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

5.00 star(s) 2 Votes
Oct 5, 2020
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Thanks for all the help previously. Is there a way to make the animations of pistons/joint start at different times?

I want the 1st piston to move halfway before the 2nd piston moves. Currently I am changing the speed of the 2nd piston to make it pause, and then changing it back when I manually see that the 1st piston has moved about halfway. Is there some option to set when a piston moves?
 

cptboofy

Member
Dec 7, 2022
380
271
Thanks for all the help previously. Is there a way to make the animations of pistons/joint start at different times?

I want the 1st piston to move halfway before the 2nd piston moves. Currently I am changing the speed of the 2nd piston to make it pause, and then changing it back when I manually see that the 1st piston has moved about halfway. Is there some option to set when a piston moves?
I've had some limited success, but it depends. Depending on which move menu you're using, there's a button for advancing the animation forward and back - that is the animation is paused in the animation menu, but you can have it move using the button to click and drag forward and back. That can let you set different start position for the piston.
After that tie it to the motion you want and it will always start at that point in reference to the character movement.
You can also try messing with the speed of the animation and depending on the piston you also have different piston motions available (check hooh's piston as an example).
 

HardcoreCuddler

Engaged Member
Aug 4, 2020
2,602
3,368
Thanks for all the help previously. Is there a way to make the animations of pistons/joint start at different times?

I want the 1st piston to move halfway before the 2nd piston moves. Currently I am changing the speed of the 2nd piston to make it pause, and then changing it back when I manually see that the 1st piston has moved about halfway. Is there some option to set when a piston moves?
rather than messing with pistons and rotors and shit just learn to use the VNGE animator man...you could've done that in minutes.
 

DerGamer

Member
Jul 24, 2020
100
40
A question?
I have seen for Koikatsu sunshine give this
KKS_StudioTransgenderLoading_1.1.0
With this ican when i load a scene the girl with a boy change.

Give this tool for Honey Select 2 DX damit ich die frauen mitmännern ersteztn kann bei scenne. Bei koikatsu sunshine funktibnoirt es.
 

AmaNo04

Active Member
Jul 6, 2020
740
649
rather than messing with pistons and rotors and shit just learn to use the VNGE animator man...you could've done that in minutes.
Just my personal opinion, after all these years using clip manager to animate stuff, i found that every single of my scenes stutter every few seconds.
After asking the community and got suggested to use gimmick or timeline, i tried using gimmick and the it occurred less frequent.
The stutter cause was unity's garbage collection which having performance spike.
Now im considering to switch entirely to gimmick.
Not sure about timeline since i dont know how to use it and the performance, but i might consider it for the longer animation.

Honestly i didnt find this as an issue before, but now that there is something that cant be captured by video export plugin, i have to use third party screen capture app.
 

AmaNo04

Active Member
Jul 6, 2020
740
649
A question?
I have seen for Koikatsu sunshine give this
KKS_StudioTransgenderLoading_1.1.0
With this ican when i load a scene the girl with a boy change.

Give this tool for Honey Select 2 DX damit ich die frauen mitmännern ersteztn kann bei scenne. Bei koikatsu sunshine funktibnoirt es.
Afaik there's no such plugin in HS2.
 

TomQuintett

Newbie
Jan 8, 2023
18
1
[guide] basics and overview of studio neo 2 by
This is now a private video on YouTube, do you know how can I get access to it? Or is there another place to find this tutorial?
 

LfkCn

Member
Apr 20, 2023
129
84
What plugins do I need to download to create a visual novel game? I've come across a few things like VNGE, MMDD, and some other names I can't recall. Honestly, I have no idea what they are, but I think they might be related to animation creation. Which ones do I need to download? If there are multiple plugins for animation creation, which one is the most practical? The default animations in the studio's base version don't seem very appealing. Apart from animation, feel free to suggest any essential plugins I should definitely consider.
 

AmaNo04

Active Member
Jul 6, 2020
740
649
What plugins do I need to download to create a visual novel game? I've come across a few things like VNGE, MMDD, and some other names I can't recall. Honestly, I have no idea what they are, but I think they might be related to animation creation. Which ones do I need to download? If there are multiple plugins for animation creation, which one is the most practical? The default animations in the studio's base version don't seem very appealing. Apart from animation, feel free to suggest any essential plugins I should definitely consider.
Idrk about MMD used for VN creation, but for sure VNGE provides mostly what you needed.
VNGE is essentially a compilation of various plugins.
One of them is called ClipManager for making animation.

The other plugin for making animation called Timeline. This one is separate from VNGE and seems to be simpler in term of usage.
 
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Zeldaaa

Newbie
May 2, 2017
36
70
Need to rant a bit: How can anybody actually develop whole games using HS2 and Studio Neo? I know the project is mainly supported by the awesome community and I really want to thank anybody who creates assets, plugin or writes tutorials! However, Studio is a bug fest for me. I played around the last couple months what might or might not turn out to be an actual game. However, due to the recent bugs I'm encountering I think a game is far from being realistic (at least for me).

