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

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Sepheyer

Well-Known Member
Dec 21, 2020
1,595
3,825
This window is VNGE's clip manager. Are timeline animations saved as clips in there or are you referring to VNGE key frame animation as timeline? I say this as I don't see the timeline widget in your option bar to the left. View attachment 4245113

The widget is the third down from the yellow VNGE scene button, that is currently green as it is open.
Ah, ok.
 

cptboofy

Member
Dec 7, 2022
380
271
Has anyone else had issues with lighting on maps not working? I'm talking about the built in lighting on maps such as Hooh's gentleman club hall.
I've found that the lighting just does nothing on graphic mod. Added lighting works fine though.
Also, a question about SSS. It seems it isn't needed any more? I've noticed that I'd get weird effects on Hanmen skins or on some maps unless I turn it off.
Runng R15.
Any advice on these two things is appreciated.
 
Oct 24, 2024
27
26
Timeline and VNGE's Clip Manager are separate.
If we say timeline, then what we meant is Timeline plugin. Not VNGE's Clip Manager.
Usually we either call it ClipMan or just simply Clip Manager.
Both are used to animate stuff and has been around forever. No one wouldnt mistake them.
Sorry if I came off as rude. Not my intention; merely a by-product of knowing absolutely fuck all and wandering around blind.

Thanks to Sepheyer I looked a little closer into clip manager and found I could double click the FKdata to open the list of bones, which has allowed me to work in FK in the way I like (although my results leave something to be desired, it's a lot harder to animate than blender, that's for sure).

One thing I'd like to know is if there is a way to link video export and clip manager together so that clipman starts playing as video exporter starts recording. I can't seem to get "record on next click" to work when that "click" is on the clipman "play" button, so the recording always starts mid animation, rather than at frame 1.
 

AmaNo04

Active Member
Jul 6, 2020
733
643
Sorry if I came off as rude. Not my intention
Dont worry about that. Sorry about that, Im not offended nor blaming you.
One thing I'd like to know is if there is a way to link video export and clip manager together so that clipman starts playing as video exporter starts recording. I can't seem to get "record on next click" to work when that "click" is on the clipman "play" button, so the recording always starts mid animation, rather than at frame 1.
Its hard to explain, but you can if you utilize macro and something that has animation.
The general idea is you need something that can tell the system to start recording at frame number X.
Here is my workaround.
Its confusing yeah, but I could get the recording to always starts at frame 6.
This also useful if you want to record the looping sfx for post recording edit.
 

Sepheyer

Well-Known Member
Dec 21, 2020
1,595
3,825
Sorry if I came off as rude. Not my intention; merely a by-product of knowing absolutely fuck all and wandering around blind.

Thanks to Sepheyer I looked a little closer into clip manager and found I could double click the FKdata to open the list of bones, which has allowed me to work in FK in the way I like (although my results leave something to be desired, it's a lot harder to animate than blender, that's for sure).

One thing I'd like to know is if there is a way to link video export and clip manager together so that clipman starts playing as video exporter starts recording. I can't seem to get "record on next click" to work when that "click" is on the clipman "play" button, so the recording always starts mid animation, rather than at frame 1.
I think my workaround was to add buffer frames, so that recording starts before the useful content payload, the recording starts say three seconds before the action starts.

Naturally, then there is that issue of locating the actual start frame in the video editor, because there are gonna be those useless buffer frames. My solution was to have a disappearing red square - the square sat there during the buffer frames, but ClipMan made it invisible the moment the actual content started. So, it was super easy to distinguish in DaVinci Resolve where the buffer stopped and the real deal began.
 

Kaseijin

Active Member
Jul 9, 2022
616
1,065
Hi !
I have a question: Some head mods come with a makeup so my question is how to hide it, or better yet, get rid of them.
As an example, we have this head mod from Mcm82 (it is included in the better repach default mods)
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How can I hide/get rid of this feature? Do I need to use a skin overlay? Or need to edit the zipmod file in a 3d sofwae and the repacki it? (too F complicatet to my blender/gimp actual skills).
I have playing around with every single slider in the material editor, changing skin shaders but n result.

