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VN Game engine for Studio/NEO/PlayHome/CharaStudio (upd 31-05-2019 - v13.0)

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  • [Utilities] VN Game engine for Studio/NEO/PlayHome/CharaStudio (upd 31-05-2019 - v13.0)

    A plugin for making... may be VN-like-games in Studio / Studio NEO / PlayHome Studio / CharaStudio (Koikatsu).
    (Also a lot of utilities to manipulate camera and scene)

    Why?
    Imagine that you have a number of scenes in Studio / NEO, with one storyline. Or multi story-lines with choices. Or just a scene with some cameras to move between them. Or scene you want manipulate by buttons.
    With this plugin you can made a small vn game, where you can navigate between scenes, or cameras, or changing a scene to tell your story.

    Also it has awesome VNAnime stuff that allows you to make custom frame-based animations just inside Studio (small tutorial here: https://mega.nz/#!Vr4QFAqD!8mVYC6dKe...FspdAgD71hP69w )

    It's heavily based on HS Console for NEO (http://www.hongfire.com/forum/forum/...ed-19-mar-2017), so be careful, if you have it. (Also, great thanks to TheHologram for made it)

    Ready games and utils for VN Game Engine (separate thread)

    Very useful Scene Save State mod for VNGE

    Features

    All engines (Studio, NEO, CharaStudio from Koikatsu):
    For users:
    - Play games
    - Navigating using mouse or keyboard (Z,X,C,V,B keyboard buttons)
    - Autotranslating (using XUnity.AutoTranslator) for game texts to your own language (unstable and ugly, but it works)
    - Automaking list of all games for startup
    - Includes several games in distro:
    Spoiler

    - Simple demo - small school story for 3-5 minutes (for Studio/NEO/PlayHome/CharaStudio)
    - VNSceneScript / Demos / Simple demo - another small school story for 3-5 minutes (for NEO/PlayHome/CharaStudio)
    - Ruris dream - small intro about sleeping girl (for Old Studio)
    - Laboratory Girl - a laboratory girl story. 5-10 minutes (for CharaStudio)
    - VNSceneScript / Demos / Hot Story - 3-5 minutes story about girls on hot springs (for CharaStudio)
    - VNFrame Tutorial - interactive tutorial for making stories (for NEO/PlayHome/CharaStudio)
    - Techdemo - technical features demo - animated cameras, switching animations, etc. (for Studio/NEO/PlayHome/CharaStudio)
    - Game based on VNSceneScript files - how to make a game, basing on long linear VNSceneScript files (they are easy to make) - see "Easy way to make a kinetic Visual Novels..." section below.

    For scene creators
    - A set of utils for mass replace characters, move/rotate/scale using buttons, add a tree of items etc.
    - Utils for making set of animations (see VNFrame - it evaluate difference bitween scenes and interpolate from one to another)
    For developers
    - show text from different charactes, making choices using buttons, programming game logic using Python
    - loading scene
    - switching between in-scene cameras
    - animate between in-scene cameras
    - loading animation for characters
    - manipulating characters (varies from engine to engine)
    - Utils: setting timers, move to start screen using Ctrl+F3, hiding main text screen using Ctrl+F8, zoom_in, zoom_out animated functions
    - Fake lip sync (since 7.5)
    - Includes several frameworks to make a games and stories (needed for developers):
    Spoiler

    VN Scene Script
    Provides a way to script your story just inside scene editor (by naming the folders)
    Simple and target for beginners. Easily adapts to existed scenes, where story is telled by switching camera from 1 to 10.
    An examples included in core
    Documentation and so on
    Why do you need VNSceneScript? (is under spoiler)
    Spoiler

    If you try VN Game Engine, you understand, that usually you need these resources to make a game:
    - 1 or more scene files - to show graphics )
    - PY (Python script) to save texts, make choices, etc.
    If you want to share your creation, you, of course, need to pack PY, Scenes etc.

    It's a correct way, but it's too long - especially, if you need some simple game in 1 scene and with 1 button "Next >>" (so 1-lined stories also usually called "kinetic novels")

    So, VN Scene Script is a way for not saving texts and game actions in PY file - but, instead of, save it in NAMES of folders in Scene Editor.
    As a result of using VN Scene Script, you don't need PY file - only scene PNG file, that you can share in usual way (or use it in game itself like completed story element - like introduction, one of finales etc. - because we have game functions to show entire VN Scene Script file)

    Of course, saved elements need an interpreter to show the story - and this interpreter is already included in engine. It runs by F7 button (full mode) and F8 (just view).

    So about this approach,
    Pros:
    - compact saving - only PNG file needed. No name handling etc.
    - simple edit just in scene editor. No need for Python knowledge (instead, you must learn several commands of VN Script language)
    - classic Python script has a problem with non-latin chars in PlayHome and CharaStudio. If you work inside editor in VN Scene Script approach, you can show any text, because it loads from folder names, not from PY files.
    - simple working for in-game resources (show/hide elements)
    - you can construct game even in visual mode in touch with VNFrame - see this post: http://www.hongfire.com/forum/forum/...42#post6224742 for start tutorials

    Cons:
    - one scene - one logic. For several scenes you must use PY file.
    - almost impossible to construct complex logic (several choices etc.)
    - restricted set of scene actions (can be solved by VN Scene Script extensions)

    So, if you want to start making text captions to your scene - it's a good choice. If you want to do more, you can always combine this approach to classic PY code.


    VNActor-VNProp (from countd360)
    Classes that provide functions to manipulate characters and items/folders in NEO-based engines (NEO/PlayHome/CharaStudio)
    You must just mark one or several objects or chars on scene to manipulate it in code.
    Suits, if you want to make one or several changes to concrete character or object.
    (Exampls will be provided in future, now see Laboratory Girl example and core functions scenef_register_actorsprops (for registering actors and properties)
    scenef_get_all_props, scenef_get_all_actors, scenef_get_prop, scenef_get_actor functions)


    VNFrame (from countd360)
    High-quality framework to make an anime-styled movies or kinetic visual novels (for NEO/PlayHome/CharaStudio, but mostly for CharaStudio)
    Provides an utility called "script_helper" to calculate the difference between to scene states and packed it to code (to smoothly animate between them)
    Use it if you want to made a lot of animation inside scene
    There are high-quality demo Laboratory Girl and tutorial for using framework (included in 8.5)
    (this framework is supported by countd360, so all questions is up to him)

    Ruris dream (from @Kningets)
    Framework for Studio (classic).
    Provide the original idea to VNFrame framework.
    Examples include in core.
    Doesn't contain script_helper, so you must calculate the changes in scene manually. Also used in Ruri's Adventure (see in Games section)
    Use it if you want a lot of animation using Studio classic
    Keyboard shorcuts (editable in INI file):
    Spoiler
    - Ctrl+F8 - show/hide main window
    - Ctrl+F3 - return to title screen
    - Ctrl+F4 - dump camera state (saved in dumppython.txt)
    - Ctrl+F5 - dump scene state (saved in dumppython.txt)
    - Ctrl+F6 - print list of scene characters in console



    How to install and use?

