feature complete, so I shouldn't bother with that right?
 

Winterfire

Conversation Conqueror
Respected User
Game Developer
Sep 27, 2018
6,369
9,144
800
Nice guide! Let me kind of revive this thread with a question. I am mostly interested in the creating renders and animations part just to learn first and then maybe for games that don't have any renders or have quite basic ones (Lab Rats 2 - Reformulate for example). I am currently playing around in Honey Select 2 Studio, and I might have made the mistake of downloading the whole modpack and everything, and I am feeling a bit overwhelmed. And the UI/UX is quite bad, so that doesn't help either. At least the default and community made animations work relatively nicely and at least there are a bunch of mods.

I also tried DAZ, but as I have an AMD GPU, that doesn't really work nicely, maybe over the DAZ-Blender bridge, but that's also quite the hassle and I would have to buy models for that. Just now I also discovered that there is also VAM, but I am not quite sure if it offers similar functionality for animations and environments that HS2 does. As I understand NSFW in Unity and UE are also a hassle to get to work.

All this to say that my question is what would be an ideal choice to create 3D animated scenes (preferably for free or for a one-time payment for software) with a software that doesn't immediately overwhelm even tech savvy users. My biggest gripe right now with HS2 is that there are so many fucking mods, and I would probably use 5-10% of them but obviously I don't know which of them, and all the others are just littering my workspace and it would be quite a hassle deleting everything I don't need. Maybe I should just delete all mods except the KKManager, and then only download what I need.

I guess also another question is, does anyone know of any threads, or tutorials where some developer of more popular games, like Caribdis for example, showcases their workflow? Am I right in thinking that Eternum only uses HS2 charcters but the renders are actually made in some other software, like Blender or something? Or could someone with enough practice create similarly high-level scenes (mostly talking about H-scenes) in the HS2 studio (with mods)?

Should I try to stick with HS2, as I am already familiar with the basics, thanks to Lavalamp22 on YouTube, or do you think VIM would be better? At least the UI looks a bit nicer maybe, but I know that also has issues. Also, I saw there is a VIM2 beta, but based on that thread, that is not even close to being feature complete, so I shouldn't bother with that right?
You have a completely wrong mindset.

You don't delete mods, you can disable them if needed (F1 in KK, I assume it's the same), but most of the time you simply ignore them/don't use them when you don't need them, it's not that big of a deal.
In general, you never have enough mods, the repack mods + the ones that KKManager installs? That's just the start.
All HS2/KK devs have way more than those offered by those two, and even then, it's never enough, as you'll eventually need to make your own as well... So no, you're going in the completely opposite direction. It's not that you have too many mods, you don't have enough.

The UI is fine... It's something you need to get used to. Once you do, it's good enough.

VAM is just Daz3D but in real time, not worth it imho.

Speaking of mods, to have better looking graphics, you use post processing and shaders:
High quality textures: and much more that the youtuber you mentioned should also cover ( ).

As for animations, the youtuber you mentioned has also a tutorial: In short, you use the "Timeline mod" for it. That's for custom ones, but there are many mod added ones, especially from mixamo pack (SFW).

As for VAM vs HS2... It depends. Do you want to sell your game? If you make a game with HS2, you cannot sell it.
You can sell a game made with VAM, however, you need to purchase the license for each model you use since it's basically DAZ3D but wrapped in a real time environment, in that case it makes more sense to me to use Daz3D directly, if you had Nvidia. But people who use VAM might disagree with me, I've never personally used it, so perhaps I am wrong on this.
 

korte7

Redhead Aficionado
Donor
Jul 20, 2020
57
80
109
You have a completely wrong mindset.

You don't delete mods, you can disable them if needed (F1 in KK, I assume it's the same), but most of the time you simply ignore them/don't use them when you don't need them, it's not that big of a deal.
In general, you never have enough mods, the repack mods + the ones that KKManager installs? That's just the start.
All HS2/KK devs have way more than those offered by those two, and even then, it's never enough, as you'll eventually need to make your own as well... So no, you're going in the completely opposite direction. It's not that you have too many mods, you don't have enough.

The UI is fine... It's something you need to get used to. Once you do, it's good enough.

VAM is just Daz3D but in real time, not worth it imho.

Speaking of mods, to have better looking graphics, you use post processing and shaders:
High quality textures: and much more that the youtuber you mentioned should also cover ( ).

As for animations, the youtuber you mentioned has also a tutorial: In short, you use the "Timeline mod" for it. That's for custom ones, but there are many mod added ones, especially from mixamo pack (SFW).

As for VAM vs HS2... It depends. Do you want to sell your game? If you make a game with HS2, you cannot sell it.
You can sell a game made with VAM, however, you need to purchase the license for each model you use since it's basically DAZ3D but wrapped in a real time environment, in that case it makes more sense to me to use Daz3D directly, if you had Nvidia. But people who use VAM might disagree with me, I've never personally used it, so perhaps I am wrong on this.
Okay, thanks. I will definitely go with the disabling mods route then, but I guess I could delete assets or models or maps that I am fairly sure I will not need, as already this thing takes up 711 GB.

Thanks for the links for the better graphics settings/mods!

As for selling the game, how would Illusion (who ceased development altogether, or at least that's what I saw in their Steam announcement) even know if a render was made in HS2, or exported from that via a mod? What difference would it make if one would export a scene and import it to Blender (if that is even possible?) and create the render there? Is this just a legal disclaimer from your side?