- Jul 6, 2020
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- 636
It's inside post processing tab within graphic mod window (F5 hotkey)holy shit! thank you! how did u disable Ground Truth AO? so i know in the future
It's inside post processing tab within graphic mod window (F5 hotkey)holy shit! thank you! how did u disable Ground Truth AO? so i know in the future
got it now, thank you so much. it just sucks now that ambient occlusion on her face added so much detail and made it look better. i wonder how i can still add it to the sceneIt's inside post processing tab within graphic mod window (F5 hotkey)
It's finally done. Posted it at scene sharing thread. Not exactly a remake, because I found a nice reference.As I expected. Welp, it's time to remake the whole map I guess... It's very old scene to begin with. Can't really blame the maker.
I noticed that all of the doors lighten up the load quite a lot. But after further deconstruction, I found the tatami itself is handmade.
Hi!Does anyone know how if there's a way to make HS2PE and VNGE work together? I'm using HS2PE for facial expressions, but I can't save them to a VNGE scene, like when I use a new facial expression the old one is overwritten. If there isn't a way, what would be the best way to work around this issue? I'd really like to incorporate the facial blendshapes into my Visual Novel.
Before adding a character, go to scene helper. I don't really remember the menu name, but its should be named actor or smth. Then enable the one with name chara blendshape xxpe.Does anyone know how if there's a way to make HS2PE and VNGE work together? I'm using HS2PE for facial expressions, but I can't save them to a VNGE scene, like when I use a new facial expression the old one is overwritten. If there isn't a way, what would be the best way to work around this issue? I'd really like to incorporate the facial blendshapes into my Visual Novel.
Maybe the F1 config has wrong directory registered?Hi, I'm having a look at HS2 again after a long time away and I seem to have a problem with Presets and Cubemaps not appearing in Studio (or Chara Maker but can't remember if they were even usable there).
I have over 90 presets, but when I click F5, then the Presets tab nothing shows.
Similarly when I click the Lighting tab there are no Cubemaps available (No custom cubemaps found) yet I have 25 of them.
Both Presets and Cubemaps are each in their own subdirectory HS2/Presets/ and HS2/Cubemaps/
What am I doing wrong?
Thanks in advance
Thank you. That has fixed it. Much appreciated.Maybe the F1 config has wrong directory registered?
It's for rigging. I made a simple scene to demonstrate how it works and the correct position for the frequently used body parts. Just try move them around. Unfortunately you can't use it for knee and elbow.I wanted to know more about IK anchors.
What use do they have in a scene when creating animations?
I have seen them used yet I don't quite understand their function yet looking at it, it seems to make the animations more natural somehow.
Thanks for the comprehensive info, really appreciate it.It's for rigging. I made a simple scene to demonstrate how it works and the correct position for the frequently used body parts. Just try move them around. Unfortunately you can't use it for knee and elbow.
In case you're going to use it, I suggest you to pose your chara first then use node constraint to move the anchor to position with temporary reverse pairing. What I meant is make an entry where chara's bones as parent and the anchor as child temporarily. The anchor will have the exact position and rotation while the constraint is active, so you can just copy the transformation before deleting the entry and paste it after. After that you can move it around to make animation.
One of the advantage of this thing is you can put the anchor inside a folder, so technically you can use the anchor as the "main animation" e.g. up-down movement and the folder as the "variation" e.g. side to side movement. Which will result in more natural animation.
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There are other methods of course, but the above explanation is good for you to start. AmaNo04 has a lot of knowledge in animations and allways able to help out ppl. I think he/she deserves a "thumb up" for the help. just sayingThanks for the comprehensive info, really appreciate it.
Thanks for the scene where I can experiment with. I'm gonna give it a spin!
Slightly unrelated, but you can also use the folder trick to create a curved motion. I tried to use this to create a skate animation by using the folder as horizontal movement and the skate in it as the height of the ollie. I ended up scrapping it because I don't have the patience and it was more complex than I thought.It's for rigging. I made a simple scene to demonstrate how it works and the correct position for the frequently used body parts. Just try move them around. Unfortunately you can't use it for knee and elbow.
In case you're going to use it, I suggest you to pose your chara first then use node constraint to move the anchor to position with temporary reverse pairing. What I meant is make an entry where chara's bones as parent and the anchor as child temporarily. The anchor will have the exact position and rotation while the constraint is active, so you can just copy the transformation before deleting the entry and paste it after. After that you can move it around to make animation.
One of the advantage of this thing is you can put the anchor inside a folder, so technically you can use the anchor as the "main animation" e.g. up-down movement and the folder as the "variation" e.g. side to side movement. Which will result in more natural animation.
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It's certainly possible but you do need a patience to make it. It has similar principle with gimmick rigging (piston, joint, rotator). In fact I always has separate independent folder for all 3 anchor which at the time I thought enough. But I found it's kinda hard to make curved motion.Slightly unrelated, but you can also use the folder trick to create a curved motion. I tried to use this to create a skate animation by using the folder as horizontal movement and the skate in it as the height of the ollie. I ended up scrapping it because I don't have the patience and it was more complex than I thought.
Slightly unrelated, but you can also use the folder trick to create a curved motion. I tried to use this to create a skate animation by using the folder as horizontal movement and the skate in it as the height of the ollie. I ended up scrapping it because I don't have the patience and it was more complex than I thought.