P.S:

I posted this question in the recently dead Revolt channel, but it was deleted.

I also have read in other threads the reason why, so my thoughs are what a drama in making all this, chopping forums threads and discord channels just for retaliation. some people out there are sick as fuck.

All this soap-opera left a lesson to all us:


TRUST NO ONE.
 
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Rakki0Fias

Newbie
Oct 8, 2024
15
0
Could you explain how'd you got that? Like where did you parented the dick to the character. Do you just simply parent it or using NodeConstraint?
I pared it just like in you guidelines. but then when I pick the missionary animation the dick does not stick to the character's body. It's like floating in mid air. but it still parented with the character and follows the aniomation movements. it's just the dick is not stick to the character's body
 

Rakki0Fias

Newbie
Oct 8, 2024
15
0
Could you explain how'd you got that? Like where did you parented the dick to the character. Do you just simply parent it or using NodeConstraint?
I followed your guide to attach the scripted dick to the character. But then when I choose and animation the dick does not stick to the character properly. There a video I attached below. Hope it helps you to understand my situation. Thank you
 

AmaNo04

Active Member
Jul 6, 2020
733
643
I followed your guide to attach the scripted dick to the character. But then when I choose and animation the dick does not stick to the character properly. There a video I attached below. Hope it helps you to understand my situation. Thank you
From what can i see :
1. You're using node constraint to pair the s-dick with the body.
With parent bone : cm_J_dan101_00 and child bone : scripted_dick_track
>I don't remember which bone in the scripted dick that should be parented, but iirc it's not that one.

2. You're using all three constraint : position, rotation and scaling.
>It's commonly to use position and/or rotation only. Scaling constraint is difficult to use and might break your scene.

3. The dick doesn't aim properly, it always aim downside but the balls doesn't get affected.
>You need dick tracker to make the dick aims properly.

All these 3 issues are actually can be solved with not using node constraint and adding dick tracker (for issue no. 3).
Using node constraint is not wrong per se, but afaik it takes more resource than directly parenting them in workspace window.
What I meant by direct parenting is open up your character tree in workspace window, go to the abdomen section (abdomen1 is for dick, abdomen2 is vag and abdomen3 is anus) and put the s-dick there.

As for dick tracker, it doesnt have to be in abdomen2 or abdomen3. It can be placed wherever you want. It's named tracker for a reason after all.
For a starter you can place it somewhere in front of the dick to simulate the aim.
Don't be surprised if the dick became small after spawning the tracker. It's the true length. You can change it in item+ menu at left side menu. Find the benis scale parameter.
 
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Oct 24, 2024
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I think my workaround was to add buffer frames, so that recording starts before the useful content payload, the recording starts say three seconds before the action starts.

Naturally, then there is that issue of locating the actual start frame in the video editor, because there are gonna be those useless buffer frames. My solution was to have a disappearing red square - the square sat there during the buffer frames, but ClipMan made it invisible the moment the actual content started. So, it was super easy to distinguish in DaVinci Resolve where the buffer stopped and the real deal began.
I ended up doing this. It's not ideal as it adds more work to each animation, but there weren't any options.

Only with my very next animation, I'm having a severe artifacting issue with the video. I've rendered it about ten times with different quality settings, choosing different length options (frames, seconds, animation, etc) and I am still getting it on every render in the exact same place above the main character's left thigh.

Is there anything obvious I am missing? And excuse the crap animation, I really suck right now.
 

Sepheyer

Well-Known Member
Dec 21, 2020
1,595
3,825
I ended up doing this. It's not ideal as it adds more work to each animation, but there weren't any options.

Only with my very next animation, I'm having a severe artifacting issue with the video. I've rendered it about ten times with different quality settings, choosing different length options (frames, seconds, animation, etc) and I am still getting it on every render in the exact same place above the main character's left thigh.

