Jump to content

[DOA5LR] Timmy's Private Stash, Tips & Tools - UPDATE(11/21/18): Kinky Overalls


Recommended Posts

Today I am releasing an updated version of my converter tool to 0.3.9d

 

What's new in this version -

V0.3.9d
- Support drag & drop operation.  The tool window accepts either OBJ or TMC file format.
- Recompute normal vectors functionality actually works now!
- Removed the Smooth Seam only within same group.  It is now the default since it makes no sense to smooth seams across different object groups.
- General house keeping stuff to clean up useless code
 

I will go over the new stuff here.

 

There are often times when you modify a model and end up with broken normal vectors.  Worry not! Timmy comes to the rescue.

 

In addition to fixing the seams that my tool already provides with the "Smooth Seam" functionaltiy, I've re-written the "ReCompute Normal Vector" now that it actually works!  It is no longer a proof of concept gimmick.  I take an academic approach to calculating the normal vectors while taking into account all the neighboring triangles to achieve the same smoothness you see in a 3d editing software. 

 

Immediately upon opening the new tool, you will see that the interface has been rearranged a bit

post-781013-0-17580200-1455250690_thumb.png

 

The recompute normal vector is now more prominently featured and the "Smooth Within Own group" checkbox no longer exists.

 

A new feature suggested by navmesh is the drag and drop support to speed things up, which has been included in the tool.

post-781013-0-01795500-1455250691_thumb.png

 

It accepts either TMC or OBJ.

 

Let's give the ReCompute Normal Vectors a test drive.

post-781013-0-94148900-1455250693_thumb.png

 

The feature can now be used without loading any OBJ files, as long as you select the right group.

post-781013-0-26198700-1455250695_thumb.png

 

Be sure to uncheck the "Copy Vector Positions" before hitting Import OBJ to TMC if no OBJ file has been loaded and you just want to recompute normal vectors

post-781013-0-21231600-1455250696_thumb.png

 

Using Lisa as an example, the normal vector recomputation is successful, minus the seams which is normal since this is what you get in editors like Blender and 3DS MAX.

 

Remember the smooth seam?  It comes in handy here.

post-781013-0-08083500-1455250698_thumb.png

post-781013-0-54176200-1455250699_thumb.png

 

Try different radians until  you are satisfied with the result.

 

After seam smoothing -

post-781013-0-85692500-1455250701_thumb.png

It is now pure sexiness :)

 

You will notice a bit of a neck seam with this feature, but it really is not too noticeable at all from normal viewing distance

post-781013-0-89867000-1455250707_thumb.png

 

 

You've got to go up close to see the seam, and it appears worse on the back of the neck

post-781013-0-46233700-1455251272_thumb.jpgpost-781013-0-29510900-1455251274_thumb.jpg

 

But it really isn't distracting at all from normal distances

post-781013-0-28558400-1455251276_thumb.jpgpost-781013-0-40861800-1455251278_thumb.jpg

 

 

 

 

The updated tool can be found here http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021116-character-transformer-tool-v014/?p=1346825

Link to comment

How to deal with displaced objects after transformation

I've found some temporary workaround with the rotation problem that Digital Cookie found today.

Some objects that are rotated can have weird issue after transformed.

For instance, take Phase4's DLCU15 as an example:
post-781013-0-86049100-1455254489_thumb.png

After transformation, the ribbon becomes detached from the body due to it being associated with rotation matrix

To correct this issue, you can first try transforming without the "Transfer Bone And Collision" checked, it sometimes can correct the problem. For instance with Hitomi's COS005 with 11 rotated objects -
post-781013-0-03798800-1455254489_thumb.png

It looks messed up with auto bone transfer, otherwise, it's fine.