    You'll need IPA for Studio/NEO/PlayHome, or Bepis for CharaStudio.

    - download and unzip
    - run Studio / NEO and see throw demos

    Screenshot of correct installation:
    Spoiler
    Click image for larger version  Name:	scr_inst_corr.jpg Views:	3 Size:	140.5 KB ID:	6191980


























    Troubleshooting during installation
    Spoiler

    CharaStudio: console loads and just disappeared
    Spoiler

    Reason: some plugin blocked HS Console
    Solution: find conflicting plugin.
    I have a report, that configurationmanager.dll from some versions conflicts with HS Console, so try disable it.


    CharaStudio: no window appears
    Spoiler

    Try toggle Python Console:
    set up ShowAtStartup=1 in Console.ini (located in Plugin/Console or BepInEx/Console)

    Due to unknown reason, it helps on some installations.



    (For NEO users I also highly recommends HSUS plugin, it efficiently decrease startup time, from 60-90 to 4-5 seconds on my machine ( http://www.hongfire.com/forum/forum/...06-08-2018-206 )


    - demos can be find in Plugins/Console/Lib - all commented and detailed described
    -- maingamedemo.py - for main demo (example VN game)
    -- simplegamedemoadv.py - for simple demo, where we get only one button (Next >) and only loading scenes (example VN game)
    -- techdemo.py - for technical features demo

    - scenes for Studio located in UserData/Studio/game_subfolder (for NEO - in UserData/studioneo/scene/game_subfolder)

    (old description for version under 5.0 - how to add your buttons to game under spoiler)
    Spoiler

    -change Plugins/Console/Console.ini startup script at end.
    for example, if your game is in file mycoolgame.py, so print:
    >>import mycoolgame
    >>vngameengine.vngame_window_studio(["Start My Cool Game >"], [mycoolgame.start])
    or for NEO:
    >>vngameengine.vngame_window_neo(["Start My Cool Game >"], [mycoolgame.start])

    - game engine located in vngameengine.py, but you don't need it normally

    Sharing your works

    If you want, you can share your results in this theme: http://www.hongfire.com/forum/forum/...ames-and-utils
    Please, provide in ZIP
    - your game.py in Plugins/Console/Lib (no need for additional scripts)
    - necessary scenes in UserData/Studio/game_subfolder

    (During game made, please, try to use usual (non-moded) clothes and objects - so, if you want to distribute it, other players will have all needed files.)

    Good luck, have fun

    Download

    v13.0 for Honey Select Studio/NEO
    Link: https://mega.nz/#!JqoBXYBY!YUYliROf-...VNPXP3K_2A9I68

    v13.0 for Koikatsu CharaStudio:
    Link: https://mega.nz/#!Fu5hQSxb!veLOgaubR...NovF0tjgFoHKhI

    v13.0 for PlayHome Studio:
    Link: https://mega.nz/#!U6wjXIKT!o8xllw70X...IKk001ak2yKCu8

    If you see text after installation: Warning! You have a problems with UTF-8 libs!
    Spoiler


    For CharaStudio users:
    Spoiler
    (Warning: installing HF Patch remove UTF-8 dll libraries from CharaStudio_Data/Managed.
    If you experience problems (some games don't run) - please, reinstall VNGE after HF Patch. Or just copy DLL files from installation to CharaStudio_Data/Managed)


    For NEO users:
    Spoiler

    Most frequently reason:
    You use HSResolveMoreSlotID 0.9
    (The UTF-8 Libs ERROR Caused by UtinyRipperCore.dll(Mod name:HSResolveMoreSlotID 0.9))

    What to do:
    Upgrade to HSResolveMoreSlotID V1.0b and higher (about)

    Old solution:
    Spoiler
    You can try:
    - Unpack this DLLs: https://mega.nz/#!tz5gXKia!O6vj3pGxz...-72-auhbPagcOQ to StudioNEO_64_Data\Managed
    - try to back to previous version of VNGE.
    - try to reinstall HoneySelect (it's no good, but we can't say anything good about it)

    What happens in details?
    Python programs use special info to handle UTF-8 files. Like this: # -*- coding: UTF-8 -*-
    Due to some reason your installation doesn't proceed this type of files.

    Most libraries and games can work in this case; but someone can't.
    So, run everyone at your own risk - but it's better try to fix this.
    If you see some kind of error like:
    "An exception was thrown by the type initializer for CodecsInfo"
    - so you have this problem.



    (for Koikatsu CharaStudio users - how to update to latest minor version)
    Spoiler

    Sorry, have no time to support several releases. So, CharaStudio users will have only MAJOR releases, minor you must made by yourself

    How to update to latest minor version:
    1. Download latest major release for Koikatsu and install it:
    2. Download latest minor release for Studio/NEO from this thread and NOT install it
    3. Copy the latest version of files in Lib to BepInEx/Console/Lib, replacing old one

    (description for VN Game engine for CharaStudio here: http://www.hongfire.com/forum/forum/hentai-lair/hf-modding-translation/5990340-illusion-koikatu-koikatsu-コイカツ!-mods-no-discussion-allowed?p=6034645#post6034645)

    (for PlayHome Studio users - how to update to latest minor version)
    Spoiler

    Sorry, have no time to support several releases. So, PlayHome users will have only MAJOR releases, minor you must made by yourself

    How to update to latest minor version:
    1. Download latest major release for PlayHome and install it:
    2. Download latest minor release for Studio/NEO from this thread and NOT install it
    3. Copy the latest version of files in Lib to Plugins/Console/Lib, replacing old one

    PS: Sorry, PlayHome is not in my main interest. So, PlayHome version can contain bugs and updates non-frequently.

