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Joan6694's Honey Select Plugins - updated 02/12/2018 #244

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  • [Utilities] Joan6694's Honey Select Plugins - updated 02/12/2018 #244


    Welcome to my Honey Select plugins thread everyone, please take a look

    Plugins

    HSPE
    Spoiler

    Hi everyone!

    HSPE is now compatible with StudioNEO!

    What does this mod do?
    - This mod adds alternative interface for posing a character with IK including some cool features.
    - However, the true strength lies in the Advanced Mode which is basically FK on steroids.

    Here is a small preview of the UI:
    Spoiler



    Features
    - Moving/Rotating several objects at the same time. http://imgbox.com/0S1jzPDz
    - Limbs symmetry http://imgbox.com/ZUrYGbPw
    - Scale/Rotate/Move almost any bone in the body http://imgbox.com/CqL9jPje
    - Boobs gravity ( ͡° ͜ʖ ͡°) http://imgbox.com/GA7jYRrW
    - Dynamic Bones gravity http://imgbox.com/oi1MAro8
    - Dynamic Bones Colliders modifications http://imgbox.com/cPPe77Od

    Requirements
    Illusion Plugin Architecture
    HSExtSave (in this post)

    Download
    Version 2.7.0 (Mega)
    Version 2.6.0 (Mega)
    Version 2.5.2 (Mega)
    Version 2.5.1 (Mega)
    Version 2.5.0 (Mega)
    Version 2.4.0 (Mega)
    Version 2.3.0 (Mega)
    Version 2.2.0 (Mega)
    Version 2.1.1 (Mega)
    Version 2.1.0 (Mega)
    Version 2.0.0 (Mega)

    Installation
    Just put HSPENeo.dll in your "Plugins" folder

    Uninstall
    Remove HSPENeo.dll and the folder HSPE from your "Plugins" folder

    How to use it?
    Drop a character in your scene (male or female, it doesn't matter, the mod is compatible with both), enable IK manual posing in the "Anim -> Kinematics -> IK" menu and hit the "H" key (shortcut can be changed). You can now start to edit the pose by selecting a bone (Left Hand, Right Foot ...) in the UI and by using the buttons to move/rotate it.

    History
    30/11/2018 - Version 2.7.0:
    - HSPE is now compatible with items and not just characters! Take a look inside the advanced mode.
    - Blend shapes have names.
    - Search bar for Blend shapes.
    - Search bar for bones.
    - A new "Rotate Around" mode for the Bones Editor. This allows the user to rotate a certain bone around a custom point represented by the origin of the camera.
    - Minor UI changes and improvements.

    31/07/2018 - Version 2.6.0:
    - General optimizations, you might be able to see some improvements when several characters are in a scene.
    - Alternative update mode for breasts: this is similar to the "Dynamic Bust" option of the old HSStudioAddon. In short, with this enabled, breasts aren't controlled by the animation but by their own physic. Button is located in the Advanced Mode under the "Boobs" tab.
    - Right clicking on the "HSPE" button can now toggle the Advanced Mode.
    - A new "Copy to FK" button is available under the Dynamic Bones tab. This allows you to transfer the state of certain dynamic bones to their respective FK nodes. This feature is not 100% accurate and unfortunately, I cannot fix it.

    11/06/2018 - Version 2.5.2:
    - Fixed a bug where bones couldn't be reset in some cases in the Bones Editor.
    - Debug gizmos for the Bones Editor now show up at the right position and with the right rotation.

    09/06/2018 - Version 2.5.1:
    - Fixed a bug where the Bones Editor couldn't change certain bones (that it was able to change in the previous versions).
    - Blend shapes are now correctly applied after a character is disabled and enabled again.
    - Blend shapes are saved when the character is replaced.

    05/06/2018 - Version 2.5.0:
    - General UI reorganisation.
    - The UI scale feature was removed to let HSUS handle everything. If you think the main window is now too small, you can select between three sizes in the Options window.
    - Limb copy is finally fixed! No more weird rotations this time (I hope).
    - New "Swap pose" feature. This one simply swaps the left and right components of yrou pose, making it mirrored (experimental).
    - Crotch joint correction. This feature was actually present in HSPE during the days of the old studio and I decided to put it back (works best when the torso and legs of your character make a perpendicular angle).
    - Ankles joint correction. Inspired by a tutorial made by Frankfurt pinned in #hs-help, it helps making the ankles more realistic when rotating the feet.
    - A "Reset all" button was added in the Dynamic Bones section of the Advanced mode.
    - The new section "Blend Shapes" was added to the Advanced Mode. It allows you to combine morphs of your character (aka facial expressions). Be sure to disable eye blinking before using this.
    - Clicking any "Reset X" button in the Bones Editor section and holding "Ctrl" at the same time now resets the children as well.
    - Vectrosity is now used for drawing debug lines. As a result, lines aren't blurry anymore.

    26/02/2018 - Version 2.4.0:
    - Fixed the bug where one could still drag bones with the advanced mode closed.
    - Last dragged dynamic bone is now selected in the interface and also represented as purple.
    - Additional data is now saved in the png... "Wait what that wasn't already the case?", nope, it was never the case. This functionality now depends on the plugin HSExtSave that you can find in the first post, please make sure to download that as well otherwise it won't work!
    - Next to the "Reset X" buttons in the advanced mode you will be able to find a new "Default" button. When clicked, this one resets the position of the bone to (0, 0, 0), the rotation to (0, 0, 0) and the scale to (1, 1, 1).
    - Unlimited shortcut slots!

    - Known Issue: For some reason you cannot drag dynamic bones on certain modded hairs. I actually managed to fix this but I had to revert the fix this it would move the bug to skirts in general. It's not practical, but at least the buttons work, use them until I find a definitive solution (if I ever find one).