Back on topic, with this particular costume for Phase4, we need to do something else in addition to unchecking auto bone transfer. We can use Harry's Reset Object Rotation tool to disable rotation before transformation.
post-781013-0-60861000-1455254490_thumb.png

And do the transformation without enabling "Transfer Bone and Collision"
post-781013-0-60587200-1455254492_thumb.pngpost-781013-0-61701000-1455254491_thumb.png

Since bone and collision are not transferred automatically, you will have to use Harry's Skeleton Patcher to fix it up. Now it appears attached, and looks attached as well in the game.
post-781013-0-30178600-1455254703_thumb.jpgpost-781013-0-75957800-1455254705_thumb.jpg

I hope this workaround is enough to get people going while I figure out a way to deal with this issue in the tool itself.

Reset Object Rotation tool can be found here [DOA5LR] Harry Palmer's Tools and Tips (MtrCol Update) - Adult Gaming

Link to comment

Some fun with the new miracle tool! :)

 

Although, I did replace the original nude models back into these. But they would not be possible (for me, anyway) without the new tool.

 

Awesome.  That's one of the good uses.  Change the costume size with the tool and replace the nude body for a bit more personal touch.  You can then have custom breast/nipple shapes for your new mod as opposed to the vanilla shape from the tool.

Link to comment

I've finally figured out what's wrong with my transformer when transforming models that have "rotated" objects. Most of the bikini ribbons are such objects, but they are not just rotated, but also translated and possibly scaled. These vertices are tricky to deal with when such transformation relies on having an accurate picture of where every pixel is in space in order to gauge a relative distance between each vertex.

 

After several hours of head banging against the desk - I have finally come up with a solution to the problem. The most difficult part is to find out what transformation matrix is used to transform the vertices, and figured out a way to move these vertices by their relative distance to the reference models, and transformed them back to their original coordinate system where they sit at the origin.

 

That's one of the big items that this build resolves, but there are other cool things in store for you guys.

 

What's new in

Character Transformer Update Version 0.1.6a

 

Change Log

V0.1.6a

- Increased the smoothness factor to a maximum of 100. See the difference here http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021216-character-transformer-tool-v016-converter-tool-039d/?p=1465997

V0.1.6

- Now support user defined TMCs. As long as it conforms to the format as provided in the folder "Kasumi_UserDefinedSample.TMC", it should simply work by dropping it into the "UserDefined" folder. The custom TMC will show up on the list as "UD_<name>".

- Fixed the issue with some accessories being displaced after transformation. There's no need to use Reset Object Rotation tool now.

- The default character selection for the "From" field now defaults to the top selection if the tool cannot figure out who the TMC belongs to.

- Added the option to have separate controls for bone and collision transfer by popular demand. The bone stuff is tricky, but the collision bit works most of the time.

 

 

The biggest update this time is the fix for the "rotated object" bug that can be seen in 0.1.4 build. It should no longer be an issue.

post-781013-0-04546600-1455327488_thumb.png

 

I have also rearranged the interface a bit to give the user more freedom in terms of what they want to have automatically done. As I stated above, bone stuff is not as reliable as I'd like it to be, but collision seems to work most of the time, so if you are having issue with the transformed TMC, try to use just collision auto transfer and use Harry's Skeleton Patcher to fix up the bone.

post-781013-0-62616500-1455327489_thumb.png

 

Another new feature is the support of user defined models. You can drop your own custom models into the "UserDefined" folder and it will show up automatically in the tool as "UD_<filename>". Please keep in mind that these reference files need to follow the same format as a sample I've provided. The number of vertices and their order must be the same. You can change the shape and whatnot and the tool will transform your model to conform to your desired shape.

post-781013-0-58429500-1455327490_thumb.pngpost-781013-0-59014500-1455327491_thumb.png

 

Update on the custom reference models - Actually, they can be any vertex count as long as the basic organization of from and to are the same, meaning same vertex count, same vertex order. It does not have to be the same as the ones I use/provide. It allows a lot of freedom for user created transformation references. For instance, you could create a set of references for Holden's set of nude meshes and transform between them.