    Short changelog (only main versions)
    Spoiler

    1.0 - supports Studio
    2.0 - supports NEO
    3.0 - supports CharaStudio
    4.0 - animated cameras
    5.0 - full supports NEO+CharaStudio, automaking game list, params in INI file
    6.0 - VNSceneScript appears
    7.0 - supports PlayHome Studio
    8.0 - VNSceneScript 2.0 (simplified playing), first VNFrame support (handling state changes) for all engines
    8.5 - full VNFrame release and help (full scene state handling for NEO-engines)
    9.0 - skin support, SimpleNovelManager added
    10.0 - full UTF-8 support on all engines
    11.0 - VNFrame 3.0 and VNAnime 1.0 - now you can make animation clips with Bezier curves


    Old versions and full changelog
    Spoiler

    Folder with other versions (since 6.0):
    Link: https://mega.nz/#F!t25CDITL
    Key: !Nwi9e3CA9YabdUm5U5ll5g

    Changelog:
    2.0
    - added NEO support, some refactor
    2.1
    - for Studio - added change_female_num_animation and change_male_num_animation
    3.0
    - added CharaStudio support (Koikatsu game)
    - added updFunc param for call on latest update
    - due to updFunc feature also added "Loading scene..." feature during scene loading for all engines. See "load_scene" function for example
    3.1
    - Studio: self.isDevDumpButtons removed, for dump camera use Ctrl+F4, dump scene - Ctrl + F5
    - All engines: set_timer function available. Example in maingameunstablefeatures
    - All: functions anim_sim_zoom_in and anim_sim_zoom_out available. Example in maingamedemo
    - All: return to main screen using Ctrl+F2
    - Studio: anim_to_camera_num and anim_to_camera funcs available. They are for animation move between cameras.
    Latest param is animation style - linear,slow-fast,fast-slow,slow-fast3,fast-slow3,slow-fast4,fast-slow4
    - Studio: added high quality demo for manipulating chars - Ruris Dream by Kningets
    4.0
    - NEO,CharaStudio: dump camera using Ctrl+F4, move_camera func available
    - NEO,CharaStudio: anim_to_camera, anim_to_camera_num funcs available
    - NEO,CharaStudio: changed to_camera function to more correct code
    - NEO,CharaStudio: internal changes - common code moved to VNNeoController
    - All: game.isHideWindowDuringCameraAnimation option for hide game window during camera animation
    - All: function on end camera movement can be defined
    - All: funcs show_blocking_message, show_blocking_message_time, hide_blocking_message available. Used during dump camera or scene
    - All: return to main screen switched to Ctrl+F3
    - All: params can be passed in Buttons actions - if it is tuple.
    Example: game.set_buttons(["Simple examples", "Advanced examples"], [simple_tests, (adv_tests, "Advanced examples as param")])
    def adv_tests(game, param):
    - Studio: specific code moved to vngameenginestudio.py
    - NEO,CharaStudio: manipulating characters functions + dumping scene (Ctrl+F5):
    -- save position, rotation, scale for chars
    -- save animation state for chars
    - NEO,CharaStudio: new advanced cool camera moves:
    -- try game.anim_to_camera_num(3, param, {'style':"linear",'zooming_in_target_camera':6}) # cool camera move with zoom-out - zoom-in
    -- try game.anim_to_camera_num(5, 0, {'style':"linear",'add_distance_target_camera':-0.2}) # this is example of slow zoom out - 5 seconds, -0.2 camera distance from 0 - current camera
    - All: menus features - see examples in techdemo
    - All: use Ctrl+F6 to print list of scene chars in Console
    5.0
    - NEO,CharaStudio: buttons works with mouse clicking
    - All: function to set background to arbitrary PNG-file - use game.scene_set_bg_png(filepng) (filepng must be in all scenes game folder)
    - All: unified code for camera animation and targeting
    - All: techdemo - new cool options and demos for camera movement
    - All: set_buttons_alt function - example:
    game.set_buttons_alt([ # set_buttons_alt receive 1 array intermediately placed Text and Functions
    "Text test", toText,
    "Timer test(15 seconds)", toTimer,
    "System message", toSysMsg
    ])
    - All: game autoprocess large number of buttons, splitting it by pages by game.maxBtnsBeforeSeparator items.
    By default game.maxBtnsBeforeSeparator = 5, so max 5 buttons on page.
    See example in techdemo / Simple examples - how 10 buttons in a row processed.
    So, you don't need to manually split buttons/actions by pages - game do it by itself
    - All: automaking list of available games
    first line of your game must be
    #vngame;<engine_name>;<game_name>
    Engine names are: studio, neo, charastudio (also "all" in case of your game is engine-independent - like in examples)
    As an example:
    #vngame;studio;Ruri Adventure
    - All: autoreloading game during the next run (after Ctrl+F3) - so, you can change it and reload without reloading Studio
    - All: autochoose the correct engine (no switch between Studio/NEO/Chara) using vngame_window_autogames_uni() call in Console.ini
    Also, no annoying windows in games itself
    - All: support for AutoTranslation of game texts using XUnity.AutoTranslator. So, you can see the game texts on your own language!
    Detailed desc in AutoTranslation_desc.txt
    - All: some options - keys for buttons, show/hide, reset and auto-translations are located in vngameengine.ini file. Edit it carefully!
    6.0
    - All: INI can be configured to run games by hotkeys
    Hint for developers: game code will be reloaded by hotkey run, so it extremely useful for debugging
    - All: INI key shortcut for hot reload of full vngameengine.py
    - All: INI option for start at hidden mode
    - All: Developer console instead of direct dump calls. Enabled by Ctrl+F4 (config in INI)
    - Chara: known BUG: temporary return to_camera function to simulating key presses.
    Due to unknown reason we are not always setting camera at correct position by num by classic code.
    - All: INI option to disable keyboard shortcuts for buttons
    - NEO, CharaStudio: VNSceneScript engine released!!!
    VN Scene Script is a framework/script for running stories, written in folder names just in scene files.
    So, in simplest cases you don't need PY scripts at all - just scene.png file
    - NEO, Chara: added functions to run VNSceneScript scenes as intro with returning to main game
    function: vnscenescript_run_filescene(file,onEnd)
    see example in techdemo
    - CharaStudio: functions to get and set frames for scene
    scene_set_framefile and scene_get_framefile (see in techdemo)
    - All: optimization: autogames feature scan only .py files
    6.5
    - Neo,Char: fixed bug in HSNeoOCIChar.animate function
    - Neo,Chara: HSNeoOCI has property visible_treenode to manipulate treenode
    - also set_parent function
    - All: set_timer allows you to pass tuple as onTimerEnd function
    - Neo,Chara: HSNeoOCIFolder class available, added to techdemo
    - Neo,Chara: lots of properties for HSNeoOCIChar - look eyes etc.
    - All: set_buttons(_,_,"compact") for place buttons compact (up to 8) on screen
    - Neo,Chara: HSNeoOCIFolder has static functions add, find_all, find_single, find_all_startswith, find_single_startswith
    - Neo,Chara: Added dummyneoclasses.py file to get dummy classes for Studio internals.
    - Neo,Chara: HSNeoOCIChar contains much new functions
    - VNSceneScript updated to 1.1:
    -- Added Developer utils - button to add typical header
    -- Devutil: save action with current camera in debug mode
    -- Devutil: can add dummy texts on default cameras
    -- Devutil: sync with file vnscene_sync.txt (you can load commands from external text file, not write it in Studio!)
    7.0
    !! ready for PlayHome - engine, demos etc.