    03/12/2017 - Version 2.3.0:
    - Physic related objects can now be posed entirely with the mouse (a big thank to essu for the idea).
    - Added a new "HSPE" button to show the main window. Mouse lovers, this is for you!

    30/10/2017 - Version 2.2.0:
    - Fingers (and probably other bones) can be rotated like in the old studio. It means the advanced mode will work even if the hand position is not set to "0".
    - Bones in the advanced mode can now be renamed.
    - In the main window, positions buttons can now be set to two different modes: World or Local, meaning that depending on the mode, the buttons will have different effects.
    - Added a checkbox to disable the IK optimizations HSPE applies by default to each character. Uncheck this if you loaded an external scene and you feel the characters don't have the right positions.
    - Changed the blue color in the advanced mode, it was impossible to read.
    - Added a "Close" button to the advanced mode.

    06/10/2017 - Version 2.1.1:
    - Fixed a loading bug where the characters did not load in the right order
    - Fixed a minor bug with the symmetrical mode

    20/09/2017 - Version 2.1.0:
    - Fixed a minor loading bug
    - Saving with Ctrl + S doesn't produce the wrong file name anymore
    - Added a button to change the main window shortcut inside the Options window.
    - Copy limbs aren't experimental anymore! Which means that I finally fixed the last bugs on them
    - A new "Symmetrical" feature for the Advanced Mode! Be careful, this one is very experimental on the other hand

    13/09/2017 - Version 2.0.0:
    - Compatibility with NEO (duh)
    - Ability to change the shortcut in "Plugins/HSPE/configNEO.xml" (a proper in-game UI will be available later)
    - Small changes in the UI
    - Several minor fixes
    Compared to the beta version posted on discord:
    - FK and Advanced mode should be fully compatible now
    - Costume changes and skintex changes do not reset the boobs anymore

    A few examples made by the community (warning, some pictures contain blood):
    Spoiler














    Don't hesitate to send me your scenes, if I like them they may end up here.

    For old versions and history, expand this spoiler:
    Spoiler

    Hi everyone!

    For my first mod I'd like to present to you HSPE (Honey Select Pose Editor)!

    What does it do?
    This mod adds an interface with a few useful commands that make the pose edition with IK easier.

    Here is a small preview of the UI:
    Spoiler



    Requirements
    Illusion Plugin Architecture
    A fully updated game with the latest patch (6/30 patch).

    Download
    Version 1.3.1 (Mega)
    Version 1.3.0 (Mega)
    Version 1.2.0 (Mega)
    Version 1.1.1 (Mega)
    Version 1.1.0 (Mega)
    Version 1.0.0 (Mega)

    Installation
    Just put HSPE.dll in your "Plugins" folder

    Uninstall
    Remove HSPE.dll and the folder HSPE from your "Plugins" folder

    How to use it?
    Drop a character in your scene (male or female, it doesn't matter, the mod is compatible with both), enable IK manual posing in the "IK" menu and hit the "H" key or press the "HSPE" button. You can now start to edit the pose by selecting a bone (Left Hand, Right Foot ...) in the UI and by using the buttons to move/rotate it.

    Spoiler





    Experimental features
    This mod contains a few experimental features like the limb copy or the advanced mode:

    - Limb Copy: this allows the user to copy the position of a limb to another limb (to make a symmetric pose for example). This can be done by pressing the buttons named "Copy [L.|R.] [arm|leg]". However, the rotation of the hands/feet aren't always symmetric, that's why this feature is still experimental.
    - Advanced Mode: this mode allows the user to move/rotate precisely each object and sub object contained in the character. If you encounter an object that doesn't want to move, it's not a bug: it means that the animation system is using this object, and you can't do anything about it. This feature is still experimental because the "Reset" buttons does not always give a result that is logical.

    I think that's all, if you still have questions, don't hesitate to ask!

    And for now, more screenshots showing what's possible to do (made by my girlfriend):
    Spoiler















    History
    31/08/2017 - Version 1.3.1:
    - Fixed a crash of the Advanced Mode when trying to go to the "DynamicBonesEditor" tab with a character that has a specific front hair (issue described in post #98).
    - This version doesn't contains anything else. It is supposed to be a simple bug fix and DOES NOT work with Studio Neo (another update is coming soon, don't worry). Also, the future versions won't work with the old studio. For those who are still using it, please consider switching to the new studio.

    27/01/2016 - Version 1.3.0:
    - The "UI Scale" buttons have been moved to a dedicated window that can be opened by clicking the "Options" button in the main window.
    - Dynamic Bones Editor: this means that it is possible to edit the gravity applied to parts of the skirt, hair, necklaces, earings...
    - Custom shortcuts in the advanced mode: twelve shortcuts slots are available in the Bones Editor. Keep in mind that the shortcuts are not the same between, a male and a female character.
    - The size of the advanced mode window can now be changed in the "Options" window. Three sizes can be selected between "Normal", "Large" and "Very Large".

    13/01/2017 - Version 1.2.0:
    - Everything is colorful now! Rotation/movement buttons have a color that corresponds to their actual axis.
    - Possibility to use the advanced mode without activating IK on a character.
    - Addition of a "Force bend goals weight" checkbox. Disabling this option should ensure compatibility with animations imported from older games.
    - Deletion of the "Frame of reference" option in the advanced mode. Sorry, this was super buggy and it wasn't worth keeping this since nobody used it. Anyway, everything can be done without it.
    - Addition of the Boobs Editor! In the advanced mode, the force applied to each boobs can be edited. Keep in mind that this is not a new way to change how the boobs behave, this is just a clearer interface that uses the built-in system for breasts. However, I think it's easier to understand what's happening with this.
    - Collider edition and visualization. In the character tree, some objects are now green. These are the objects that collide with the skirt, necklaces, handcuffs, etc. Properties like center, radius, height among others can be changed in a dedicated window.
    - Less deformation between the ass cheeks.
    - Fixed a bug where the "Reset" buttons changed nothing on some objects.
    - UI Scaling.
    - Possibility to select multiple bones to move/rotate in the main UI by using Ctrl + click.
    - Movement intensity is divided by two in the main UI when holding right click.
    - Minor UI changes
    - Minor bugs fixed.