 

I've also changed the naming convention since it's getting pretty long. Now it just adds _Auto if either bone or collision is checked (or both).

post-781013-0-62938600-1455328428_thumb.png

 

Some intensive testing I did today. For the first time I am happy that there lots of strings attached!

post-781013-0-12082900-1455327800_thumb.jpgpost-781013-0-47202200-1455327803_thumb.jpgpost-781013-0-49596700-1455327807_thumb.jpgpost-781013-0-04079600-1455327811_thumb.jpgpost-781013-0-40670200-1455327814_thumb.jpgpost-781013-0-59327300-1455327817_thumb.jpgpost-781013-0-07898800-1455327821_thumb.jpgpost-781013-0-13199100-1455327824_thumb.jpgpost-781013-0-04502500-1455327827_thumb.jpgpost-781013-0-06713700-1455327836_thumb.jpgpost-781013-0-45434600-1455327829_thumb.jpg

 

Marie Hula was done with just "collision" enabled, and it appears to work very well.

 

Updated tool can be found here http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021116-character-transformer-tool-v014-converter-tool-039d/?p=1460252

 

 

Update: I decided to bump up Smoothness to a max of 30 for the heck of it, lol. It seems like some models turn out really well with a 30 SF. I might consider bumping it up even more depending on the user feedback. If you see 15 as max, please download from the same link again. The tool has been uploaded to overwrite the existing one. No version update.

Link to comment

 

Oh, thx again Timmy!!!
Really worked!!!clear.png:D
 
Before:

 

 

dCc3pAo.png

IxHsyZ6.png

 

 

 

Now:

 

 

Krp08fL.png ZwSLRjD.png

 

 

 

 

 

I've finally figured out what's wrong with my transformer when transforming models that have "rotated" objects.  Most of the bikini ribbons are such objects, but they are not just rotated, but also translated and possibly scaled.  These vertices are tricky to deal with when such transformation relies on having an accurate picture of where every pixel is in space in order to gauge a relative distance between each vertex.

 

After several hours of head banging against the desk - I have finally come up with a solution to the problem.    The most difficult part is to find out what transformation matrix is used to transform the vertices, and figured out a way to move these vertices by their relative distance to the reference models, and transformed them back to their original coordinate system where they sit at the origin.

 

That's one of the big items that this build resolves, but there are other cool things in store for you guys.

 

What's new in

Character Transformer Update Version 0.1.6

 

Change Log

V0.1.6

- Now support user defined TMCs.  As long as it conforms to the format as provided in the folder "Kasumi_UserDefinedSample.TMC", it should simply work by dropping it into the "UserDefined" folder.  The custom TMC will show up on the list as "UD_<name>".

- Fixed the issue with some accessories being displaced after transformation.  There's no need to use Reset Object Rotation tool now.

- The default character selection for the "From" field now defaults to the top selection if the tool cannot figure out who the TMC belongs to.

- Added the option to have separate controls for bone and collision transfer by popular demand.  The bone stuff is tricky, but the collision bit works most of the time.

 

 

The biggest update this time is the fix to the "rotated object" bug that can be seen in 0.1.4 build.   It should no longer be an issue.

attachicon.giftimmy_transformer_new_in_v0.1.6_01.png

 

I have also rearranged the interface a bit to give the user more freedom in terms of what they want to have automatically done.  As I stated above, bone stuff is not as reliable as I'd like it to be, but collision seems to work most of the time, so if you are having issue with the transformed TMC, try to use just collision auto transfer and use Harry's Skeleton Patcher to fix up the bone.

attachicon.giftimmy_transformer_new_in_v0.1.6_02.png

 

Another new feature is the support of user defined models.  You can drop your own custom models into the "UserDefined" folder and it will show up automatically in the tool as "UD_<filename>".   Please keep in mind that these reference files need to follow the same format as a sample I've provided.  The number of vertices and their order must be the same.  You can change the shape and whatnot and the tool will transform your model to conform to your desired shape.

attachicon.giftimmy_transformer_new_in_v0.1.6_03.pngattachicon.giftimmy_transformer_new_in_v0.1.6_04.png

 