    !! (Main was tagged set of NEO-engines - NEO, PlayHomeStudio, CharaStudio)
    - All: error handling for incorrect menu calls
    - Main: functions for manipualate backgrounds - see techdemo
    - All: param game.isHideGameButtons - for temporarily hiding the buttons
    - All: adapted set_timer and clear_timer functions (thanks countd360)
    - All: auto stop camera animation during set new camera animation (thanks countd360)
    - All: added game.onSetTextCallback param - if you want to made some auto-actions during set_text call (needed for framework authors)
    - Studio: fixed a bug with camera animation and reset
    - Main: game.onDumpSceneOverride param - set it for your own dump scene script
    - VNSceneScript 1.2
    -- Cleanup after finishing game (for fast garbage collection and increased performance)
    -- Dutil: added function dutil_syncwithfile_full
    7.5
    - Main: HSNeoOCIItem added to manipulate items
    - Main: functions scene_get_all_items, scene_get_all_folders
    - Main: functions HSNeoOCIChar.add_female(path), HSNeoOCIItem.add_item(no)
    - Main: functions HSNeoOCIFolder - rot, pos set/get
    - Main: global functions dump_selected_item_tree() and load_item_tree(obj,parentItemTreeObj) for saving item tree and load it
    - Main: dev console - ability to dump selected item tree
    - All: define your own custom buttons interface when you need - colorize, labels, etc - all Unity abilities
    use game.set_buttons_alt([],("function", custFunctionGUI)) for this - example in techdemo
    - Main: HSNeoOCIChar.as_actor property - return Actor from countd360 framework
    - Main: include vnactor.py - Actor class from countd360 (thanks!)
    Actor allows to manipulate chara in different ways. It was developed for CharaStudio, but usable in NEO too.
    - All: try to clearing game data after returning to main screen
    (Please, save your game information in game.gdata property - it will be cleared automatically)
    - Main: integrated Actor and Props framework. New functions available:
    scenef_register_actorsprops (for registering actors and properties)
    scenef_get_all_props, scenef_get_all_actors, scenef_get_prop, scenef_get_actor
    - Main: integrated fake lip sync (thanks countd360). Example can be found in all demos - it's modified Simple game demo
    v7.6
    - All: call_game_func achieved calls like [func] and ([func] param). This calls don't pass game params to func
    - All: key shortcut for restart current game - F10 (INI)
    - All: key shortcut for run VNFrame developer console - Ctrl+F5 (INI)
    - Main: dump camera bug fixed
    - Main: dump scene bug fixed (on non-latin chars) (i hope)
    - Main: lip sync moved to vngelipsync,
    - Main: lip sync - you can define engine for lip sync! set self.fAutoLipSyncVer = "v10" or self.fAutoLipSyncVer = "v11"
    - Main: VNActor updated to 1.1
    7.7
    - All: get_engine_id() function return name of engine
    - VNActor and VNFrame v1.2.1 - more powerful functions, more simple code, script_helper to made an animations
    (script_helper mostly support only CharaStudio at now) (great thanks to @countd360)
    - VNSceneScript 1.5:
    -- Dev: some useful buttons
    -- A action: return no more than 3 params. Third param can contain : symbols (needed for vnframe ext)
    - VNSceneScript: vnframe10 extension. This extension provide a way to use VNFrame functions inside VNSceneScript!
    -- So, you can change almost whatever from VNSceneScript - blush, movement, cloth, juice etc. and also animate some props!
    8.0
    (sorry, no tutorials for new features, please, wait for next versions)
    - Main: dev console button "VNFrame scene dump"
    - Main: functions scenef_clean_actorsprops, scenef_get_propf (return Prop)
    - All: event system - allows your code "listen" to some events in system
    -- functions event_dispatch, event_reg_listener, event_unreg_listener
    -- example is in techdemo
    -- available system events:
    set_text - on set_text call
    update - on every update (please, use it wisely, it calls frequently)
    before_scene_load (calls only during system load_scene call)
    before_scene_unload (calls only during system load_scene or reset calls)
    - listeners auto-clean during return to main screen (end game and cleaning functions)
    - All: game.scenedata var
    Please, use this var for save scene-specific data - links for objects etc.
    game.scenedata autocleans during scene unload
    - VNFrame and VNActor updated to 1.2.3 - support for NEO and PlayHome, but on limited properties
    limitations for NEO, PlayHome: no FK/IK support, no cloth/accessory changes, no juice handling.
    almost all other supported (pos, rotate, scale, visible, face and neck states)
    aditional limitation for PlayHome: not all face states
    VNFrame contains hack for run VNSceneScript_helper
    - VNSceneScript 2.0
    !! acode construction
    - dev utils for new version
    - version is saved in game.scenedata.scVer
    - internal vars moved to game.scenedata to correct cleaning
    !! "nul" action - do nothing
    - in text actions - "\n" replaces to \n
    !! "txtf" action - show text as third param, can contain ":" symbols;
    example :a:1:txtf:s::Some text with : symbol
    - flipsync10 extension to start engine fake lip sync
    -- VNSceneScript_helper for VNFrame (file vnframe_vnscenescripthelper)
    - provides a fast way for making states in Studio interface
    - support NEO, PlayHome, CharaStudio
    8.1
    - VNActor and VNFrame v2.0 - full support for NEO and PlayHome (thanks to @countd360)
    (and also a lot of other features in them, waiting for tutorials)
    - Mains: changed scenef_register_actorsprops, scenef_get_propf for correct work with Actor 2.0
    - HSNeoOCIChar: changed as_actor for correct work with Actor2.0
    8.2
    - NEO: removed unused reference clr.AddReference('UnityEngine.UI.Translation') from console.ini
    - VNFrame docs added (see folder VNFrame docs)
    - VNFrame_VNSceneScript: added option "EXCLUDE FK&IK&Voice". Option allow remove this options from full/diff dump (if you want minify it).
    - techdemo: added example for using VNActor
    - VNFrame and VNActor updated to 2.1
    - VNSceneScript 2.1
    -- Devutil: sync with files acode, sync
    -- Devutil: template for v20
    -- Devutil: colorizing buttons
    8.5
    - Main: added VNFrame Tutorial for all engines! (thanks @countd360)
    - All: INI - up to 10 games run using keyboard shortcuts
    - Main: sync_h function for syncronizing female and male animation
    - VNSceneScript updated to 2.2
    -- Devutil: added extension vnframe11
    -- Devutil: added extension gagency01
    - Main: VNFrame and VNActor updated to 2.2
    - Chara: finally included Laboratory Girl high-quality demo (thanks @countd360)
    8.6
    - All: gpersdata set of functions. Allows you to auto save/load game data.
    gpersdata_load(), gpersdata_save(), gpersdata_set(param,val), gpersdata_get(param)
    Examples are in techdemo / Simple Examples
    - All: checkpoints set of functions. Allows you to make galleries, game checkpoints etc.
    Examples in All Demos / Main Demo with checkpoints
    - VNActor and VNFrame updated to 2.3
    - Mains: fixed small bug in scenef_register_actorsprops()
    8.7
    - VNActor and VNFrame updated to 2.3.2
    # - allow call "game_func" to run game functions
    # example: {'game_func': [(sup_print, "1"), (sup_print, "2")]} or {'game_func': (sup_print, "test1")}
    - dump_camera - added , to vnframe code
    - folders in prepare_auto_games() list (thanks to @Kningets)
    Examples: #vngame;neoemos/Subdemos/Demo game 1, #vngame;neoemos/Demo2
    Also rules: please, use from now folder Demos for demos, Utilities for utilities.