    30/12/2016 - Version 1.1.1:
    - Shortcuts for the advanced mode.
    - Possibility to change the scale of an object in the advanced mode.
    - Compatibility with GGmod (for real this time).
    - Compatibility with Advanced IK should be okay as well.
    - Less deformation for the forearms/elbows.
    - Less deformation for the ass.

    26/12/2016 - Version 1.1.0:
    - A better integration with the default IK system. With this, it is possible to use the default features like the Animation Reference, save/load poses etc. However, the Advanced Mode data are not (yet) saved when saving a single pose. This will be done in a future update.
    - Save/load problems fix.
    - Save format change from binary to XML: Compatibility with saves from the version 1.0.0 should be okay. If you're having issues, just tell me.
    - Addition of a slider to control the movement intensity.
    - The camera is not moving anymore when the user clicks on the UI.
    - Dissociation of the "X & Z" button into two distinct buttons.
    - Movable windows.
    - Change of the text color (for better readability).
    - Compatibility with GGmod. Since the integration with the built-in IK it seems to works, tell me if you're having issues.
    - A feature to copy the pose of a limb to the other limb.
    - A few changes of size/position in the UI.
    - Minor bugs fixed that nobody even noticed anyway...

    21/12/2016 - Version 1.0.0: First version.



    Upcoming features

    - Pose data will be saved inside the PNG.

    If you have more ideas of if you think I missed something, don't hesitate to tell me.

    Final notes
    This mod works only in the studio because I don't see a lot of reasons to make it compatible with the main game. If there is enough demand, maybe I'll change my mind. Plus, porting this mod to the main game would need me to recreate a lot of features from the studio in the game. In the end, it would be transforming the game into the studio, which is useless in my opinion.
    Also, it is not compatible VR because I don't own any VR set. So if you want compatibility please send me money (just kidding, don't send me anything).
    Keep in mind that this mod isn't perfect (that's why the advanced mode exists) and is bound to evolve.
    If you have any problem please tell me, I'll be happy to help.

    L'anglais n'est pas ma seule langue, je parle aussi français. Donc si vous avez des soucis mais que l'anglais c'est pas trop votre truc, je pourrais quand même vous aider.


    HSUS
    Spoiler

    Hello everyone! Today I bring you my second plugin for Honey Select: HSUS.

    What does this mod do?
    - This mod is a compilation of mini mods that aim to increase the quality of life in the main game and Neo.

    Features
    Here is a list of features you can find in this plugin:
    - Faster loading in the chara maker: if you have 10000 Normal Tops, this is for you!
    - Being able to scale the UI in the main game and Neo.
    - Adds a confirmation dialog when trying to delete an object in Neo (to avoid mistakes and frustrations).
    - Search bar in the chara maker.
    - Disabled shortcuts (like N and Space) when typing a name in the main game and Neo. DEPRECATED! Please use the plugin called "Kisama.dll" contained in the file "hsClothingMenu" available here
    - Changing the default character in the chara maker.
    - Various improvements and optimizations for Neo.
    - Search bar for items in Neo.
    - Any item can potentially have FK nodes.
    - Negative item scaling in Neo and for accessories in the maker.
    - Auto joint correction.
    - Eyes blink off by default in Neo
    - All postprocessing effects (screen effects) can be disabled by default as well.
    - Camera speed modifiers.
    - Improved F key for centering the camera.
    - HDR Color Picker.
    - Being able to use hand poses as starting points for FK.

    Requirements
    Illusion Plugin Architecture

    Download
    Version 1.6.1 (Mega)
    Version 1.6.0 (Mega)
    Version 1.5.0 (Mega)
    Version 1.4.0 (Mega)
    Version 1.3.0 (Mega)
    Version 1.1.0 (Mega)
    Version 1.0.0 (Mega)

    Installation
    Just put HSUS.dll in your "Plugins" folder

    Uninstall
    Remove HSUS.dll and the folder HSUS from your "Plugins" folder

    How to use it?
    For now, the mod doesn't require the user to do anything. However, if you don't like a certain feature, you can just disable it in the file "Plugins/HSUS/config.xml".

    This file is created when you launch the game or Neo once and then close it.

    For example, if you want to disable the confirmation dialog upon deleting an item in Neo, replace "<deleteConfirmation enabled="true" />" by "<deleteConfirmation enabled="false" />".

    Chara maker optimizations
    Spoiler

    This feature is mostly automatic and doesn't require any input from the user.
    It adds a search bar as a side effect:



    The Async Loading sub option means that UI elemens will be created over multiple frames while the user is doing something else. This option aims to reduce the switching time between categories at the cost of constant FPS loss (it goes back to normal after a while). This option is disabled by default but feel free to try it (especially if your game is in japanese) and to keep it if you like it that way.


    UI Scale
    Spoiler

    The UI scale is set to 1 by default, if you want to scale it up or down, just chance the "scale" values in the configuration file to something more to your liking.