I've also changed the naming convention since it's getting pretty long.  Now it just adds _Auto if either bone or collision is checked (or both).

attachicon.giftimmy_transformer_new_in_v0.1.6_05.png

 

Some intensive testing I did today.  For the first time I am happy that there lots of strings attached!

attachicon.gif2016-02-12 16-12-12.jpgattachicon.gif2016-02-12 16-12-30.jpgattachicon.gif2016-02-12 16-57-37.jpgattachicon.gif2016-02-12 16-57-44.jpgattachicon.gif2016-02-12 17-05-24.jpgattachicon.gif2016-02-12 17-05-45.jpgattachicon.gif2016-02-12 17-13-31.jpgattachicon.gif2016-02-12 17-13-56.jpgattachicon.gif2016-02-12 17-14-09.jpgattachicon.gif2016-02-12 17-22-14.jpgattachicon.gif2016-02-12 17-20-19.jpg

 

Marie Hula was done with just "collision" enabled, and it appears to work very well.

 

Updated tool can be found here http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021116-character-transformer-tool-v014-converter-tool-039d/?p=1460252

 

Brilliant pictures guys .... thank you very much.

Link to comment

Update: I decided to bump up Smoothness to a max of 30 for the heck of it, lol.  It seems like some models turn out really well with a 30 SF.  I might consider bumping it up even more depending on the user feedback.  If you see 15 as max, please download from the same link again.  The tool has been uploaded to overwrite the existing one.  No version update.

 

To my surprise - it actually makes quite a bit of difference with little performance penalty -

post-781013-0-02453500-1455338439_thumb.png

 

Perhaps I should consider bumping it up to 100? lol

Link to comment

Okay, I have concluded that I was too conservative before with the smoothness, lol.

 

Based on a few tests, I think SF30 is the best compromise between quality and performance.  Although increasing SF doesn't really take all that much time

post-781013-0-43866500-1455341835_thumb.png

 

Here are a few comparison shots

post-781013-0-00028600-1455341502_thumb.png

post-781013-0-28392100-1455341512_thumb.png

 

SF@100 closeup

post-781013-0-80817100-1455341497_thumb.png

 

Be careful though as the SF increases, the shape will begin to resemble more closely to that of the "from shape" (in this case it's Phase4), so be sure to experiment and see what you like best.  I've made it so you can go up to 100, but it doesn't mean you should always use the highest value.

 

Tool has been updated to V0.1.6a

Link to comment

Okay, I have concluded that I was too conservative before with the smoothness, lol.

 

Based on a few tests, I think SF30 is the best compromise between quality and performance.  Although increasing SF doesn't really take all that much time

attachicon.giftimmy_transformer_Sf_Test02.png

 

Here are a few comparison shots

attachicon.giftimmy_transformer_Sf_Test03.png

attachicon.giftimmy_transformer_SF_Diff.png

 

SF@100 closeup

attachicon.giftimmy_transformer_Sf_Test01.png

 

Be careful though as the SF increases, the shape will begin to resemble more closely to that of the "from shape" (in this case it's Phase4), so be sure to experiment and see what you like best.  I've made it so you can go up to 100, but it doesn't mean you should always use the highest value.

 

Tool has been updated to V0.1.6a

 

 

Looks veeeeeery goooood. I hope you'll place this body on Marie Rose ;)

 

Link to comment

@timmyc: Wow, now that is excellent progress. Does increased smoothness mean more polygons, or is it more of a processing time deal during conversion?

 

BTW, are you still planning to release your Marie in Kasumi's uniform mod? You spent so much time and effort on it, and it was looking great.

 

 

@pringles90: I think Pai and Momiji have almost the same body, so makes sense that the transformation would go more smoothly than Marie whose proportions are very different.

Link to comment

@timmyc: Wow, now that is excellent progress. Does increased smoothness mean more polygons, or is it more of a processing time deal during conversion?

 

BTW, are you still planning to release your Marie in Kasumi's uniform mod? You spent so much time and effort on it, and it was looking great.

