Tutorial [ILLUSION] HS2 Studio Neo|Chara Maker - (Help & guides Thread)

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osnoflax

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Oct 16, 2020
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Hello, I found a curious thing.
I grab this piece from one of the latest scenes upload and, to my surprise, I don't know what exactly it is.
It is not a "hand assembly piece" (to say something) since nothing appears in the workspace box. Also, it is not a map, a background or a frame. What is it then and, how get it the author?
It works as intended when you import some scene over it, but not the opposite way, for the case this could be of help.

2021_0917_1150_39_643.png


And, to contribute with something, here is an animation I made for you to import and use in your scenes if you want (I discover that this importable scenes works better without any lightning since otherwise they tend to interfere with the lightning of the scene where they are imported. You could always tune up it later).

les37 a.png
 
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osnoflax

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Most of the uncensores work except for the new Alien ones and Dong ones. I like the idea of having condoms so it's a shame I can't use thoses penises :( Just wondered if it was a common problem?
Sorry for the delay... Yes, it is and, for I know, there's no way to fix it. At least for a common mortal.
 
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osnoflax

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I'm now introducing myself at VNGE... It has great advantages obviously and also some flaws and, yes, I still think that it is as complex as it seemed to me before.

I would like to transform some of my stories to the VNGE format but I found a problem that becomes a bottle neck for it. I can't get to import the different scenes that are already made and integrate them as a continuous. I would try to explain it better: I can import different scenes with the same characters (as they are when not VNGE is used) but VNGE maintain them as different characters thus nullifying one of its best assets
Only solution I found is to remake every scene from the previous one, but this means lot of hours and hard work to make something that was already made, which is not viable for me.

Does anybody knows a way to get what I intend? If so, please, share it, thanks.
 
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Sepheyer

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osnoflax VGNE has export settings, tho they are quirky. I end up exporting into a text file, then editing the text file, then reimporting. Still, once you spend an hour figuring out the quirks, the workflow does pick up the pace.

Also, VGNE has two parts: the Scene Control module and the Clip Manager. So, what's conterintuitive, is that ClipMan is far better at everything than SCM, to the point where I exclusively switched to ClipMan, even for the scenes.
 
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Knib

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Jan 1, 2021
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Hello, I found a curious thing.
I grab this piece from one of the latest scenes upload and, to my surprise, I don't know what exactly it is.
It is not a "hand assembly piece" (to say something) since nothing appears in the workspace box. Also, it is not a map, a background or a frame. What is it then and, how get it the author?
It works as intended when you import some scene over it, but not the opposite way, for the case this could be of help.

View attachment 1412595


And, to contribute with something, here is an animation I made for you to import and use in your scenes if you want (I discover that this importable scenes works better without any lightning since otherwise they tend to interfere with the lightning of the scene where they are imported. You could always tune up it later).

View attachment 1412596
I think it is a frame, saved in the scenefile. Because if you select (another) frame after loading this, it dissapears.
 

osnoflax

Member
Oct 16, 2020
185
410
osnoflax VGNE has export settings, tho they are quirky. I end up exporting into a text file, then editing the text file, then reimporting. Still, once you spend an hour figuring out the quirks, the workflow does pick up the pace.

Also, VGNE has two parts: the Scene Control module and the Clip Manager. So, what's conterintuitive, is that ClipMan is far better at everything than SCM, to the point where I exclusively switched to ClipMan, even for the scenes.
Thanks Sepheyer for the tips, however I must say I'm still at a basic stage, just trying to fit my previous scenes into the SSS (Scene Save State). I must get it to work properly before even thinking in text, animations or more sophisticated things.
As I said, my problem is that it (SSS) goes accumulating characters as if they were different, when what I want is to go adding the poses not the characters (i.e., the same character with different poses, not each pose one character). At first I thought it will easier, or maybe I'm not looking at the right place...
 
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Sepheyer

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As I said, my problem is that it (SSS) goes accumulating characters as if they were different, when what I want is to go adding the poses not the characters (i.e., the same character with different poses, not each pose one character). At first I thought it will easier, or maybe I'm not looking at the right place...
What's your workflow sequence?

Normally, for SSS it is a mere:

- Via Tracking tab add characters whose poses you want to track
- Add scene (to capture the very initial setup of your scene into VGNE's SSS)
- Pose your chara
- Add scene again

Now you have the same 1 chara, but now it has two poses.

Do you add poses differently? Can you record your workflow? Here is mine:

 
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osnoflax

Member
Oct 16, 2020
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410
What's your workflow sequence?

Normally, for SSS it is a mere:

- Via Tracking tab add characters whose poses you want to track
- Add scene (to capture the very initial setup of your scene into VGNE's SSS)
- Pose your chara
- Add scene again

Now you have the same 1 chara, but now it has two poses.

Do you add poses differently? Can you record your workflow? Here is mine:

Yes, that's exactly what I do when I try to make some scene from scratch, and it works. However, my problem arise when I try to convert an already done story to VNGE. I attach a little scene for you to see. In the old format (without VNGE) the scene is splitted in two sets where the characters are the same, only with different poses.

What I want is to make match the first set with scene 0 of VNGE and the second set with scene 1 of VNGE (and so on) but the only way I found to make it is release the characters from their sets and manage them as if they were four characters, not two. In a long story with, let's say, 16 consecutive sets (obviously in different sucesive files) and a lot of characters, this way is not viable obviously.