I mostly played around with VNGE (SSS), Timeline, Graphics, Blend Shapes and Node Constraints. And it seems like the game always throws stones in my way. I recently encountered the following bugs which broke my entire scenes most of the time:

  • Sometimes the game decides to mess up all my FK Height Adjustments for all poses in my VNGE scenes. I have to fix all these by hand for all scenes if this occurs
  • Sometimes the game messes up all my Blend Shapes by setting the "initial value" to some other values than 0. This brakes all blend shapes in previous scenes
  • Getting a consistent lightning with Graphics plugin is really hard. It seems that storing a preset and using the same cubemap alone is not enough. The order in which you apply settings is of high importance which I figured out eventually.
  • Most recently the game decided to break my reflection probes. Now I have an ugly yellow glow in my scene which was not there before. This can only be fixed by turning off the respective reflection probe which makes my scene look like shit. Using the "default reflection" of the game also looks not as intended.
  • Sometimes (de-)selecting characters in the workspace is really buggy when having multiple characters in a single VNGE scene
  • In another scene the game just decided that I can't use any hand presets for a specific character in the "Kinematics" section. For all other characters it did work but not for this one. Trying to delete, re-add the character, reloading etc. did not help as well.
The worst part is that these bugs seem to occur very inconsistently. Some scenes are perfectly fine. Also for most of the issues above it seems like the only workaround is to start from scratch and hope for the best.

Am I doing something wrong? Do you guys experience the same amount of inconsistency?
 

AmaNo04

Active Member
Jul 6, 2020
740
649
Sometimes the game decides to mess up all my FK Height Adjustments for all poses
I think this bug is fairly known. Especially if you used PoseLoader.
This bug caused by the base pose you used to make your pose. For example, at first you're using T-Pose for the base, then at the next pose you used other pose from T-Pose. Both of these poses have different structures, sometimes the FK height didn't load properly after changing the base pose.

I think its better to make your pose from any base pose you want, change the base pose while FK and/or IK enabled to T-Pose and reload the scene.
After reloading sometimes the FK height will broke, but that's how it supposed to look correctly. Fix that and let the base pose at T-Pose.

Or just use T-Pose for the base pose from the beginning.
I understand people want to use the pose that looked as similar as possible to what they want at the end, but that's the risk you will face.
I found about this when making a scene as pose sequences. Looks like this in nutshell.
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Fixing these things one by one was a nightmare.

Getting a consistent lightning with Graphics plugin is really hard. It seems that storing a preset and using the same cubemap alone is not enough.
Always has been. Graphic preset only contains the "environmental" lighting and post processing.
It doesnt include the lighting (directional, point and spot light). Those things are re-configured each scenes.

Now I have an ugly yellow glow in my scene which was not there before.
I often got this back then. I think its the cubemap issue. Maybe you set the cubemap's exposure and/or intensity too high. Or the reflection probe's.

Tbh I don't really understand lighting probe. Tried it before but can't really make it works. Especially how to configure the size, location and rotation since that thing is invisible.

EDIT : I just remembered those yellow glint usually came from map's reflection probe. It's better to disable them from Map Controller and set your own probe.
It slipped out of my mind as nowadays I'm mostly using a map that I made from scratch.

Sometimes (de-)selecting characters in the workspace is really buggy when having multiple characters
Maybe you have too many characters loaded. Sometimes it also happened to me when there are too many characters. Hiding/unhiding the character sometimes doesn't works.

In another scene the game just decided that I can't use any hand presets for a specific character in the "Kinematics" section. For all other characters it did work but not for this one. Trying to delete, re-add the character, reloading etc. did not help as well.
Not sure if this is the cause, but did you make sure the hand's FK is turned off?
Hand preset in the kinematics menu are overridden by FK.
Again, I'm not sure if that was the cause since you mentioned you tried deleting and re-adding the characters.
 
Last edited:
Oct 24, 2024
27
26
Need to rant a bit: How can anybody actually develop whole games using HS2 and Studio Neo? I know the project is mainly supported by the awesome community and I really want to thank anybody who creates assets, plugin or writes tutorials! However, Studio is a bug fest for me. I played around the last couple months what might or might not turn out to be an actual game. However, due to the recent bugs I'm encountering I think a game is far from being realistic (at least for me).