    - rule for lip sync - if text started with "!", no fake lip sync starts (see simplegamedemoadv2 for examples)
    - vnlibfaceexpressions.py - face expressions lib. Allows you to change face in standart script.
    example of use: game.texts_next([
    ["me//angry_whatyousay", "What are YOU say??"],
    ]...)
    examples in simplegamedemoadv2 (for NEO - simple game demo - lip sync in All demos)
    8.9 (9.0 beta)
    - All: skin system!!
    -- there are three skin in package: skin_default, skin_renpy, skin_customwindow
    -- for VN skin_renpy is best (see Simple game demo)
    -- for utils like ScriptHelper you can use skin_customwindow
    -- you can dev your own skins, see skin_renpy or skin_customwindow as reference
    - Main: VNActor and VNFrame 2.3.5 - updated for FK items and skin system (thanks to @countd360)
    - Main: Dev console has VNActor select dump allows you to dump state of selected chara in tree (even without id)
    - Main: libfaceexpressions 1.1 - added lot of NEO male faces (thanks to @cochese42)
    - All: markupreplacer lib - some text processing if you want (thanks to @cochese42)
    - Main: vnscenescript - you can set default skin for your VNSceneScript (INI)
    8.10 (9.0 beta 2)
    - Main: HSNeoOCIProp class. This allows you to convert object to correct Prop class from VNActor.
    - Main: global params HSNeoOCIChar.globalActorClass and HSNeoOCIProp.globalPropClass
    this uses for overriding actor and prop classes due to concrete using
    (for example, if you detect a plugin and want to share additional properties)
    it's not good to use them, but it's necessary for some cases
    - VNFrame 2.3.8 - allows you to pass object as 'act' function params.
    9.0
    - All: show version, start text adjust to it
    - All: Console window hidden at startup, to see it change showAtStartup=1 in Console.ini
    - Mains: integrated Simple Novel Manager 1.1 - now available from main screen
    - VNActor 2.3.9
    -- contains import_status for Prop and Actor
    - skin_renpy 1.1 - reduced window height, set up max buttons
    - All: skin system allows you set max number of buttons in params
    - All: simplegamedemo uses skin_renpy by default
    9.1
    - Mains: Added HSNeoOCILight, HSNeoOCI now supports OCILight (thanks to @chickenman)
    - VNFrame 2.3.10 - chickenman, Keitaro (thanks to @chickenman)
    # - added support for OCILight as Prop
    # - import_status_optimized_diff for Actor
    - VNFrame (register_autoprops) supports -propchild: property (needed for Light handling)
    - extplugins.py 1.1 added - for extended plugins handling (thanks to @chickenman)
    9.1.1
    - All: fixed bug in CustomGUI calls in skins: default and renpy. Now "game" param is sent as first param.
    10.0
    - CharaStudio, PlayHome: UTF-8 support! (some libraries added to X_Data/Managed)
    - All: functions file_get_firstline_utf8, file_get_content_utf8
    - Main: VNFrame 2.4 - (thanks to @countd360)
    # vnactor:
    # - support IK&FK mode, need extplugins.py.
    # to use IK&FK, need HSStudioNEOAddon.dll for NEO, PHSAddon.dll for Playhome.
    # - Support for light extends to Playhome and KoiKatsu.
    # Though the light support is not good in playhome and koikatsu, these function still work.
    # (To add a light in playhome you need PHIBL.dll. And light in koikatsu can not effect character.)
    # vnframe:
    # - support UTF-8!
    # - [Create TAG] button in ScriptHelper can create -propchild: tag for lights now.
    - PlayHome: extplugins support PHSAddon.dll (thanks to @countd360)
    - Main: Simple Novel Manager v1.2
    # - UTF-8 support in config and text files
    # - support "skin" param in config. Example: "skin": "skin_renpy"
    - Main: VN Scene Script v2.3 - UTF-8 support during sync with text files
    - All: added libjsoncoder lib (thanks to @chickenman)
    - HSNeoOCILight: fixed bug with pos and rot properties
    11.0
    - All: Ctrl+F3 doesn't reset current scene - so, back to menu freely )
    - extplugins:
    -- NEO: support HSStudioNEOExtSave,
    -- CharaStudio: pre-support KKPE
    - Main: VNFrame 3.0 (3.1.3)! (by @countd360)
    vnactor 3.0:
    - import_status_diff_optimized() function for Prop
    vnframe 3.0:
    - A new feature: "key frame clips" added!
    - Create and manage key frame based animation clips in Script Helper!
    - A clip can animate tagged actors and props, camera and system, and sync which another clip.
    - Several clips can be run in the same time. So you can create one clip for one actor, or
    even several clips for one actor, and then run them at same time to make an animation.
    - Clip can be controlled in act script like a game build-in anime.
    Clip status can be dumped by script helper.
    - In script builder can choose which actor/prop/clip you want to dump now.
    - Auto script template update:
    - Support key frame clips
    - Support skin selection
    - Choice to show a "restart" button the end of game
    - Choice to use quick reload, which restart game without reload the scene file.
    - (act function) call import_status_diff_optimized for Prop and Actor instead of direct processing.
    - [Create Tag] button in scene helper will register the new tagged object to actor/prop automatically.
    vnanime 1.0:
    - The new key frame animation clip engine.
    Also:
    - vnframe 3.1.3 - add IK&FK mode for KK
    -- NEO, PH, CharaStudio: VN Frame Tutorial 2 (in Demos section) to understand new features!
    11.5
    - vngame_window_autogames_uni_1init(), studio_wait_for_load() - for solve problem with loading timeout on start
    - changed Console.ini to adequate load on start
    # extplugins 2.2 by @countd360
    # - NEO: HSStudioNEOAddon - Add some function to support play MMD
    # - KK: KKVMDPlayPlugin - a plugin to support play MMD
    # vnactor v3.2 (beta) (Keitaro)
    # - Support for add data from external plugins to export_full using options from vnactor.ini
    # - NEO: support save/load HSNeoExtSave (HSStudioNEOAddon.dll) plugin data in "sys"
    # vnactor v3.2.1 (Keitaro)
    # - Error wrapping in face_to_full call
    11.6
    - warning if you have problems with UTF-8
    - added testutf8.py file
    - small changes in vnframe v3.2.1 - removed UTF-8 header to increase compatibility
    11.7
    - fix some bugs in startup - removed incorrect CameraControl import, added debug info in vngame_window_autogames_uni
    - vnanime 1.1.3 - removed utf-8 dependence
    - extplugins 2.3 - HSPENeo plugin support
    - vnactor 3.3 - HSPENeo plugin support
    (to save actor's HSPE data during making VN or using SSS set ExportChara_HSPENeo=1 in vnactor.ini)
    11.7.1
    - CharaStudio, PH: fixed bug with loading - set console ShowAtStartup=1
    11.8
    - new demo - demovnscenescriptbased.py - how to make a game based on VNSceneScript files
    !! vnframe v3.2.2 (Keitaro) - fix for correct work with VNSceneScript
    # - fix for using act function without game.gdata.kfaManagedClips
    - pre-support of KKPE (works on internal version, don't use it for now):
    extplugins 2.4, vnactor 3.4
    12.0
    - VNActor v3.5 (Keitaro)
    # - support functions - bytearray_to_str64 and str64_to_bytearray
    # - CharaStudio: save neck params when position Fixed - 'face_to_full2' param (optimized version to use str64)
    # - NEO: save neck params to str when position Fixed - 'face_to_full2' param (optimized version to use str64)
    # - CharaStudio: ready for KKPE 1.2.0+, use ExportChara_KKPE=1 in vnactor.ini
    # - CharaStudio: error handling for FK set
    # - CharaStudio, NEO: export cur clothes, use ExportChara_CurClothesCoord=1 in vnactor.ini (for NEO may be buggy)
    - extplugins 2.5
    # - CharaStudio: Screencap plugin support