Starting class.png
So, the question is, is there any way (such some kind of import or something) that lets you add the already done poses without multiplying the characters (wich are really the same character)?

Thanks again for your help.
 
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Sepheyer

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osnoflax good news -- you can copy-paste poses using SSS's "advanced tab".

Either:

- Use "Copy selected state" on the character whose pose you want to copy and then paste it onto the target character using "Paste selected state". Orrr...
- Try "Copy selected status to tracking char with same name". I didn't try it, but it seems this very button was made exactly for the kind of cases you have.

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It took no time to convert a 2-set scene into a 2-scene SSS:

2021_0923_0215_45_592.png
 
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osnoflax

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Oct 16, 2020
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osnoflax good news -- you can copy-paste poses using SSS's "advanced tab".

Either:

- Use "Copy selected state" on the character whose pose you want to copy and then paste it onto the target character using "Paste selected state". Orrr...
- Try "Copy selected status to tracking char with same name". I didn't try it, but it seems this very button was made exactly for the kind of cases you have.
Yes!! I use the second method you propose and it works as intended!

Only... Well, as usual, any solution originate new problems. I found two issues I don't understand still:

- Some times, while the pose is correctly transferred, the position of the character is changed and it is necessary to relocate it.
- It seems not to work at all with some characters. In these cases I try also your first method with the same no results.

At this stage, I'm not sure if they are due to some program bug or maybe I am doing something wrong, but I am trying to figure it out now.

Thanks again!
 
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osnoflax

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Oct 16, 2020
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osnoflax can you post a scene where those methods do not work?
Yes, of course.

I get to know that it seems to work if I activate the IK of the character (in this scene, the only change was to move just the necks of the pupils which I did using the Neck Control at Kinematics, so IK was not strictly needed).

As you can see, the main characters (Amanda/Orlando) poses were correctly transferred (though I have to relocate some of the positions later). But I can't get to do the same with the pupils (except for one wich I activate the IK). I'm talking about the step between scene 3 (where the pupils are talking with each other) and 4 (where the pupils are looking at the front).

You will note that some of the characters are twice, this is because one is who is tracked and the other the "to add" pose for that character. Once the pose is transferred, I erase the unnecessary character.

Hope you find something, thanks!
2021_0923_1311_56_896.png
 
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Sepheyer

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osnoflax you actually discovered the issue yourself -- each chara has to be posed via IK or FK posing for the SSS's transfer tool to work. That's all to it.

And every chara that's using "animation" posing gets converted into either IK, FK or IKFK via "refer to animation" button to be compatible with the transfer.
 
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osnoflax

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Oct 16, 2020
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osnoflax you actually discovered the issue yourself -- each chara has to be posed via IK or FK posing for the SSS's transfer tool to work. That's all to it.

And every chara that's using "animation" posing gets converted into either IK, FK or IKFK via "refer to animation" button to be compatible with the transfer.
Glad to see that some parts of my brain are still going on... However, life would be easier if this and many other details were in the public knowledge. I used to thought that, when some author makes a mod, he must be keen for other people to use it, but I must be wrong because it looks obvious (and understandable) that such lack of information must discourage many people...
 
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Sepheyer

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Fusing one girl's head with another girl's body

The scene is here: https://f95zone.to/threads/illusion...o-neo-scene-sharing-thread.85125/post-6660935

Say you like one girl's head but want to see how another girl's body would look with it.

VNGE's utility will do that for you.

Say a scene with your actress requires a rounder butt. Like, this original here:

HS2_2021-10-01-02-00-29-996.png

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Final result:

HS2_2021-10-01-02-17-08-286.png

Pretty sweet! A super easy, yet super useful tool.

The scene is here: https://f95zone.to/threads/illusion...o-neo-scene-sharing-thread.85125/post-6660935
 
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osnoflax

Member
Oct 16, 2020
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Nice tool indeed, I used to use Chara Maker (loading only the parts needed over another character already loaded) but this method is more direct and quick.

I have a trouble however with another of the great tools from VNGE Utils, the copy/paste clothes. It works correct and efficiently and is a pleasure to use, but when I load the scene next day I found the new outfit has gone and every character retains her original clothes. Curiously, in the image of the scene I am loading all the characters bear the changed clothes, not the originals. Probably is a fault of mine, but I do not found the point still. Any help?
 
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Sepheyer

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Alternative to "Wet" status - ExGloss

The proper way to get a character to look sweaty is via ExGloss, not via the "wetness" status.

So, if you use "wetness", you will get the following look:

HS2_2021-10-10-04-18-39-861.png

The issue here is that wetness makes everything wet: the chara, the clothes, the hair. For a proper wet-look, each component should be tweaked separately so the look matches the scene.

By using ExGloss, you get the wet look on either body, skin, or hair - all at once, or only the piece you want. The clothes will remain untouched:

HS2_2021-10-10-04-21-55-501.png

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Sepheyer

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The complete "Wet" look

HS2_2021-10-10-06-11-20-272.png

To complete the wet look you apply Hanmen's wet shader "Clothes True Alpha".

Here are the settings that are relevant:

- AlphaMaster - how transparent an item is. 0 is complete transparency, 1 is fully opaque. To start go with 0.95.
- DetailOcclusionScale and DetailOcclusionScale2 - the fabric "sticks" to the body. To start go with 1 on both.

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