    Normal Neo:


    Scaled down Neo:



    Confirmation dialog on delete
    Spoiler

    This is what it looks like:




    Changing the default female character
    Spoiler

    In the configuration file, you need to replace the value "path" in the line "<defaultFemaleChar path="" />" by the name of your card.
    So, for example: "<defaultFemaleChar path="" />" becomes "<defaultFemaleChar path="charaF_2016_1231_1529_48_238" />"


    Various improvements on Neo's UI
    Spoiler

    I was tired of seeing item names cut, so I decided to fix it. Here is a comparison:

    Before:

    After:



    Neo optimizations
    Spoiler

    Something you'll notice right away with this is that Neo takes less time to start: the improvements are massive. You can thank Illusion for faking the loading times by adding voluntary waits in the code.
    This feature also optmizes Neo's items list exactly like the chara maker: UI entries are loaded only once and then cached in memory.
    And finally, it adds two search bars as a side effect: one for items and one for backgrounds. I know allegretto can already do that but it has problems with vanilla items, so I just decided to create my alternative, feel free to choose.




    Generic FK
    Spoiler

    I was tired of having custom FK items not working in my neo for some reason, so I decided to implement this.
    If you enable this, all items with multiple non static bones will have an FK option, that's all.


    Improved Transform Operations
    Spoiler

    Adds the possibility to copy the position/rotation/scale of an object and paste it to a group of object. Very useful for moving one or several object to a precise position at once.
    Also enables negative scale values for items in Neo and accessories in the maker, useful for making symmetrical stuff.

    Prevents the items to be unselected after using the "Move Copy" feature.


    Auto Joint Correction
    Spoiler

    This one is pretty obvious if you ask me: it enables joint correction automatically when you load a new character.
    This will not affect your previous scenes.


    Postprocessing State
    Spoiler

    This features allows you to choose which screen effect you want enabled or disabled by default. Everything takes place in the configuration file as usual.



    Camera Speed Shortcuts
    Spoiler

    If enabled, the Left Shift and Left Control keys now act as live modifiers for the camera speed (Shift for speeding up, Control slowing down).


    Alternative Center to Object
    Spoiler

    If enabled, the F key will be able to center the camera on any type of selected node (not only root nodes).


    Fingers FK Copy Buttons
    Spoiler

    Adds two "From Anim" buttons that copy the rotations of fingers from the hand poses to their FK nodes.



    HDR Color Picker
    Spoiler

    This cannot be disabled since it's very unlikely that it breaks something.
    Makes the vanilla color picker compatible with HDR colors (notice the brightness above 100 on the screenshot).



    Automatic Memory Clean
    Spoiler

    This options tries to free some memory every 30 seconds (by default, can be changed). If for some reason you're having freezes at regular intervals then you may want to disable this.


    For modders: Reloading unity3d files without restarting
    Spoiler

    Super useful feature if you ask me: hit "right ctrl" on your keyboard to open the debug console and press "Clear AssetBundle Cache". The next time you load your item, this will force the game to read the file from the disk and not take it from its memory


    History
    07/11/2018 - Version 1.6.1
    - The "From Anim" buttons don't cover Allegretto show/hide toggles anymore.
    - Fixed a bug that made the plugin unusable for certain people with a slightly different version of the game (don't ask me where that version comes from, I don't know myself).
    - Fixed a minor bug related to hair sets/back hair when loading a character in the maker.

    01/11/2018 - Version 1.6.0:
    - Added a new option under the chara maker optimization called "asyncLoading". This option means that UI elemens will be created over multiple frames while the user is doing something else. It aims to reduce the switching time between categories at the cost of constant FPS loss (it goes back to normal after a while). Async Loading is disabled by default but feel free to try it (especially if your game is in japanese) and to keep it if you like it that way.
    - Added two "From Anim" buttons that copy the rotations of fingers from the hand poses to their FK nodes.
    - The vanilla color picker is now compatible with HDR colors! It's more complicated than this, but basically, it means that objects can have colors brighter than white (yes it's possible). How useful is it? In my case, I mainly use it to make the bloom affect certain objects faster (like pupils for example). Feel free to experiment with it.
    - Objects are not unselected anymore when using the "Move Copy" feature in Neo.

    03/08/2018 - Version 1.5.0:
    - Camera speed modifiers shortcuts: the speed of the camera can now be increased or decreased on the fly with Left Shift (speed up) and Left Control (slow down).
    - The F key can now snap the camera to any type of node selected (not just the character root node).
    - UI resize is now handled properly when the user resizes the window (if you have the mod for).
    - Negative/unlimited scale for accessories in the maker.

    09/06/2018 - Version 1.4.0:
    - Massive performance improvements for Neo startup screen
    - Option to disable Eyes blink by default
    - Options to disable all postprocessing effects by default
    - The ability to copy and paste position/rotation/scale of an object to one or multiple objects at once.
    - Ability to reload a unity3d file without restarting the game.

    25/02/2018 - Version 1.3.0: "wait what? Where did version 1.2 go?", it was a Discord only beta.
    - Multiple bugs related to the character maker were fixed.
    - Optimized Neo items lists.
    - Search bar for said lists.
    - Generic FK.
    - Negative scale values for Neo.
    - Auto joint correction.

    12/11/2017 - Version 1.1.0:
    - Added the search bar in the chara maker.
    - Fixed some minor UI bugs.
    - Added the possibility to change the default character in the chara maker.
    - Minor UI improvements for Neo.

    03/11/2017 - Version 1.0.0:
    - First version

    Upcoming features
    - Studio Handles (or Guide objects) that scale according to the size of the character.
    - Copy an accessory data from a character to another.
    - Probably more stuff...

    Since I created this mod to help the community, I'm looking forward to seeing suggestions coming from you guys. If you think there is some stuff that can be improved with this mod, just tell me.

    In the meantime, enjoy this plugin guys!


    MoreAccessories
    Spoiler


    What does this mod do?
    This plugin simply extends the number of accessory slot you can get to... I don't know honestly, the only limit is your computer power! But then I hear you saying, "Why should I use this instead of the summon ring?" well, this one doesn't use the slots of the other outfits. In short, it means you can have an outfit with 20 accessories, another one with 12, and another one again with 50!
    In addition to extending vanilla slots, this plugin also has some unique features described just below.