I mostly played around with VNGE (SSS), Timeline, Graphics, Blend Shapes and Node Constraints. And it seems like the game always throws stones in my way. I recently encountered the following bugs which broke my entire scenes most of the time:

  • Sometimes the game decides to mess up all my FK Height Adjustments for all poses in my VNGE scenes. I have to fix all these by hand for all scenes if this occurs
  • Sometimes the game messes up all my Blend Shapes by setting the "initial value" to some other values than 0. This brakes all blend shapes in previous scenes
  • Getting a consistent lightning with Graphics plugin is really hard. It seems that storing a preset and using the same cubemap alone is not enough. The order in which you apply settings is of high importance which I figured out eventually.
  • Most recently the game decided to break my reflection probes. Now I have an ugly yellow glow in my scene which was not there before. This can only be fixed by turning off the respective reflection probe which makes my scene look like shit. Using the "default reflection" of the game also looks not as intended.
  • Sometimes (de-)selecting characters in the workspace is really buggy when having multiple characters in a single VNGE scene
  • In another scene the game just decided that I can't use any hand presets for a specific character in the "Kinematics" section. For all other characters it did work but not for this one. Trying to delete, re-add the character, reloading etc. did not help as well.
The worst part is that these bugs seem to occur very inconsistently. Some scenes are perfectly fine. Also for most of the issues above it seems like the only workaround is to start from scratch and hope for the best.

Am I doing something wrong? Do you guys experience the same amount of inconsistency?
Not quite the same amount as you, but yeah - I have problems pretty consistently. Scenes break for no good reason, etc. I had both your yellow glow issue, (for highlights) and a purple glow in shadows. I have to spend time fucking around in every map to determine if it is going to do this before I commit to using it because some maps have no problem whatsoever, and others break the first moment I set up lights.

It's annoying, demoralising, and a waste of time.

But!

You need to spend no money building assets, unlike DAZ. So for unemployed goobers like me, it's the only option.

It has better animation tools than the alternative.

I like how characters look with hanmen's graphics upgrades more than the uncanny valley alternative.

And most of all - this is retro fitted by modders. Shit is going to be janky and break. It was never the purpose of the tool to build visual novels. The community made it such.

I've been much happier since I accepted that, and just try to work around it. Sometimes I have to rebuild scenes because something breaks, but I just accept it as the price I pay for the advantages I listed.

And the guys here, AmaNo04 and Sepheyer, in particular, have been invaluable in sorting out the solvable issues that crop up.
 
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Sepheyer

Well-Known Member
Dec 21, 2020
1,600
3,831
Not quite the same amount as you, but yeah - I have problems pretty consistently. Scenes break for no good reason, etc. I had both your yellow glow issue, (for highlights) and a purple glow in shadows. I have to spend time fucking around in every map to determine if it is going to do this before I commit to using it because some maps have no problem whatsoever, and others break the first moment I set up lights.

It's annoying, demoralising, and a waste of time.

But!

You need to spend no money building assets, unlike DAZ. So for unemployed goobers like me, it's the only option.

It has better animation tools than the alternative.

I like how characters look with hanmen's graphics upgrades more than the uncanny valley alternative.

And most of all - this is retro fitted by modders. Shit is going to be janky and break. It was never the purpose of the tool to build visual novels. The community made it such.

I've been much happier since I accepted that, and just try to work around it. Sometimes I have to rebuild scenes because something breaks, but I just accept it as the price I pay for the advantages I listed.

And the guys here, AmaNo04 and Sepheyer, in particular, have been invaluable in sorting out the solvable issues that crop up.
You probably know, but just in case - for unemployed goobers like me as well - there are uhm... free DAZ assets out there, including this very f95 :)

Tho I gotta say, after switching to DAZ I wish there was VNGE equivalent. DAZ's timeline tool was designed by government bureaucrats, that's how "awesome" it is to use.

Space Hobbits:
540r.png
 
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Oct 24, 2024
27
26
You probably know, but just in case - for unemployed goobers like me as well - there are uhm... free DAZ assets out there, including this very f95 :)

Tho I gotta say, after switching to DAZ I wish there was VNGE equivalent. DAZ's timeline tool was designed by government bureaucrats, that's how "awesome" it is to use.
I did not know that pirated assets could be installed. I have downloaded DAZ before and I really thought it was communicating constantly with a server.

I still prefer how characters look in HS2... But if AI 3D asset generation isn't where I need it to be for my next project... Then this is a bit of a revelation as it makes Steam a possibility, and the DAZ-blender bridge is supposedly getting better which means you can avoid DAZ's gash animation tools... And the dreaded iRay renderer. Eater of graphics cards.

Something to think about. Cheers for the info.
 
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LfkCn

Member
Apr 20, 2023
129
84
I did not know that pirated assets could be installed.
You can, but you might face many legal issues. This is quite a controversial topic, though. Some people say it’s impossible to tell whether DAZ assets are pirated or original, while others argue that you must purchase them; otherwise, games using those assets can’t be sold on platforms like Steam. I don’t have any definitive information on this.
 

AmaNo04

Active Member
Jul 6, 2020
740
649
Santa Delivery!!!
The new is out. It packed with some new features and all of them are neat.
Here is a demonstration video I made to test the new axis locking features. It might be hard to see though.
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5.00 star(s) 2 Votes