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timmyc

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  1. So one of the cool things about breast retention feature is that, with the adjustment, one can actually increase the size of the endowment. Here are some examples - Leifang to Hitomi with breast fullness set to 1.20 (larger than Leifang's natural size) and one of my old mods benefits immensely as well - angry dick warning 😆
  2. 😆 It's always good to test, uh, edge cases 😜 [WIP Progress] Character Mesh Transformer — "Stress Testing" (Zack in Mai's Lingerie is Crucial for Science) A quick development update on the User-Defined Transformation engine: They told me to test edge cases, so naturally, I made Zack bite Mai Shiranui's fans in the ring, do high-kick fighting poses, and rock jewel-encrusted feather lingerie under industrial floodlights. BAM! Bam bam bam BAM! If a 200-lb muscular kickboxer can pull off a micro-lingerie string thong, stilettos, and oversized kunoichi ribbons without exploding the vertex buffer, your standard outfit swaps are practically indestructible. Current Engineering & "Kink" Ironing: Breast Retention Tuning: Let's be honest—nobody is downloading this to make Zack fabulous except me. For the 99% of you here for the cultured science, the breast volume retention logic is getting dialed in. As shown in the Marie Rose tests (Leifang outfit adaptation), side-profile curvature and underwire strap alignment are looking immaculate, though extreme dynamic pose weighting is getting a final polish. Ironing Out the Kinks: Literally and figuratively. Smoothing out the remaining boundary clipping and micro-creases before the package is ready for prime time. Enjoy the glorious stress-test previews below!
  3. Certainly. If you have the Marie skin you can simply transform her to a larger bust sized character and back to Marie while checking the retain breast shape option. Marie will get an instant upgrade 😉
  4. [Progress Update] DOA5LR Character Transformer v4.0.0 – Fullness Controls & The Ultimate Zack Stress Test! Hey everyone! Quick progress update on the upcoming DOA5LR Character Transformer Tool v4.0.0. The core engine rebuild is nearly finished, and I wanted to share a few in-game test screenshots showcasing what the new pipeline can do! 🔥 Key Features & Screenshots Spotlight: Marie Rose (Leifang Outfit Port + Custom Bust Slider): Breast Fullness Control: Added a continuous float slider (set to 0.70 here) so you can fine-tune anatomical proportions on smaller frames without mesh clipping or quad distortion. Seamless ---p Preview Icons: The tool automatically generates and packs high-res ---p thumbnails into your AutoLink directory—working seamlessly in the in-game costume select menu (check screenshot 4!). Zack in Stellar Blade Skin Suit (The Ultimate Stress Test): Pushed the spatial KD-tree deformer to its absolute limit by retargeting Eve's Stellar Blade Skin Suit onto Zack's male frame. Multi-bank texture maps and latex/metal specular highlights are fully preserved—zero inverted normals or broken animations! ⚡ v4.0.0 Quick Specs: Sub-5-Second Execution: Full $O(\log N)$ spatial transform, CIE Lab skin recolor, and preview icon generation. Built-in WPF 3D Viewport: Preview models and multi-slot textures instantly without booting the game. Universal 6-Language UI: Native EN, Simplified/Traditional Chinese, Japanese, Korean, and Spanish support. Final testing and polish are underway—stay tuned for the release thread coming soon! 🚀
  5. More experiments with Female to Male and Male to Male transformation using a mixed of built-in reference models and UserDefined nude mod I found here on the board.
