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9 hours ago, XOoOaX said:

↑↑↑

Yorom looks like a hitomi enthusiast.

you are a cool modder!

Nice! Yorom!

I hope to see more of your work in the future.?

She is my ? nr.1

DOAX-VenusVacation_211220_105153.thumb.jpg.ff44619e6e9bc66821fc092bce1ea763.jpg

 

Thanks for the nice words, I would like to release more mods too, but somehow it's not going so fast as I would like ;)

 

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7 hours ago, lcq134679 said:

Hello, is there a way to fix this problem

DOAX-VenusVacation_211228_155609_LI.jpg

DOAX-VenusVacation_211228_160805.jpg

What you can see in the first picture is that I had to cut the body into 4 pieces to be able to animate each part of the body separately, and unfortunately this is a side effect.


The second one is rather fixable, I haven't tested the mod in this pose. The fault is that there are gaps between the parts of the body under the influence of movement, and that there is no emptiness, there is a second body behind these gaps to cover them.

 

Replace this file it should be better, but only the second problem, you just have to live with the first one ;)

Handy-BodyEx.zip

 

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8 hours ago, Yorom said:

What you can see in the first picture is that I had to cut the body into 4 pieces to be able to animate each part of the body separately, and unfortunately this is a side effect.


The second one is rather fixable, I haven't tested the mod in this pose. The fault is that there are gaps between the parts of the body under the influence of movement, and that there is no emptiness, there is a second body behind these gaps to cover them.

 

Replace this file it should be better, but only the second problem, you just have to live with the first one ;)

Handy-BodyEx.zipFetching info...

 

Ok thank you very much

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4 hours ago, jackson31 said:

Hello , when I use jueri mod , the shape of her beast is a little concave , haw can I colve this problem?

 

DOAX-VenusVacation_220102_204451.jpg

It's probably a problem with inaccurate weights, but because I can't do it, I don't touch it

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2 hours ago, Guyo97 said:

Hi Yorom, thanks for the awesome mods. Do you have any idea on how to treat this transparency bug in handy's? (I play on steam)


image.png.25d35b4d41c9966caa754e05bd8abf86.png

 

Cheers!

I also play on steam and I don't have such a problem. Looks like the normals have flip. Try my file just kept yours just in case d3dx.ini

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  • 3 weeks later...

iakA  asked me to write him how to make animations, so I scribbled a little tutorial explaining what I know.

And since I wrote it, I decided to publish it for everyone:

 

First, you need to create objects that will mark the "path" of the animation, each frame is a single object arrangement, which gives something like this:

obraz.png.7b9199b0bdfee3c363b5badb687f275e.png

Of course, it can also be the texture itself, or as in the case of my Mod Handy, hands and body, i.e. 2 animated elements.

Now it's time for the .ini file

For starters, these 2 commands are needed:

 

[Constants]
global $speed = 10
global $time = 0

 

Time is always "0"

You set the Speed as you like, the smaller the value the slower, the larger the faster

You can also set different values for different objects:

 

global $speed1 = 50
global $time1 = 0

global $speed2 = 1
global $time2 = 0

 

And this command is controlling the animation:

 


[Present]
$time = $time + $speed

if $time < 100 && $active == 1
    run = CommandList1
endif

if $time > 200 && $active == 1
    run = CommandList2
endif

if $time > 300 && $active == 1
    run = CommandList3
endif

if $time > 400 && $active == 1
    run = CommandList4
endif

if $time > 500 && $active == 1
    run = CommandList5
endif

 

if $time > 601
    $time = 0
endif

 

and so on, depending on how many "frames" of the animation you have

The command arranged in this way loops the animation

and here it stops after one cycle:


[Present]
$time = $time + $speed


if $time < 100 && $active == 0
    $time = 0
endif

if $time < 100 && $active == 1
    $Swimsuit = 0
endif


if $time > 200 && $active == 1
    $Swimsuit = 1
endif

if $time > 300 && $active == 1
    $Swimsuit = 2
endif

if $time > 400 && $active == 1
    $Swimsuit = 3
endif

if $time > 500 && $active == 1
    $Swimsuit = 4
endif


if $time > 502 && $active == 1   ;here the animation will stop
    $time = 501
endif

if $time > 501 && $active == 0   ;and here it will return to its original statehere the animation will stop
    $time = 0
    $Swimsuit = 0
endif

 

Of course it can be different sometimes, it doesn't always come out as you like, then you just have to keep changeing the code until you get it to work as you like

I still don't quite understand it ;)

 

now this here:

$active

which appears in the command, you can say that it is a "switch on" for the animation

You can do this:

 

[Constants]
global $active = 0

 

[Key]
Key = A
type = cycle
$active = 0, 1

 

or give anything else what supposed to by assign to the animation instead

 

As e.g. in Handy mod:

 

if $timeA < 100 && $HandyA == 22

 


[KeyHandyA]
condition = $mod_active == 1 && $slot_active == 1
key = no_modifiers no_shift no_ctrl no_alt z
back = ctrl z
type = cycle
$HandyA = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22

 

Then the animation will start when you switch to the appropriate variant

 

You probably noticed that I use this once:

 

    run = CommandList1

 

and other times this

 

    $Swimsuit = 1

 

And that's because you can use both:

Examples:

 

1.