    Features
    - Removes the limit of 10 accessories per outfit.
    - Works in the Game and Neo (sorry, not HoneyStudio, and no, I don't plan to make it compatible).
    - More attachment points for your accs: more than 100 new points! Some are more useful than other, I'll let you discover them by yourself.
    - Data is persistent.
    - Compatible with HSUS search bar.

    Requirements
    Illusion Plugin Architecture
    HSExtSave 1.0.1 at least (in this post)
    A fully updated game with the latest patch (6/30 patch).

    Download
    Version 1.2.0 (Mega)
    Version 1.1.1 (Mega)
    Version 1.1.0 (Mega)

    Installation
    Just put MoreAccessories.dll and HSExtSave.dll in your "Plugins" folder

    Uninstall
    Remove MoreAccessories.dll from your "Plugins" folder

    How to use it?
    If you want to add an accessory, there is a dedicated button at the end of the acc list. For the additional attach points, you can find them in the "Position" tab of the accessory slot. Otherwise, everything is the same as vanilla.
    Some previews of the UI:
    Spoiler





    History
    29/09/2018 - Version 1.2.0
    - Fixed a bug that made the outfit list in HScenes empty.
    - The "Copy Clothing Set" menu in chara maker is now compatible with additional slots.
    - the "Bulk Clothing Color Change" menu in chara maker is also compatible with additional slots.

    15/05/2018 - Version 1.1.1:
    - Fixed a bug that prevented the user to load costumes in Neo.

    14/05/2018 - Version 1.1.0:
    - First public version

    Don't hesitate to give your thoughts on the plugin!


    LightingEditor
    Spoiler

    What does this mod do?
    - Advanced options for lights in Neo.

    It's a very simple but super cool mod for people who want finer control over lights.

    Features
    Each of the following options can be changed per light:
    - Shadow strength
    - Shadow bias: useful for fixing "shadow acne" artifacts.
    - Shadow normal bias: same as above.
    - Shadow near plane: advanced feature, this determines how close to the shadows will stop being rendered from an object.
    - Culling mask: advanced feature as well, and if you don't know what this is it means it's not useful to you.

    Additionally, the global shadow distance can be changed as well.

    Requirements
    Illusion Plugin Architecture
    HSExtSave (in this post)

    Download
    Version 1.1.0 (Mega)
    Version 1.0.1 (Mega)
    Version 1.0.0 (Mega)

    Installation
    Just put LightingEditor.dll in your "Plugins" folder

    Uninstall
    Remove LightingEditor.dll from your "Plugins" folder

    How to use it?
    - Add a light.
    - Go to the "Anim" tab.
    - Move the sliders with passion.
    - Profit

    History
    06/08/2018 - Version 1.1.0
    - Duplicating a light now copies its additional properties as well.
    - Added a "Shadow Distance" slider to the Camera Light menu. This value is usually changed to make sure certain objects in the distance receive shadows.

    19/06/2018 - Version 1.0.1:
    - Fixed a bug that prevented the plugin to import scenes correctly.

    18/06/2018 - Version 1.0.0:
    - First version.



    FogEditor
    Spoiler

    What does this mod do?
    This mod allows you to fine tune the fog in NEO.


    Features
    - Fog color.
    - Two types of fog (height based and distance based, can be used at the same time).
    - Fog density.
    - Alternative rendering: with this enabled, fog can be rendered above transparent objects (without, it's rendered before those).
    - Data is saved with the scene.

    Known issues
    There is a problem with transparent objects, and unfortunately, I can't fix it, at least not with FogEditor only. Depending on how your scene is made, I suggest you use the Alternative rendering feature, it might help a bit.
    I am currently developing another plugin (to be released very soon tm) that has the possibility to fix almost entirely this issue.

    Requirements
    Illusion Plugin Architecture
    HSExtSave (in this post)

    Download
    Version 1.2.1 (Mega)
    Version 1.2.0 (Mega)

    Installation
    Just put FogEditor.dll in your "Plugins" folder

    Uninstall
    Remove FogEditor.dll from your "Plugins" folder

    How to use it?
    - Bring up the UI with "Ctrl+F".
    - Play around with the buttons and sliders (it has a "Reset" button if you mess something up).

    History
    17/09/2018 - Version 1.2.1:
    - Fixed a bug where using the Alternative Rendering feature would make the fog disappear with HoneyShot.
    - Fixed a bug where disabling Depth of Field would make the fog disappear when using Alternative Rendering.
    - Minor UI behaviour fixes.

    08/07/2018 - Version 1.2.0:
    - First version.



    RendererEditor
    Spoiler

    What does this mod do?
    Allows the user to edit the properties of almost any Renderer and its Materials in a StudioNEO scene.

    With simpler words, this is what it can do:

    Features
    - Can change the color of an object even if it's not colorable.
    - Can change how shiny an object is even if it's not colorable.
    - Can swap textures (said textures are taken from a special folder, "Plugins/RendererEditor/Textures".
    - Textures can be dumped to the disk (only in .PNG format).
    - Change the renderqueue of a material.
    - Add/remove shader keywords.
    - Change the RenderType tag.
    - Can change the shadows properties of an item (Cast Shadows, Receive Shadows).
    - Disable Renderers altogether.
    - Can do bulk changes if the user is selecting multiple Renderers/Materials at the same time with Ctrl, Shift or the "Select all" buttons.
    - Every change is saved in the scene file.

    Additionally, this plugin can be used to prototype your mods if you're a modder.

    Requirements
    Illusion Plugin Architecture
    HSExtSave (in this post)

    Download
    Version 1.3.0 (Mega)
    Version 1.2.0 (Mega)
    Version 1.1.0 (Mega)

    Installation
    Just put RendererEditor.dll in your "Plugins" folder

    Uninstall
    Remove RendererEditor.dll from your "Plugins" folder

    How to use it?
    - Select an object/character in the Workspace area.
    - Hit "Ctrl + R".
    - The list of Renderers is on the right, select one or more.
    - Select one or more materials on the left.
    - Have fun messing with all those properties.