    If you get error (during some program run etc) and want to send info about it...
    Spoiler

    1. Toggle Python Console:
    set up ShowAtStartup=1 in Console.ini (located in Plugin/Console or BepInEx/Console)
    2. After run Studio you will see Console window. Please, don't close it - just switch back to Studio (like Alt+Tab)
    3. Reproduce error. Then, switch back to Console and see error log. Please, send this information with error description.


    FAQ for setup environment
    Spoiler

    I want to change keyboard shortcuts, how to do that?
    Edit vngameengine.ini (Plugins/Console/Lib), section Shortcuts

    I want to run my game/util by some shortcut
    See vngameengine.ini (Plugins/Console/Lib)
    - in Options section set GameX(Game1, Game2 etc.) to filename of your util/game. Example: Game2 = scenesavestate
    - in Shortcuts section set GameX(Game1, Game2 etc.) to choosen shortcut. Example Game2 = F4

    I don't want to see VN Game Engine window immediately after startup
    See vngameengine.ini (Plugins/Console/Lib)
    - in Options section set StartHidden=1

    I want some game texts be autotranslated...
    (this can be difficult)
    See AutoTranslation_desc.txt in Plugins/Console/Lib folder and follow the instructions.


    FAQ for VN developers
    Spoiler

    How to make my first game?
    1. See Simple game demo - this is the simplest example.
    2. See simplegamedemoadv.py - code for this game
    3. Try to change something to understand it.
    4. Make a copy of this code and some scenes for your own - and this will be your first game!

    or, if you afraid of code in Python, and want make only simple kinetic visual novels from start
    - check Simple Novel Manager here: http://www.hongfire.com/forum/forum/...28#post6568928
    - or see section Easy way to make Kinetic Visual Novels (VN with no choices) without writing a code below

    How to place my game in game list?
    just set first line for your .py file as
    #vngame;<engine_name>;<game_name>

    Examples:
    for Studio -
    #vngame;studio;My Cool Game
    for NEO -
    #vngame;neo;My Cool Game
    for CharaStudio -
    #vngame;charastudio;My Cool Game
    for PlayHome Studio -
    #vngame;phstudio;My Cool Game

    How to make in-game choices?
    See maingamedemo.py examples

    How to animate between cameras?
    See Simple game demo - there are one simple animation.
    For advanced examples see - Tech demo / Advanced examples / Animated camera movements section

    Can I move camera to arbitrary position, not-saved in scene?
    Yes, using dumping a camera. Press Ctrl+F4 and read dumpython.txt for code.
    Also, see examples in Tech demo / Advanced examples / Animated camera movements section

    I want to manipulate characters state - change clothes, animations. How can I do that?
    We have advanced technics to make games for NEO-based engines (not Old Studio).

    So, please, pass these tutorials (you can see one or all of them):
    - pass VNFrame Tutorial and Tutorial 2 (included as game in VNGE installation package)
    - see VNFrame docs (located under Lib/VNFrame docs)
    - see Express Tutorial for animators by @KoramaAnte from Discord (thanks)
    - install and see video for Scene Save State mod (it provide easy way to switch between scene states)
    - see VNSceneScript fast tutorial

    (if you work in Old Studio, see Ruris Dream demo by Kningets (not recommended, it's pretty old))

    My game doesn't work with non-Latin chars! What to do?
    Add the following line into your python file.
    Code:
    Code:
    # -*- coding: UTF-8 -*-
    Insert it at the second line of you python, save your file in UTF8 encoding. And you should able to use UTF8 in texts. Refer to vnftemplate.py for example.