Is there anything obvious I am missing? And excuse the crap animation, I really suck right now.
Indeed, I see two defects - dude's left thigh and right ankle. Looks like a compression artifact to me. I am puzzled as the video exporter plug in is very robust and I haven't seen compression issues yet.

The only idea I have is to explore if this is background related. Video Exporter has one particularly nasty glitch where with alpha setting and lack of background it keeps layering frames onto each other. If you've seen it, you've see it.

So, do test exporting this video when you completely create the background - but a large white cube as the background and see what gives. If this artifact remains, then there is something strange about the texture of dude's legs. Swap the doode out and see if it gets better.
 
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LfkCn

Member
Apr 20, 2023
128
82
What are the differences between Studio Neo and Chara in terms of usage? I’m asking specifically about studio usage; I’m already aware of the visual differences. Are things like the buttons in the studio, scene creation methods, animation addition methods, etc., the same?
 
Oct 24, 2024
27
26
Indeed, I see two defects - dude's left thigh and right ankle. Looks like a compression artifact to me. I am puzzled as the video exporter plug in is very robust and I haven't seen compression issues yet.

The only idea I have is to explore if this is background related. Video Exporter has one particularly nasty glitch where with alpha setting and lack of background it keeps layering frames onto each other. If you've seen it, you've see it.

So, do test exporting this video when you completely create the background - but a large white cube as the background and see what gives. If this artifact remains, then there is something strange about the texture of dude's legs. Swap the doode out and see if it gets better.
There were no defects when I placed a white cube over the map, so the sofa wasn't visible (although neither was the female model). The leg moved the same, but left no artifacts in the render.

However, replacing the model (but keeping the background) led to the defects being there in exactly the same manner. Does this mean it is likely the video exporter glitch you were talking about?
 

Sepheyer

Well-Known Member
Dec 21, 2020
1,595
3,825
There were no defects when I placed a white cube over the map, so the sofa wasn't visible (although neither was the female model). The leg moved the same, but left no artifacts in the render.

However, replacing the model (but keeping the background) led to the defects being there in exactly the same manner. Does this mean it is likely the video exporter glitch you were talking about?
Can you move the white cube further behind the sofa? It kind has to become the background behind the scene. Upsize it 100x100x1 if necessary. If that fixes it and gets rid of the artifact, than indeed, you have transparency in your scene and the video exporter just fills the transparency with a trail of whatever was left from the previous frame.

And if that's the case then change the cube color to black and you will have addressed your transparency issue.

Duh! I took the long way around a much shorter issue: or another way - disable the "alpha" toggle in the video exporter and see if your original scene has this issue.
 
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Oct 5, 2020
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12
There were no defects when I placed a white cube over the map, so the sofa wasn't visible (although neither was the female model). The leg moved the same, but left no artifacts in the render.

However, replacing the model (but keeping the background) led to the defects being there in exactly the same manner. Does this mean it is likely the video exporter glitch you were talking about?
Sorry I'm not here to offer solutions , but just a suggestion. Why not share the scene data, wouldn't it be a lot easier to troubleshoot that instead of guessing what's going on in a video?
 

Rakki0Fias

Newbie
Oct 8, 2024
15
0
From what can i see :
1. You're using node constraint to pair the s-dick with the body.
With parent bone : cm_J_dan101_00 and child bone : scripted_dick_track
>I don't remember which bone in the scripted dick that should be parented, but iirc it's not that one.

2. You're using all three constraint : position, rotation and scaling.
>It's commonly to use position and/or rotation only. Scaling constraint is difficult to use and might break your scene.

3. The dick doesn't aim properly, it always aim downside but the balls doesn't get affected.
>You need dick tracker to make the dick aims properly.

All these 3 issues are actually can be solved with not using node constraint and adding dick tracker (for issue no. 3).
Using node constraint is not wrong per se, but afaik it takes more resource than directly parenting them in workspace window.
What I meant by direct parenting is open up your character tree in workspace window, go to the abdomen section (abdomen1 is for dick, abdomen2 is vag and abdomen3 is anus) and put the s-dick there.