    History
    02/12/2018 - Version 1.3.0
    - Copying objects also copy their altered properties.
    - Added a "low memory" mode that disable texture preview but also reduce loading times and memory usage. Enable it in the modprefs by setting "previewTextures" to "0" under the "RendererEditor" area.
    - It is now possible to edit the "RenderType" tag of a certain material.
    - The materials have their own search bar.
    - The texture explorer has a button to unload unused textures in order to free some ram.
    - Using "No texture" on a material does not crash the plugin anymore upon saving the scene.
    - Minor UI and behaviour improvements.

    02/10/2018 - Version 1.2.0
    - Fixed a bug caused by changing a material properties outside of the plugin (for example, changing skin shine in the vanilla menu after editing the face material with RendererEditor). This kind of conflict could lead to additional data being lost. However, even if this is fixed, editing a material with different entities at the same time (mods/vanilla menu) can lead to serious inconsistencies and problems. Basically, doing this is asking for troubles: don't do it.
    - Improved the texture explorer: the display now follows the structure of your folder. This means that files are grouped into their respective folders and subfolders. Also, the plugin won't load a certain texture until you decide to navigate to it. TLR: loading and memory improvements.

    25/09/2018 - Version 1.1.0
    - First public version.




    ------------------------------------------------------------------


    Modding resources

    HSExtSave

    Spoiler

    Even though this one is a plugin as well, I chose to put it in the "Modding resources" section for obvious reasons.
    On its own it does nothing, but it offers a way to save/load data directly into a scene/character/coordinate png file. I am aware HSStudioNEOExtSave does the same thing for scene, but this one is not compatible with scene importing. Also, there is no need to worry, both are compatible and won't run into each other.

    Download
    Version 1.0.1 (Mega)
    Version 1.0.0 (Mega)

    How to use? (For modders only)
    In Visual Studio reference this dll as you would do with any other dll. Also, since it's a plugin, it needs to be in your Plugins folder to work, obviously.
    Then, you'll want to register the callbacks you need with the method "RegisterHandler", like this:

    Code:
    //HSExtSave plugin
    
    public delegate void ExtSaveCharReadHandler(CharFile charFile, XmlNode node);
    public delegate void ExtSaveCharWriteHandler(CharFile charFile, XmlTextWriter writer);
    public delegate void ExtSaveSceneReadHandler(string path, XmlNode node);
    public delegate void ExtSaveSceneWriteHandler(string path, XmlTextWriter writer);
    public delegate void ExtSaveClothesReadHandler(CharFileInfoClothes clothesInfo, XmlNode node);
    public delegate void ExtSaveClothesWriteHandler(CharFileInfoClothes clothesInfo, XmlTextWriter writer);
    
    /// <summary>
    /// Used to register a handler.
    /// </summary>
    /// <param name="name">Name of the handler: it must be unique and without special characters.</param>
    /// <param name="onCharRead">Callback that will be called when the plugin reads a character card.</param>
    /// <param name="onCharWrite">Callback that will be called when the plugin saves a character card.</param>
    /// <param name="onSceneLoad">Callback that will be called when the plugin reads a scene card.</param>
    /// <param name="onSceneImport">Callback that will be called when the plugin reads a scene card (import).</param>
    /// <param name="onSceneWrite">Callback that will be called when the plugin saves a scene card.</param>
    /// <returns>true if the operation was successful, otherwise false</returns>
    public static bool RegisterHandler(string name, ExtSaveCharReadHandler onCharRead, ExtSaveCharWriteHandler onCharWrite, ExtSaveSceneReadHandler onSceneLoad, ExtSaveSceneReadHandler onSceneImport, ExtSaveSceneWriteHandler onSceneWrite, ExtSaveClothesReadHandler onClothesRead, ExtSaveClothesWriteHandler onClothesWrite)
    
    //Your plugin
    
    public void OnApplicationStart()
    {
        HSExtSave.HSExtSave.RegisterHandler("theNameOfYourModForExample", null, null, this.OnSceneLoad, this.OnSceneImport, this.OnSceneSave, null, null);
    }
    
    private void OnSceneLoad(string path, XmlNode node)
    {
        //Stuff
    }
    
    private void OnSceneImport(string path, XmlNode node)
    {
        //Stuff
    }
    
    private void OnSceneSave(string path, XmlTextWriter writer)
    {
        //Even more stuff
    }
    As you can see, I'm not registering everything since in this case I don't care about loading or saving chars and coordinates.
    A note about loading callbacks (onCharRead, onSceneLoad, onSceneImport and onClothesRead): if the target doesn't contain any additional data, these methods will be called with a NULL XmlNode.

    One last thing: if you're using ILMerge to integrate one or several dlls in your plugin, make sure not to merge this one!

    History
    12/05/2018 - Version 1.0.1:
    - Fixed a bug with coordinates loading.
    - As a side effect, the plugin generates fewer logs.

    26/02/2018 - Version 1.0.0:
    - First version



    BonesFramework

    Spoiler

    BonesFramework is a plugin that allows modders to add new bones to clothes at runtime.

