- Jul 6, 2020
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- 683
There's no build-in collider in this game. Clipping is inevitable.When I play Honeyselect2, using the kissing position, I get a penetrating head model, is there any way to fix this?
There's no build-in collider in this game. Clipping is inevitable.When I play Honeyselect2, using the kissing position, I get a penetrating head model, is there any way to fix this?
IK posing always like that.Do you know any guides that can help me in posing. I am able to do simple stuff with fk but whenever I use IK my models starts to bend at wierd angles even with slightest movements of hands.
You can make the vag and dick glossy in Material Editor.how to adjust vagina and dick wetness
There's no how to. Just get good and make as your liking.how to make custom ejaculations.
Did you get the missing mods notice?got a character from a scene and the eyes are black, even the whites of the eyes. i can select another face to clear the eyes up but then it changes the whole face to the default. is there a way to fix it other than this? i really like the character the way she is
Okay thanks, but I do not actually know how ejaculation stuff is made. Maybe I posted question like I knew basic stuff about itIK posing always like that.
Its just a rotation issue actually.
There are some bones that cant be read in IK mode, but its readable in FK.
Thats why when you copied FK to IK, there would be always deformities.
You can make the vag and dick glossy in Material Editor.
Character -> body : for the female characters (using hanmen shader)
Hooh dick : for the dick
There's no how to. Just get good and make as your liking.
Making ejaculation animation is a little difficult.Okay thanks, but I do not actually know how ejaculation stuff is made. Maybe I posted question like I knew basic stuff about it
Thats just how it is.I am trying to use the HS2 main game animations in StudioNeo for my characters. When I select the animation, for example Mating Press - Climax, I notice the animation is correct for the character's body, but the character does not have the face or eye movement from the main game. Is there some settings that I missed out? I know I can set the Expressions for eyes and mouth, but those are only static and do not move like in the main game.
Is meinabox in the better repack? Or is it something that you need to download separately?Thats just how it is.
Essentially studio is for posing.
We can make animation are thanks to mod actually.
So all you can do is find a way to somehow make the character look alive.
The most recent and easiest way is to use meinabox gimmick.
Select the character and open up item+ menu.
Choose face menu and tinker it there.
Technically it is included in the repack but not pre installed.Is meinabox in the better repack? Or is it something that you need to download separately?
Yes. That's what I realized back then.As a general question - I noticed that when dropping down from 4K display, to 1080p - my GPU is still at 100% utilisation... How is Studio Neo eating up all the resources, even when there isn't anything taxing in the viewport?
Yeah. I'm really struggling with an 8GB card. Any more than three characters and I go into shared memory and it becomes ridiculously slow. It slows development because crowd scenes are constantly requiring me to check visibility on and off of characters, and I make so many mistakes in forgetting to turn some background characters back on before getting the screenshot (which itself takes a minute to generate when VRAM has spilled over). I wish I had the money for a 24GB cardTechnically it is included in the repack but not pre installed.
But its older version.
I think you need at least version 3 for the facial expression.
They just released the version 4 a week ago, so you need to download it by yourself.
Yes. That's what I realized back then.
Even at the startup, it will be always on 100% GPU usage.
The only things that changing are VRAM consumption.
More stuff = more VRAM.
Thank you, I searched and found the latest version on the Illu discord, it is very good for face animations! Many expression sliders and can even use presets, wow. Thank you again!Thats just how it is.
Essentially studio is for posing.
We can make animation are thanks to mod actually.
So all you can do is find a way to somehow make the character look alive.
The most recent and easiest way is to use meinabox gimmick.
Select the character and open up item+ menu.
Choose face menu and tinker it there.
Pretty sure taking rendered screenshot (F11) uses RAM rather than VRAM.Yeah. I'm really struggling with an 8GB card. Any more than three characters and I go into shared memory and it becomes ridiculously slow. It slows development because crowd scenes are constantly requiring me to check visibility on and off of characters, and I make so many mistakes in forgetting to turn some background characters back on before getting the screenshot (which itself takes a minute to generate when VRAM has spilled over). I wish I had the money for a 24GB card.
This is really interesting. I have been using F11 rendered screenshots, and that has made CTAA unusable so I have been defaulting to FXAA.Pretty sure taking rendered screenshot (F11) uses RAM rather than VRAM.
Since graphic mod taken over by hanmen, using CTAA anti aliasing become a norm. But CTAA and rendered screenshot didn't get along. It will always give you this weird shading if you use the screenshot upscaler.
So using rendered screenshot in CTAA is not recommended.
Instead you can upscale it from F5 menu and use normal screenshot.
It takes less time to capture but instead it will be laggy just like in 3D software rendered view.
So it's recommended to switch between your go to anti aliasing and CTAA + F5 upscaling when working.
Usually I'm using CTAA without upscaling. I will enable it when I'm done with everything and only pressing F9 left.
I meant everything including camera angle, depth of field and so on.
Also rendered screenshot with upscaling usually will give you a subtle difference in light bounces, so it's another reason to not use it anymore for me.
F9 is the one guaranteed to generate exactly what shown in your display. Including the physics is you're making an animation FYI.
In the AA tab.I had no idea there was an upscale option in graphics mod's F5 menu. Do you know what tab you can find it in, and if it ruins the depth of field like it does when you upscale the rendered screenshots?
I think I've experienced that, but it doesn't really matter to me since I don't make crowded scene nor outdoor scenes.I've also been having problems where, if you're far enough away from the subject character, the skin takes on a weird rippling, whatever type of lighting is currently being used. This rippling effect disappears when you get close enough to the character. This is using hanmen's next-gen skin mod, but it is also occurring on characters without the skin mod, but using the shaders.
1. Maybe? Depends on how creative you are.I want to achieve better interaction between the characters, but I’m not sure how to properly set it up.
- Is this method still relevant today? Have there been any new tools introduced with recent updates?
- Can these issues be solved using only BetterPenetration, without using and NodeConstraints?
- Are there alternative ways to edit these kinds of scenes?
It doesn't look like my version of graphics mod has this. I'm using 1.1 atm.
It's ver 1.6.1 now.It doesn't look like my version of graphics mod has this. I'm using 1.1 atm.
1. Maybe? Depends on how creative you are.
2. Maybe you can if the scene and animation is not complicated.
3. Same as #1, depends on how creative you are.
Basically you need to understand how stuff works and knowing when to use stuff.
NodeConstraints is absolutely necessary in animation. You can't avoid it no matter what.
There's no way you want to manually animate the hand that grabbing the hips to match the moving hips.
Thats why we use NodeConstraints to make the hand hooked to the hips and somehow make it as if it's the hips that follow the hand (even though in reality it's the hand that follow the hips).