i am not sure if there is enough info and documentation but there are some videos for all VNGE tools on Keitaro's
mega. i only tried the "clip manager" briefly and i am still trying to understand the rest of vnge. as far as i know you can save the animation and embed it to the scene data but you can also you can save it externally on a separate file then load it again for another character. i did not perform this so please experiment with it.
about the studio items, i haven't seen a blanket item precisely, i am sorry. but i think what you are doing with material editor is the best choice for the time being. it would seem that there are endless items for the studio but the truth is that studio items and props are never enough, the modders are adding to them everyday but it really depends on what you are working on and what is your interest, it is hard to always find what you are looking for but it is better to work with what you have =).
oh i see, at least you managed to reach middle ground with DHH
. and yes i agree about the documentation and resources, i think the creator does not speak english or they are just not interested in documenting their tools, and i don't blame them as they are probably busy with real life jobs/responsibilities and have made those tools on their spare time just to contribute.
i also agree that lighting changes everything when it comes to tones and final look, but it requires allot of work tweaking and possibilities are endless. people should always share their light settings with characters and studio scenes if available to be able to get the best results.
it could be that some other tattoo is conflicting with what you are using, the sideloader will select a random mod to load if that was the case. check the log if it mentions any warning or errors regarding a tattoo mod or else then try to disable it in kkmanager.
what repack version are you using? this could happen if it is too old and tried to used mods that require an updated core mods. it should be fixed if you use the latest hs2 dx repack.
like
alex2011 mentioned, it is an offset issue. but it also can be due to partial face edits made with bone mod as well. you can try fix this with bone mod while in scene but please know that it wont save your edits unless you take note of it with a screenshot or else then reapply it in the chara creator then save. first set a key shortcut for the bone mod via (F1) plugin settings, then open the bone mod plugin menu and search for "mouth" on the top left, then look for a bone called "cf_j_MouthBase_tr" (it controls the mouth transformation along with every thing in it like tongue and teeth), then change its offset or size if needed. you can also edit any other body part this way as well.
not all uncensored bodies has a dynamic vagina, while in the chara creator got o body>overall>then change the uncnsor to "bp.sac_roastie" or "bp.sac_innie" then save that character. also don't forget to disable the mod using random uncensore from (F1)>plugin settings>"uncensore selector".
it must be a light setting, if you are using DHH or graphics mod try changing the light direction or disable other extra light sources that maybe creating a rim highlight of objects. also, glossiness of things may help creating such highlights.
the penetration settings are kind of relative to many things like character's and their heights/body size and offset modifications, uncensors for both male and female. this could be why nobody has answered your question. i am afraid experimenting with the better penetration setting on your own is the only way to get better results.
just keep in minds that character cards downloaded from the internet may have body modifications with bone mod or else, a single penetration setting cant work on all chars. create your own body modifications for you characters and keep it realistic (within range) and use it as a standard for other characters.
i am not aware of any easy way to do this other than doing it manually, like going back and forth, take screenshots of settings and all ^^'. also keep in mind that some characters maybe using a different face type, face bones modifications and some times material edits, make sure that you take note of them as well. but generally speaking it is too tough to just copy one part of a character to another and it is a time consuming process rather than loading the whole face along with its bone mods. but i encourage you to do it as it will help you understand how everything work and will alow you to achieve what you want faster in the future
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welcome to F95
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i'm happy to see somebody is actually trying the projectors cool feature
, and since you are willing to change the texture of a projector i think you meant to do so via the "rerender" plugin (mentioning the "example text"). i don't think you will be able to change the projector's texture with material editor anyway as it doesn't show the texture properties for them.
i am going to explain what are projectors and how to edit them:
projectors are materials that you can project over objects using a special shader, it is similar to overlay textures and they can apply to anything they interact with.
for a demonstration, first go to add>item>models>general and load a couple of simple objects like a cube and a sphere then place them in front of each other, then go to add>item>2d effects>scene effects> and load the first joan's projector (they should start with "[j694]") then arrange everything to something similar to this:
View attachment 1039679
this should help you get a better idea of what they are. but as you can see, the projector's texture is using a dummy as an example and we are going to change it using the "rerender" plugin.
so in general, "rerender" is plugin similar to "material editor" that allows you to change object materials and settings, open it by selecting an object from work space then (contorl+R).
next select the projector from the work space and when the plugin menu is up, first turn on the "include shaders" checkbox, then click on the object part you wish to edit on the "target" sub menu to the right then click it's instance name on the "materials" sub menu.
View attachment 1039716
now you will be able to view all that object materials if you scroll down through, now to be able to change any texture using rerender in general you will have to click on that texture thumb to open the "texture selector" side menu then select a texture you desire from the scroll down list, but first you have to put all textures you wish to use in a specific folder (gamefolder\BepInEx\plugins\RendererEditor\Textures), then it will appear in the texture list.
View attachment 1039718
when you successfully replace the texture that you added to that folder, the projector will now project that image instead.
View attachment 1039723
and you are done. rerender will also allow you to edit both the texture image's properties and how they will appear, you can access those setting by clicking on the "properties" button under a texture on the "texture selector". you can also change the projectors's and texture's offset properties from the plugin menu.
View attachment 1039748
but there is more to it, not all projector items are the same, each one uses a different shader for render and blending. if you hover over joan's projector items on list you will notice that the name is followed by a type name. ex. "[j694]projector multiply (map)" means that this projector has a "multiply" projection blend type and it only effects maps and studio items.
View attachment 1039766
there are four main types and three targets (all, chara alone, map alone). the four blending types are:
- Blend: classic alpha blend, the projected texture replaces gradually the texture below according to its alpha channel.
- Add: the projected color is added to the color below (making things very bright).
- Multiply: the best one in my opinion, the projected color multiplies the color below.
- Sub: the projected color is subtracted from the color below.
depending on how do you want things to be done select the one more suitable for the job, and don't forget to load the correct projector type before you do any edits as you cant change that afterwards.
i hope that was useful and please use the
HS2 studio and chara help thread if the question is about studio, chara making and related plugins in the future, it helps reader to find answers for similar problems more easily.
more info about joan's projector items can be found here:
You must be registered to see the links
You must be registered to see the links
what kind of animation does it contain? if it is a studio animation item it should be playing by it self unless the "speed" in the animation menu is set to (0). but if this is a VNGE animation then you first have to get the plugin installed (available in "[optional] mods" in game folder) then open it while in studio. vnge has many tools and the animation can be a "scenesavestate" (SSS) animation, the clip manager is another tool for custom animation which can contain animation data as well. refer to where did you get that scene and check the info about the animation mentioned.
i think what he meant is to "look as good as" not in terms of working or not
. if this is the same with the next gen shader and i remember correctly the promotion of that skin utilizes some material lighting of the shader that graphics mod allows you to modify like how the light effect translusency, shade blure and such.