    NEO: When I call load_scene, my Advanced IK information doesn't load (plugin HSStudioNEOAddon.dll)! What to do?
    Solution here: http://www.hongfire.com/forum/forum/...68#post6538368

    What if I want save and load state of character/folder/item?
    See code snippet here: http://www.hongfire.com/forum/forum/...50#post6564750

    When I use VNFrame/SceneSaveState, can I save some extended data like Advanced IK, HSPE, KKPE etc.?
    In case if plugin supported.
    You can toggle save additional info in vnactor.ini, when you need it. (Loading will be processed automatically, besides of these options)
    Warning: all of these options significantly increase dump size! Also, all of them may be buggy!

    [neo]
    ExportSys_NeoExtSave=0 - this will save Advanced IK info
    ExportChara_HSPENeo=0 - this will save HSPE
    ExportChara_CurClothesCoord=0 - will save current clothes info

    [phstudio]

    [charastudio]
    ExportChara_KKPE=0 - will save KKPE
    ExportChara_CurClothesCoord=0 - will save current clothes info

    <another question>
    - please, read start of vngameengine.py file, and also try all techdemo.py demos
    - ask on this theme


    FAQ for mod makers - how to add support of your plugin to VNFrame or SceneSaveState
    Spoiler

    Tutorial of how add a support here:
    http://www.hongfire.com/forum/forum/...84#post6942384



    Easy way to make Kinetic Visual Novels (VN with no choices) without writing a code
    Spoiler

    Actually, there is a TWO ways to do this.

    1. You can use ScriptHelper by countd360 - (it's a little bit complicated, but you can make animations etc.)
    How:
    - please, see Demos / VNFrame Tutorial game demo
    - also, please, read PDF-s in Lib/VNFrame docs

    2. You can use Scene Save State and Simple Novel Manager together - (as for me, it's easier. Also, you will get editable scenes in future)
    How :
    See video here: https://mega.nz/#!86pkAAiS!KUCIs19c6...ZxUSixVsu78_8U
    (warning! you need at least v11.8 to do this!)

    or read text below:

    1. Download and run Scene Save State mod for VNGE. This mod allows you to save multiple scene states and cameras.
    2. Use it to make scene states and cams you need. When you need VN text, please, set checkbox "Use cam in Visual Novel". (Not checked cams will not be exported; but all states will be)
    3. When you'll be ok, goto tab Load/Save and press button "Export to VNSceneScript". This will add some folders make a scene playable by another engine - VNSceneScript (it's a simple player for novels, located inside folders)

    4. Save and test your scene. Close Scene Save State and press F8 - this will run VNSceneScript player. Hope all is ok. If you will not satisfied, you can edit it once more time, and export too.

    5. If you are satisfied you are able to:
    - send everyone this scene as VNSceneScript file (and novel inside it)
    or
    - make a VN with a number of such scenes (see step 6)

    6. (Bonus). Collect all VNSceneScript scenes you need in your novel.
    Open folder in your scene folder and find "simple_novels". There are novels for Simple Novel Manager (second button on main screen).
    Copy demo folder and:
    - change something in _sn_config.txt to name your novel.
    - just add your prepared VNSceneScript scenes to folder. DON'T make text files for them!!

    Return back and run your Simple Novel. Your scenes will be played one-by-one.
    ​​​​​


    Screenshots is in attachements.
    Overall info, video demos and tutorials: https://mega.nz/#F!oiB2wAQK!ojGIzlAN-1B-263uUDEalQ


    ---

    Feel free to redistribute it on other sites, or steal some parts of it.

    Want to support? Share here your scene, game, or at least say "thank you" in comments.
    Attached Files
    Last edited by keitaro1978; 07-04-2019, 02:13 PM. Reason: link to VNAnime tutorial

  • Update for vnanime
    vnanime 1.3:
    - A new clip optimization UI, provide more save and controllable optimize.
    - Clips sorted by priority first and then by clip's name, more easy to find.
    - Status list of actor/prop/system can be sorted/translated/colored by setting in vnactor.ini, more easy to understand and handle.
    - Adjust of curve data applied automatically, no 'update' button click needed.

    vnactor 3.6:
    - fix light color support for CharaStudio
    - load status translate strings for vnactor.ini, (support function for vnanime update)
    a updated vnactor.ini included, merge the [translation] section to your owns.

    vnframe 3.2.3:
    - add a "reset" button in scene helper tab to reset vnanime (maybe temporary, not necessary in most case...)
    Attached Files

    Comment


    • 13.0 released
      There are a lot of cool stuff here )
      - Finally camera FOV processed correctly - in switching, and in animation
      - VNAnime stuff! (thanks to countd360 !!)
      -- You can save/load VNAnime data inside scene!
      -- You can run VNAnime from VNSceneScript (so, you can freely it use in VNSceneScript VNs)
      -- VNAnime wizard refined UI
      - VNSceneScript 3.0 includes lots of features for control VN - including advanced animation of camera
      - appeared libministates to control ministates in code

      Also, almost all this features will be available in SceneSaveState 7.0!

      Full changelog:
      Spoiler

      13.0
      - processing FOV
      - processing FOV while animating cam

      vnscenescript 3.0
      - timernext support syntax: timernext:<time>:<nextstate>
      - new commands: showui, hideui, hideui:<timerforhide>
      - Ministate button run cmd - addbtnms:<text>:<ministatename>
      - upgrade to run v30
      - Adv cam function - camoanim3:<camstr>:<duration>:<style>:<effZoomOut> :<effRotX>:<effRotZ> (use 0.0 on effects if you don't want effects)
      - Ministate immediately run cmd - runms:<ministatename>
      - game is not hide UI during animation by default - you can do it manually in wizard
      - support scene params "next" in addbtn calls
      - commands for control buttons in UI - lockui/lockui:timeout/unlockui

      vnanime 1.2
      - When you click 'Export Clips' button in script helper, you can choice export to scene or to txt/py file
      - Auto and manual load in-scene clips.
      - Stop update clip after last keyframe played. So if the last keyframe is not the last frame, clip will not lock to last keyframe state any more when we passed it.
      vnanime 1.3:
      - A new clip optimization UI, provide more save and controllable optimize.
      - Clips sorted by priority first and then by clip's name, more easy to find.
      - Status list of actor/prop/system can be sorted/translated/colored by setting in vnactor.ini, more easy to understand and handle.
      - Adjust of curve data applied automatically, no 'update' button click needed.

      vnactor 3.6:
      - A little fix that match char_anime()'s param with vnactor.animate(). So you can pass the fifth param as 'force reload' to char_anime() now.
      - fix light color support for CharaStudio
      - load status translate strings for vnactor.ini, (support function for vnanime update)
      a updated vnactor.ini included, merge the [translation] section to your owns.