 

 

This is an excellent question.  Higher smoothness != higher polygon count.  

 

What it does is probably best explained using a cleavage as an example :bush:

 

My tool uses greedy heuristics to do the approximation, meaning that it considers the nearest neighboring vertex the best answer.   The nearest neighbor also carries much more weight since I use a weighted average to gauge distance.    This, of course, is not always the case. 

 

The bikini string that sits in between breasts is a very good example

For instance, this is the result of SF15

post-781013-0-32248800-1455383408_thumb.png

Picture yourself being at the starred position -  you look around you and you see a hill.  so you think that you are kind of on top of a curved surface and probably should conform to the shape a bit.

 

However, if you are in the middle of the string as pictured below.  This is normally a good place to be, but not so in the case of my app :blush:

post-781013-0-83200600-1455383411_thumb.png

You look around and you see that you are in a valley (most people would be very happy being in this position :bush:), and the both sides of the hills are closer to you than the bottom of the valley.  Since with SF15 you only look at 15 nearest neighbors - both hillsides carry much higher weight and as a result, they cancel each other out, and the string sticks out a bit more than it really should.

 

Now if we use a higher sample rate, say 50.  It paints a very different picture for the vertices in the same locations

post-781013-0-68416500-1455383414_thumb.png

Now the "hill sides" don't carry nearly as much weight as they did before with 15 sample rate, since the weighted average is now out of 50, and the result is a much smoother transformation on the string itself.

 

Here's a comparison shot

post-781013-0-80947000-1455383400_thumb.png

 

 

edit: forgot to answer the marie schoolgirl mod - sure I can clean it up and release it soonish after I add some more stuff to my tool sets.  I've learned a lot from doing this stuff and I think I can use it to help make tools better that help people make mods easier.

 

very smooth! :D thank you!

 

it does seem to be a texture issue, transforming from certain costumes/chars.  seems more noticeable in the costume from marie to momiji, and less in the costume from pai to momiji.

 

 

Thanks for the report.

 

I tested briefly yesterday and found no seam on Kasumi -> Marie and someone else to Momiji.  Is it possible that you forgot to replace the skin mtr col and/or texture? 

Link to comment

Oh nice, I still didn't tried your tool so I didn't noticed the change but it's very important to have a custom icon not like all these others tools (DLC Tool / Archive Tool, ect..) it's easy to differentiate with different icon, good initiative !

 

I've been trying to keep up with you and Saaf's ultra secret project.  I think it's shaping up to be all sorts of awesome!

Link to comment

As for the smoothness setting, it is very much in the same principle as computer graphics "Multi-Sample Anti-Aliasing" (MSAA) that I am sure most of us have heard of.

 

It's a shame. I used to like South Park, but now I don't watch it nearly as much.

Here's what SF1000 looks like....

post-781013-0-75455200-1455388047_thumb.png

 

100 is probably enough for now? lol  Maybe 500 is ok.

Link to comment

 

 

As for the smoothness setting, it is very much in the same principle as computer graphics "Multi-Sample Anti-Aliasing" (MSAA) that I am sure most of us have heard of.

 

It's a shame. I used to like South Park, but now I don't watch it nearly as much.

Here's what SF1000 looks like....

attachicon.giftimmy_transformer_smoothness_50_vs_1000.png

 

100 is probably enough for now? lol  Maybe 500 is ok.

 

 

Looks nice.

The only problem... (again) Someone will complain about all the girls having the same body. :lol:

Link to comment

It's time for the big four point zero update for my now (aging badly) Advanced Converter  tool.

 

After having been through the struggle with the transformer, I've come away with a lot of interesting lessons that I can leverage to make my converter tool a little better.  Today I am presenting my fruits of labor - Timmy's Advance Converter V0.4.0

 

I pushed out an update just a few days ago, but that was more of a house keeping release to clean-up useless stuff and to add a much requested "Drag and Drop" feature that seems popular among modding circles.  Being new to this game modding circle, I had no idea it was very high demand feature.  Now that's added and done, I have shifted my attention to adding enhancements to the tool.