    Download
    Version 1.0.1 (Mega)
    Version 1.0.0 (Mega)

    How to use? (For modders only)
    It's fairly simple: you need to add bones to your clothes in whatever 3D program you're using, weight some vertices to them, export that normally, and when creating the unity3d file, you need to add a TextAsset in it as well.
    That TextAsset tells the plugin which additional bones to look for. TextAssets can be generated in unity by simply adding a txt file to your project, or in SB3UGS by copying an existing TextAsset from a list file.
    The TextAsset must be named "additional_bones", and this is how it should be formatted:

    Code:
    animator_name	name_of_the_first_additional_bone	name_of_the_second_additional_bone	...
    animator_name2	name_of_the_first_additional_bone	name_of_the_second_additional_bone	...
                   A
                   |
    This is not a space, this is a TAB (you need to be careful about this).
    One line per animator/prefab, and the line must contain only root additional bones. Let me explain:
    Let's say I have this kind of hierarchy:

    Code:
    VanillaBone1
    	VanillaBone2
    		VanillaBone3
    			VanillaBone4
    				AdditionalBone1
    					AdditionalBone2
    						AdditionalBone3
    				AdditionalBone4
    					AdditionalBone5
    The inside of the TextAsset should look like this:

    Code:
    animator name	AdditionalBone1	AdditionalBone4
                                   A
                                   |
    (this one is still a tab, not a space)
    Also, you should make sure your additional bone names are unique and don't collide with vanilla bone names! You'll have a bad time if you don't pay attention to this.

    If you follow this link, you'll find an example file made by Roy12, it's a Swim Top called "Nipple Chain": Example file (Mega)
    If you're not convinced it works, open HSUS with right ctrl and navigate to the supposed location of your bone.

    That plugin was tested by various modders before going public, but needless to say that it could still contain bugs. If you're experiencing one, or if you simply have a question as modder about this, don't hesitate to contact me here or on Discord (preferably).

    History
    21/10/2018
    - Fixed a bug where the plugin would simply not work with males.

    20/10/2018 - Version 1.0.0:
    - First version



    If you're curious, you can find the source code of all my plugins here:
    BitBucket

    If you wish to support me and my work, you can do so at:
    Patreon - PayPal
    Last edited by Joan6694; 12-08-2018, 03:16 AM.

  • #2
    I've tried a bit and looks really awesome, maybe one of the best mod over here ^^

    Comment


    • Joan6694
      Joan6694 commented
      Editing a comment
      Wow, I'm flattered, thank you very much!

    • gbm2007
      gbm2007 commented
      Editing a comment
      I agree, thank you. One of the best mods. If only the guy doing the Movie Maker and you could get together there would be probably the most awesome mod every created on the planet... ever I just replied to this thread with a tongue mod and bouncing man balls so cool

  • #3
    Very nice, lots of fun

    Comment


    • #4


      I guess we have to set the Cam Speed to 0 so the it's not moving when we use the plugin's control.

      other than that it's awesome!

      One thing that would be helpful is the ability to control the intensity of the bone movement,
      Last edited by FoxyTail; 12-21-2016, 12:52 PM.

      Comment


      • Joan6694
        Joan6694 commented
        Editing a comment
        The camera is moving when you're using the controls? That's weird, I thought I fixed this bug... I guess it will be for the next version then!
        Good idea for the intensity of the movement.
        Last edited by Joan6694; 12-21-2016, 12:54 PM.

    • #5
      Congrats on new release. Can you tell me how it is different to the default IK system? Other than the advance mode option. I feel it's the same thing. Also can you make two things editable, whenever you have time. It's not a high priority. The "Pose Manual" and the "Advance Manual" to be movable around the screen. I use studio on window mode and the lower part get's hidden by task-bar.

      All in all. It's a fine mod indeed.

      Comment


      • Joan6694
        Joan6694 commented
        Editing a comment
        The default IK system? Well, I searched in the game if there was a feature that was already doing what my mod does and didn't find anything. I guess this means I haven't searched enough. Can you tell me more about it?

        For the placement of the windows, it's already in my to do list.

        EDIT: Actually don't bother explaining it to me, I just saw the feature, it's exactly like my mod, nothing is different.
        Last edited by Joan6694; 12-21-2016, 01:12 PM.

      • ramoram
        ramoram commented
        Editing a comment
        Joan6694
        I am actually talking about the Studio IK and your mods. Aside from the Advance IK system you created. They both work the same. That's actually how I am feeling right now when I tried it (It's not a criticism, don't worry, just trying to understand more). Maybe something else I am not seeing properly. But the Advanced is something a studio user needed and you delivered it nicely.

    • #6
      Hahaha well the difference between your mod and default IK Controller is that yours allows the user to specify a bone rather than hunting for it.

      For example in this Right Knee Goal is towards the bottom


      Last edited by FoxyTail; 12-21-2016, 01:23 PM.

      Comment


      • #7
        ramoram FoxyTail
        Thanks for the explanation, I think you can guess how embarassed I am right now.

        However, I have tried a bit the built-in system and I found some differences:

        Built-in:
        Spoiler
        Click image for larger version  Name:	20161221212246304.png Views:	1 Size:	534.5 KB ID:	5747821




        Mine:
        Spoiler


        Okay, the ass isn't perfect, but I hope it's enough to keep the mod alive. I'll probably need to change the name though
        Last edited by Joan6694; 12-21-2016, 01:33 PM.

        Comment


        • ramoram
          ramoram commented
          Editing a comment
          Holy F**K. I missed THAT detail. Made comparison now, Illusion IK is messed and yours give a realistic. That is something worth using the studio. Your mods have won.

        • Toyohara
          Toyohara commented
          Editing a comment
          That's why it's great, possibilities are infinite, especially if you use it with all the plugins this great community made for us :3

      • #8
        There's a plugin to fix that knee deformation HS Studio Addon Plugin (v0.9.1 - IK animation etc. - 12/08 update #140)

        Last edited by FoxyTail; 12-21-2016, 01:41 PM.

        Comment


        • FoxyTail
          FoxyTail commented
          Editing a comment
          haha it's cool. At least you learned how to make plugins now

        • Joan6694
          Joan6694 commented
          Editing a comment
          Yeah, thank you for opening my eyes.