  6. A couple more things I am working on to feed my curiosity - breast shape retention logic.
  7. and with this upgrade comes a very unexpected "bonus" XD - here's Zack in Leifang's outfit
  8. I might have accidentally solved this problem when I did an upgrade to my transformer to accept any reference models in the UserDefined folder (mostly skin would work best) and here's some preview of whats to come
  9. A bit of a preview of what I have been working on. This project started out as a pet project just to see if I can make it happen - drawing heavy inspiration from then modding community back in 2015s and my own curiosity. I've recently revived the project to bring it into the modern 2026 area with a bit of a revamp to include: Real time 3D preview Dramatic transformation speed increase with the new "modern" path Generation of preview ---p icon Automatically generating all the associated files with the TMC for a true drag and drop experience (as shown in the screenshot) A preliminary support for transformation between reference or even non reference custom models when dropped into UserDefined folder with an approximation algorithm to finally support more user defined shapes. Solved one of the biggest pain points for transformation between custom characters with custom skins - implemented an algorithm to actually change the skin color of the skin texture instead of swapping the texture. This has created a seamless transformation without any weird looking texture problems. Also added function to only select the largest "skin" group to apply this to as some mods have multiple skin groups that confused the older version of transformer. and its able to transform some of the most complex outfits in a matter of seconds - for instance this beautiful work from Funnybunny took only a bit over 5 seconds. It is quite a complex outfit and would take my legacy transformation mode nearly 12 seconds.
  10. 真的没想到你还一路从 3DM 追到了 LoversLab,太感动了,非常感谢你的支持! 关于 DOA6,我目前应该不太会去钻研了。主要觉得 6 代的引擎限制比较多,文件格式和改动空间对我来说吸引力不大。 我最近主要把精力放在**重构和升级我十年前写的那套 3D 变形转换工具(Transformer)**上。这次相当于把核心算法全部翻修了一遍,进展非常不错,加了不少新东西: 核心性能大幅提升:重构了转换引擎,现在处理复杂的 3D 模型只需要几秒钟,而且变形效果比以前自然很多。 拓扑无关(Agnostic)空间匹配(大幅扩展自定义能力):为了让大家有更大的创作自由度,我开发了这个全新的匹配模式。它结合了骨骼坐标、2D UV 拓扑以及法线方向的多信号算法,打破了过去必须 1:1 拓扑结构对齐的限制。现在玩家可以更方便地导入自定义/非标准模型(比如自己雕刻或第三方的 Mesh),系统会自动尝试高精度对齐。 自动肤色与光影转换:基于 $L^*a^*b^*$ Perceptual 色彩空间,可以在完美匹配不同角色肤色的同时,完整保留原模型的自然光影与细节。 离屏 3D 渲染与预览:加入了自动预览图生成功能,之后还会整合 3D 即时旋转预览,以后做模型再也不用频繁启动游戏去反复测试了! 这套工具等我最近打包和整理好之后,会先发出来让大家评估和测试。至于新 Mod,手头有合适或灵感冒出来的时候,我也还是会随缘更新和发布一些的!再次感谢你的关注! I really appreciate you following my work all the way from 3DM Games to LoversLab—that’s awesome, thank you for the support! As for DOA6, I don't really have plans to dive into it. The limitations and asset structures of the DOA6 engine just aren't very appealing to me compared to the freedom we have in DOA5. Instead, I’ve been fully focused on rebuilding and modernizing my 3D Model Transformer tool. I’ve basically re-engineered the core algorithms from the ground up, and the results have been huge: Core Performance Overhaul: Rewrote key processing pipelines to cut conversion times down to just a few seconds, even for high-poly, complex models. Topology-Agnostic Spatial Matching (Expanded User Customization via UserDefined functionality) Added a brand-new agnostic mode specifically designed to expand user flexibility. By combining local bone coordinates, 2D UV topology, and surface normals, it breaks the requirement for strict 1:1 mesh topology matching and allows for any user defined meshes for transformation with some restrictions. Automated Skin Tone Matching: Built an $L^*a^*b^*$ perceptual color space matching engine that seamlessly transfers skin tones while preserving subtle lighting and shading details. Offscreen 3D Previews: Added automated preview image rendering (and working toward an in-tool 3D viewport) so you no longer have to launch the game repeatedly just to verify a mesh transformation. I’m planning to package this updated Transformer tool soon for testing and review. And of course, whenever inspiration strikes, I’ll still be releasing new mods here and there as well! Thanks again for checking in!
  11. the breakable outfits are tied to "loose items" like hats, so when a big atack lands, that's when it usually happens.
  12. Hey unfortunately the tool was written specifically for the TMC format. DOA6 has a new file system, so it won't be compatible.
  13. Oh wow long time no see! Its actually a surprise to still see an active group of players on DOA5. The modding support was really something. I dusted off the transformer and are adding new pixie dusts to bring it up to date to 2026 with hopefully better transformation results. Stay tuned!
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