You create as if you create variants for a mod:

[TextureOverrideHand]
if $\mods\_id\id.ini\swimsuit1 != $id && $\mods\_id\id.ini\swimsuit2 != $id
    run = CommandListID
endif
match_priority = 1
hash = a0800e4e
if $Swimsuit == 0
    drawindexed = auto
elif $Swimsuit  == 1
    handling = skip
    vb0 = ResourceHand1VB
    ib = ResourceHand1IB
    drawindexed = auto
elif $Swimsuit  == 2
    handling = skip
    vb0 = ResourceHand2VB
    ib = ResourceHand2IB
    drawindexed = auto
.
.
.
elif $Swimsuit  == 84
    handling = skip
    vb0 = ResourceHand84VB
    ib = ResourceHand84IB
    drawindexed = auto
elif $Swimsuit  == 85
    handling = skip
    vb0 = ResourceHand85VB
    ib = ResourceHand85IB
    drawindexed = auto
elif $Swimsuit  == 86
    handling = skip
endif
$mod_active = 1

 

And then you can set it as animation:


[Present]
$time = $time + $speed


if $time < 1000 && $active == 0
    $time = 0
endif


if $time < 1000 && $active == 1
    $Swimsuit = 0
endif

if $time > 1000 && $active == 1
    $Swimsuit = 1
endif

if $time > 2000 && $active == 1
    $Swimsuit = 2
endif

.
.
.

if $time > 85000 && $active == 1
    $Swimsuit = 85
endif

if $time > 86000 && $active == 1
    $Swimsuit = 86
endif

 

if $time > 86002 && $active == 1
    $time = 86001
endif

if $time > 86002 && $active == 0
    $time = 0
    $Swimsuit = 0
endif

 

2.

Arrange the animations as [CommandList]


[CommandList11]
ResourceBikiniCygnus = ResourceBikiniCygnusA1

[CommandList12]
ResourceBikiniCygnus = ResourceBikiniCygnusA2

.
.
.

[CommandList17]
ResourceBikiniCygnus = ResourceBikiniCygnusA7

[CommandList18]
ResourceBikiniCygnus = ResourceBikiniCygnusA8

 

[Present]
$time = $time + $speed

if $time < 100 && $active == 1
    run = CommandList11
endif

if $time > 200 && $active == 1
    run = CommandList12
endif

.
.
.

if $time > 700 && $active == 1
    run = CommandList17
endif

if $time > 800 && $active == 1
    run = CommandList18
endif

if $time > 801
    $time = 0
endif

 

3.

Insert animations into [CommandList]

 

.
.
.
[CommandList14]
ResourceHandyLBVB = ResourceHandyLB13VB
ResourceHandyLBIB = ResourceHandyLB13IB

[CommandList15]
ResourceHandyLBVB = ResourceHandyNVB
ResourceHandyLBIB = ResourceHandyNIB


[CommandListALB1]
[Present]
$timeLB = $timeLB + $speedLB

 

    if $timeLB < 100 && $HandyLB == 15
        ResourceHandyLBVB = ResourceHandyLB-A1AVB
        ResourceHandyLBIB = ResourceHandyLB-A1AIB
        ResourceBodyALBVB = ResourceBodyLBAVB
        ResourceBodyALBIB = ResourceBodyLBAIB
    endif

    if $timeLB > 200 && $HandyLB == 15
        ResourceHandyLBVB = ResourceHandyLB-A1BVB
        ResourceHandyLBIB = ResourceHandyLB-A1BIB
        ResourceBodyALBVB = ResourceBodyLB-A1BVB
        ResourceBodyALBIB = ResourceBodyLB-A1BIB
    endif

   .

   .

   .

    if $timeLB > 700 && $HandyLB == 15
        ResourceHandyLBVB = ResourceHandyLB-A1CVB
        ResourceHandyLBIB = ResourceHandyLB-A1CIB
        ResourceBodyALBVB = ResourceBodyLB-A1CVB
        ResourceBodyALBIB = ResourceBodyLB-A1CIB
    endif
    
    if $timeLB > 800 && $HandyLB == 15
        ResourceHandyLBVB = ResourceHandyLB-A1BVB
        ResourceHandyLBIB = ResourceHandyLB-A1BIB
        ResourceBodyALBVB = ResourceBodyLB-A1BVB
        ResourceBodyALBIB = ResourceBodyLB-A1BIB
    endif

    if $timeLB > 900
        $timeLB = 0
    endif

 

And that's about it when it comes to animations, I hope I presented it quite clearly, other than that you just have to keep trying until you succeed

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regarding @Yorom CommandLists, when assigning to a temporary resource i.e. "ResourceSomething" you want to use the reference keyword for processor efficiency.

Quote

ResourceHandyLBVB = ref ResourceHandyLB-A1BVB

 

what is NOT a temporary resource? things like "vb0 =" , "ps-t0 = ", etc...

ResourceSections created in code are "temporary", and when assigning them you want to pass a value by reference, instead of the default copy. There are some exceptions. But for this animation you want to use reference.

 

On another note, if by chance someone makes a really long animation with hundreds of frames, you will definitely want to arrange the if conditionals into a binary search tree. I can't explain how to create it, but it greatly reduces the time to 'reach' the correct frame. So if you make a really long animation send me a message and I'll see if I can automate the code generation.

 

source for "ref" : https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying

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1 hour ago, hiromura12 said:

I am Japanese and I use translation.

Thank you for providing a great mod.
When I put Lily on a girl, the hands show up, but the animation and switching keys do not work correctly.
I have updated the d3dx.ini and am playing the Steam version, is there any other steps I need to take?

only a few "hands" are animated, and did you unlock the mod with ctrl + 1 \ 2

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