      vnframe 3.2.3:
      - add a "reset" button in scene helper tab to reset vnanime (maybe temporary, not necessary in most case...)

      vnscenescriptext_vnanime10.py
      An new ext for vnscenescript to support vnanime clips.
      Use f_clipinit to init clip manager and load in-scene clips.
      Use f_clipplay, f_clippause, f_clipstop, f_clipseek to control the play back of clips.
      Read comment in vnscenescriptext_vnanime10.py for detail.

      vnscenescriptext_flipsync10.py
      - Add a "read speed" param to initflipsync function, so you can set reading speed now.

      libministates.py
      - lib for run and manage ministates

      skin_renpy.py
      - optional additional button in top-right corner

      Comment


      • KoramaAnte releases crash course for start working with animations in VNGE 13.0:
        https://mega.nz/#!iF0SFKZa!pkWyb52Gr...3Tx4SX5K6DgVsE

        Comment


        • hey is there anyway to export key frame animation to and sss scene?

          Comment


          • keitaro1978
            keitaro1978 commented
            Editing a comment
            Not sure about your question.
            1. You can't use VNAnime in SSS, but

            2. You can use VNAnime clips during making VNSceneScript in SSS. You can use commands (use them in advanced cmd section):
            Use f_clipplay, f_clippause, f_clipstop, f_clipseek to control the play back of clips.
            Read comment in vnscenescriptext_vnanime10.py for detail - or check Wizard

        • would you mind posting a sceen shot of some examples of the code to run vnanime in sss tried coping the code from the.py file you suggested and it not working out. not sure where to find this wizard you mentioned.

          Comment


          • countd360
            countd360 commented
            Editing a comment
            As Keitaro said, you can't use VNAnime in SSS, at least for now.
            But if you make VNSceneScript in SSS, you can use it.
            Todo:
            1. In edit panel, check the "Use cam in Visual Novel" checkbox at the right bottom side. You must enable this checkbox for the first cam of a scene.
            2. Click the [More] button beside checkbox, SSS will jump to a new panel.
            3. Click the [Wizard: Start adding a VNSS command] button, and then choose [VNAnime ext: ...]
            4. Select you action and set a clip name, check the green [OK] button when you done. Then the cmd will appear in [Adv VN cmds] box.
            5. Click the [Save cam+params and return to main] to update.
            6. Go to Load/Save panel, [save scene data], then [Export scenes and cams to VNSceneScript], and [... or run VNSceneScript from beginning].
            7. If everything is ok, the VNSS viewer will run. When the cam with VNSS cmd reached, the cmd will run.

            Good luck.

        • VNGE doesn't start. very confused. Not like it's a complicated install. Is there a common mistake people make that I am just not finding?

          Comment


          • Quick question. When animating cameras using SceneSaveState, it swings counter clockwise when it would be a shorter distance to turn clockwise to the next camera. Is there a way to adjust this? Even if it involves a little programming?

            Comment


            • Click image for larger version

Name:	Camera Swing.png
Views:	2
Size:	10.2 KB
ID:	6964894

              A rough example of what I mean.
              Attached Files

              Comment


              • cochese42
                cochese42 commented
                Editing a comment
                NathanOnAHill This is a known problem and isn't easy to solve. The animation interpolation follows some basic rules and will rarely go 'over the top' when moving from a say 5 degrees to 355 degrees. The trick is to force it. There's a comment section somewhere in this thread that covers the basics. Basically, you're trying to 'nudge' the interpolation logic in the right direction from the start, e.g. go from 5 to 0 then from 0 to 355. But the technique is slightly different depending on which way you want to go. Overall tip: use linear curve until you've fix this issue, finding the right frame to set the 'nudge' is difficult otherwise.

              • NathanOnAHill
                NathanOnAHill commented
                Editing a comment
                That's fair. I'm primarily using SceneSaveState, and there's a few scenes I'd like to utilize an animated camera, but not all of them. Is there an option to toggle whether a camera animates or not? As far as I can tell at this point, it's all cameras animate or none.

              • keitaro1978
                keitaro1978 commented
                Editing a comment
                Unfortunately, there is no option in SSS.

                If you want more control over cameras, you can make VN for that using export to VNSceneScript.
                In VN using Advanced options you will have more flexibility over camera animations.

            • Hi, countd360

              Current version of VNAnime doesn't work correctly with VideoExport plugin of Joan (for NEO).
              Joan made some changes and make it work - please, check changes in new vnanime. Hope it's ok to include them in next release.

              new vnanime for 13.0 - in attachment
              VideoExport plugin - https://www.patreon.com/posts/26224379
              Attached Files

              Comment


              • countd360
                countd360 commented
                Editing a comment
                I checked. It should be OK.
                Joan is more experienced in UNITY game, and I am not. It should be the better way, and I will include it in next release.
                But it wouldn't be soon, so by now, just include Joan's patch, please.

              • keitaro1978
                keitaro1978 commented
                Editing a comment
                Ok, thanks!

            • Is there a way to animate character tongue or mouth with VNanime?

              For instance, I have set a different tongue position (using HSPE) at key at frame 0, then frame 60. The tongue, unlike hand for instance, does not progressively change position. It remains the same from frame 0 to 59, then suddenly change position at frame 60.
              artificial girl 2 kodu kiwi! no... doku! wiki!
              ag2harem official site u_u (actual version is 02b18)

              Comment


              • countd360
                countd360 commented
                Editing a comment
                I remember there is a FK tongue MOD for studioNeo, you can try that.

              • byblo
                byblo commented
                Editing a comment
                Yes but I needed to animate the mouth, body and tongue. Thank you for the answers anyway.

              • keitaro1978
                keitaro1978 commented
                Editing a comment
                Potentially, you can make your own save/load functions for HSPE in vnactor, specially for mouse/tongue, in float values. If you do this, you can allow interpolation for them.

            • Made some simple base tutorial for VNAnime:
              https://mega.nz/#!Vr4QFAqD!8mVYC6dKe...FspdAgD71hP69w

              Comment


              • I tried everything. Every versions. CTRL + ` to see the Debug Console. It's not that complicated to install it, unzip and Copy Paste in the folder... But it doesn't work. The window doesn't appear. I'm clueless. Really need some help :-(

                Comment


                • SkullZennith
                  SkullZennith commented
                  Editing a comment
                  Finally I made it work.

                • VidsProduc
                  VidsProduc commented
                  Editing a comment
                  How ? It used to work perfectly for me, but after changing to a new PC, this doesn't work anymore... Same with Honeyshot with the PAUSE button
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