        • Damiens
          Damiens commented
          Editing a comment
          Except that such a fix messes with all joints even if they're not under strain, i. e., if you have a pose which needs the fix for just one joint, the other 3 will look deformed with it. Joan's plugin automatically applies a 'fix' where it's needed.
          Last edited by Damiens; 12-21-2016, 02:07 PM.

      • #9
        this community never seases to amaze me great work

        Comment


        • #10
          So far this is a great plugin for me. Definitely something I'll be able to upgrade my studio works with.

          Comment


          • #11
            not sure if it's just me, but i can't get the other joints to rotate (shoulder, hips, etc..) when using the controllers. the controllers rotates, but joints don't move.

            Comment


            • Joan6694
              Joan6694 commented
              Editing a comment
              Actually, you can't rotate the hips and the shoulders. The rings to rotate them are displayed but it's just a mistake from my side.

          • #12
            Well, I guess I can continue to maintain it if some people are interested in it (even if there is already another mod that does what I do).

            Comment


            • ramoram
              ramoram commented
              Editing a comment
              Keep continue supporting your mods. Upgrade it. There is always a slight chance where two same mods exist. Your's is not the only case. There is mine too. Nneezz released maps called At Home Mate. I didn't know that and I also released the same maps. Only difference is that I released a complete sets of home mate maps while his work not complete. Both are available in HS mods release thread as an example and proof.

              Don't feel discourage. People comments help new modder to understand what mistake they did and they will learn more. Give it more time and you will be well known in the modding community. I always welcome new modders and you will find out some day soon.

              Enjoy your time and keep up your good work.

            • Joan6694
              Joan6694 commented
              Editing a comment
              ramoram Thank you very much for the advice. After all that has been said, I will definitely continue this.

          • #13
            Great mod! Looking forward to future updates.

            I too have noticed the screen moving issue, which is easily fixed in the UI as mentioned but it's a bit annoying to keep moving cam speed to zero, and perhaps there's a bit of redundancy with the default IK system, but what I like about it is that you can specify the bone and the axis so it does make posing easier. Personally I don't like HS/SBPR's posing system, I thought Playclub's was easier to use.

            My thoughts on improvements are:
            -separating the x & z axis so as to allow even more specificity (if possible)
            - an 'animation reference' button to be able to edit animations (which is in the default IK system)
            -save & load features are nice but I've found that I can save poses in the default system after editing them in your mod with the default 'animation ref.' so it's fine

            Some God-mode improvement ideas I have are to have something like xnalara's system of flipping and mirroring joints ie. copying the left joint positions to the right for symmetry, it can effectively cut posing time in half. Also if there was a way to move or edit accessory items or clothing that would be cool, but it's probably not possible.

            Comment


            • gromtkn
              gromtkn commented
              Editing a comment
              Yeah the vanilla boob joints are buggy as shit and completely unusable, I'm kindof surprised Illusion never fixed it in a patch like they did for SBPR. vrl0ver's mod fixes it by adding more sensitivity, but there's certainly much to be desired in terms of physics. I have a ton of problems with big boobs, like outfit clipping.

              I think you're right Bgurgh that skirt/clothes/accessories posing is possible, someone may already be working on it, but I think that's handled by different files than the IK system. And like you I don't know much about it.

              I'll tell you my ultimate God-tier dream mod: collision detection. ie boob warps over/around objects, can be grabbed/pinched. DAZ3D had something like that, you could set a joint to detect and a joint/object to obstruct. That would probably take some serious knowledge to make though, I doubt HS has the framework to do it.

            • Bgurgh
              Bgurgh commented
              Editing a comment
              I'm just guessing that boob bones must exist for tits to be animated in the physics engine at all, it's just a shame Illusion doesn't let us manipulate them or hair bones Xnalara/XPStudio style.

              (It's also a shame that the studios remain an afterthought with wildly varying features and content between games, as I never ever actually bother playing the games themselves, it's all about the character editor and the studio for me I just wish Illusion would keep building on one iteration of the studio and stop nuking all of their progress between games. Thank god for vrl0ver's plugin.)

            • gromtkn
              gromtkn commented
              Editing a comment
              Yeah, same here 100% studio. It bothers me too that if they devoted all their resources into just a studio it would be insane but instead, like you said, it's more of an afterthought. I guess the market in Japan prefers story modes? idk. I like RPG style hgames and there was a maid simulator I liked once, but mostly I just ignore the story modes now.

          • #14
            Originally posted by Joan6694 View Post
            ramoram FoxyTail
            Thanks for the explanation, I think you can guess how embarassed I am right now.
            embarrassed? noowaay lol. i am not saying this to make you feel better but the fact you made an interface that supports IK, includes controllers and even had them to match the skeleton order is just awesome Joan! never mentioning the advanced feature. you simply allowing us to move the bone nods and rotate them without needing to change the camera at all, which is really great as it is very annoying thin about the stock illusion IK. i will definitely use this and you definitely must keep working on this mod.

            if i am not wrong, there have not been any modes that support/help the IK system in any of the illusion older studio titles, you may be one of the first. good job and thank you.

            Comment


            • Joan6694
              Joan6694 commented
              Editing a comment
              Thank you for the kind words, and don't worry, I'm determined to maintain it and improve it.

          • #15
            Hum, at first i was thinking, as the others, about the difference between yours and the game's IK, but after that comparison image you did, i'll use yours (since i have the advance IK but never used it). Do not mind, keep it, you made an amazing work (for someone who did not know about the game IK)

            Comment


            • Joan6694
              Joan6694 commented
              Editing a comment
              Thank you. Next version will be a bit different since I want to combine my changes with the built-in IK system (what will change from your point of view is the UI only, features will stay the same).

            • Memento Mori
              Memento Mori commented
              Editing a comment
              I understand, it is very good work my friend
              Thank YOU
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