As for dick tracker, it doesnt have to be in abdomen2 or abdomen3. It can be placed wherever you want. It's named tracker for a reason after all.
For a starter you can place it somewhere in front of the dick to simulate the aim.
Don't be surprised if the dick became small after spawning the tracker. It's the true length. You can change it in item+ menu at left side menu. Find the benis scale parameter.
Oh wow! thank you so much. I have no idea it can be done like that. Thank you this is very helpful. One more thing if I may ask. Do you have any guides on how to use VNGE in Honey select 2 studio? so far i have learnt to add scenes and cameras and also update them. I was just wonder how can I like play the game that I have build using VNGE? is there a button for it? Like how to play the project that we have made.
 
Oct 24, 2024
27
26
So, I'm having more tech issues - sorry I must be such a pain in the arse for you guys.

I've just started seeing a weird corruption, with shadows taking on a purple tint after reloading a scene I have previously closed.

HS2_2024-11-25-12-11-44-132.png

It's really ugly and destroys the scene as it cannot be corrected. Even when I switch to a different preset, the light will corrupt in another way: for instance, this scene, when I switch to the basic preset (rather than an HDR one) it corrupts the edge lighting from the warm orange of a 100W bulb to a gross puke yellow.

I'll also attach the scene card as suggested earlier:
2024_1125_1013_03_657.png

Edit: I've been trouble shooting all day, and it appears to be the hanmen next gen skins causing this, as scenes without them do not have issues. I am not sure why this, all of a sudden, has started happening, considering I have been using the skin mods and shaders for nearly two months, with nearly 700 renders and ten animations produced with no issue until now, I've made no changes to studio neo in that time (aside from today, with me rolling back to graphics mod 1.0.0 to try that). It happens in every map, and with every character using the next gen skins and shaders. It will either turn certain shadows (but not all) to purple, and certain highlights (but not all), to puke yellow.
 
Last edited:

AmaNo04

Active Member
Jul 6, 2020
733
643
So, I'm having more tech issues - sorry I must be such a pain in the arse for you guys.

I've just started seeing a weird corruption, with shadows taking on a purple tint after reloading a scene I have previously closed.

View attachment 4268088

It's really ugly and destroys the scene as it cannot be corrected. Even when I switch to a different preset, the light will corrupt in another way: for instance, this scene, when I switch to the basic preset (rather than an HDR one) it corrupts the edge lighting from the warm orange of a 100W bulb to a gross puke yellow.

I'll also attach the scene card as suggested earlier:
View attachment 4268094

Edit: I've been trouble shooting all day, and it appears to be the hanmen next gen skins causing this, as scenes without them do not have issues. I am not sure why this, all of a sudden, has started happening, considering I have been using the skin mods and shaders for nearly two months, with nearly 700 renders and ten animations produced with no issue until now, I've made no changes to studio neo in that time (aside from today, with me rolling back to graphics mod 1.0.0 to try that). It happens in every map, and with every character using the next gen skins and shaders. It will either turn certain shadows (but not all) to purple, and certain highlights (but not all), to puke yellow.
You mean this bluish edge of the shadow?
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I dont have the UHD skin so I took a liberty to replace it with default skin type.
 
Oct 24, 2024
27
26
You mean this bluish edge of the shadow?
I hadn't noticed that.

It's more the purple colour on the bedsheets that is an issue.

Also, my supposition that the problem was the next gen skin textures is not correct, because this just happened when I tried to work on the scene this morning without any models having been put in, just the map and a spot light targeting all, and a point light targeting the map.

HS2_2024-11-26-10-40-07-688.png

The textures on the bed sheets have gone the puke yellow colour I mentioned, as well as the bumpy wall texture around the desk and window. This happened without a save or load - the scene corrupted live as I was working on it. I am starting to think I might need to reinstall studio neo entirely as this all occurred in a period where I added no mods for over a week. It just suddenly started doing this and appears to be getting worse every day.

So sometimes things get a purple colour, and other times, this puke yellow colour.
 
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