 

First of all, you will most likely (I hope) notice the rearranged user interface.

post-781013-0-61249600-1455391219_thumb.png

I have put things together in groups that make logical sense.  The "TMC Post Process" group of controls can be used without having to load an OBJ file.

 

The usual conversion stuff still applies - the tool can deal with UV, normal vectors and vertex positions.

Here's UV1 and UV4 in 3ds max. Note that the model is very smooth in the editor because my tool can import and export normal vectors.

post-781013-0-28580400-1455391224_thumb.pngpost-781013-0-62391900-1455391227_thumb.png

 

One of the biggest problems with the tool before was the inability to edit objects that have been transformed.   Meaning that the object actually sits at the origin, but their position in game is transformed via a matrix.  Here's an example of such object - the infamous bikini ribbon

post-781013-0-88752900-1455391230_thumb.png

The model on the left is imported using V0.3.9d, as you can see, the ribbon is not at its actual location as seen in the game, but rather, at the origin.  The model on the right is imported using the new version, and the in-game position is now reflected. 

 

Now it is not going to do you much good if all you can do is look at it right?  I've made sure that the changes you make in your editor can be imported back into TMC. We used to have to rely on Harry's Reset Object Rotation tool, but it is no longer necessary with 0.4.0.

post-781013-0-52840000-1455391240_thumb.png

Once the change has been made in your editor of choice - export the model

post-781013-0-16668600-1455391238_thumb.png

You can drag and drop the OBJ file onto the tool window and hit IMPORT

post-781013-0-01935600-1455391235_thumb.png

Now the ribbon is where you want it.

 

The little ribbon's UV can be examined in the editor as well

post-781013-0-28111400-1455391221_thumb.png

 

The new "Auto Correct Neck Vertices for" control set is for fixing neck rings that can result from using my recompute normal vector functionality, or it can be from your editor.  Sometimes if normals are not imported correctly, the model ends up looking like this upon export

post-781013-0-93806400-1455393982_thumb.png

 

Now the recompute NV and seam smoothing can fix it up as I've described here http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021216-character-transformer-tool-v016-converter-tool-039d/?p=1464854

 

Now there's a new setting to automatically correct neck seam issues for most models

post-781013-0-06272200-1455391244_thumb.png

 

To use it, enable it and select the correct mesh group. 

Be very certain to uncheck "Copy Vector Positions" if no OBJ has been loaded, otherwise you will see an error

post-781013-0-26072600-1455392454_thumb.pngpost-781013-0-77594100-1455392455_thumb.png

 

Here are some comparison shots

post-781013-0-59262100-1455393405_thumb.pngpost-781013-0-29542600-1455393421_thumb.pngpost-781013-0-01807100-1455393437_thumb.png

 

I hope this makes it easier for modders who like to use a different editing software other than Blender (blender already has a very complete suite of tools by Mr. Dotouku) such as 3ds max

 

Update:  There's no need to convert TMC to OBJ if you just want to use the "TMC Post Process" functionalities to repair broken normals, seams and/or neck seams.  Anyone can try to repair neck seam now with a click of a button.  Please note that the neck seam repair is not complete until the skin mtr col is set, and the proper texture is swapped in.

 

 

Link to the original tool post http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-021216-character-transformer-tool-v016-converter-tool-039d/?p=1346825

Link to comment

It's time for the big point zero update for my now (aging badly) Advanced Converter  tool.

 

After having been through the struggle with the transformer, I've come away with a lot of interesting lessons that I can leverage to make my converter tool a little better.  Today I am presenting my fruits of labor - Timmy's Advance Converter V0.4.0

Going to use this must-have right now, thanks for this update ;)

Nice icon btw lol!

 

edit:

 

 

fuck! not compatible with irene's face!

I hate you filthy timmy bastard!! *ungrateful complaints*

 

 

you know I'm kidding haha

 

 

 

 

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use