[ILLUSION] Koikatu! - Card Sharing Request Thread 2.0 (Restart)

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fopooma07

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Dose anyone have this card?
 
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zx574469335

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Rimengton-san

Rimengton-san

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Disable all fk and ik on the character -> animations -> basic -> T Pose and then reenable nodes
I'm new to editing scenes, I have similar problem with latest Tachumi scene. Can you explain what "fk" and "ik" stand for and ?
 
hexxo

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still looking.. does anyone have the harada pack from scene 400-to the latest scene now? i want to complete my collection 😭

 
wonswa

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Looking for possible cards from Aumi/Aomi, like the rapunzel card or newer if anyone has em
IIRC Aumi's been marking their cards for the last 5~6 months, so I doubt anyone will share them. :/
 
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keephunting

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I'm new to editing scenes, I have similar problem with latest Tachumi scene. Can you explain what "fk" and "ik" stand for and ?
can you upload the scene with broken anis in it
i know a bit but its better to make sure i dont make dumb mistake that make you more confused
 
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natsuf

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I'm new to editing scenes, I have similar problem with latest Tachumi scene. Can you explain what "fk" and "ik" stand for and ?
FK = Forward Kinematics, animator uses skeletal structure built into characters to create animations and poses. "Forward" as in you dictate every angle of every bone to create desired movement. Building the pose in forwards.


IK = Inverse Kinematics, animator can move around limb, shoulder, hip and waist nodes to determine where they should be during movement. "Inverse" as in nodes dictate where each body part should be in the final result and body parts adjust their angles to reach the desired pose. Building the pose by reverse engineering angles to nodes.


FK & IK = these two animation philosophies can be combined in various ways, (ex. FK for head and neck, IK for the rest of the body)


Fixing afromentioned bugs = Disable FK & IK, choose T-Pose from animations tab and reenable them
 
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kikio14

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Do you happen to have the previous 2 scenes from this one? Can't find.
 
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Muffy

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I'm new to editing scenes, I have similar problem with latest Tachumi scene. Can you explain what "fk" and "ik" stand for and ?
FK = Forward Kinematics, animator uses skeletal structure built into characters to create animations and poses. "Forward" as in you dictate every angle of every bone to create desired movement. Building the pose in forwards.


IK = Inverse Kinematics, animator can move around limb, shoulder, hip and waist nodes to determine where they should be during movement. "Inverse" as in nodes dictate where each body part should be in the final result and body parts adjust their angles to reach the desired pose. Building the pose by reverse engineering angles to nodes.


FK & IK = these two animation philosophies can be combined in various ways, (ex. FK for head and neck, IK for the rest of the body)


Fixing afromentioned bugs = Disable FK & IK, choose T-Pose from animations tab and reenable them

Iterating on this, a good way to think of FK and IK is IK is more intuitive than FK. If you look at a t-posed character and think "I want to move the arm up and down", IK rigging means you can just grab the end of the hand, move it up and down, and watch the elbow and shoulder rotate and move along with the motion of the hand. This is because IK motion is automatically resolved by the game engine. Any animation software really will work like this if it supports IK rigs.

FK can allow for much more precise control, the difference is there is no automatic resolution of motion. So in FK, if you attempt to rotate a character's hand, well, it won't actually move the rest of the arm with it. The hand will simply rotate all by itself. If you want the hand to move, you'd have to rotate the elbow, along with the shoulder, and animate this motion separately on each bone.

Furthermore, about scenes sometimes bugging out with poses when you load them. T-pose is not ALWAYS the optimal choice. KK is funny. Certain spine positions are loaded as "default" when you load a specific animation, and many scene animations are actually built using existing game animations as a foundation (at least for these necessary spine positions).

In some scenes, loading a t-pose will force the spine into an unusual spot, for example, creating a massive U bend in the character. This is because the intended animation was created using a different game animation as a base! In these situations I just switch between pre-baked animations from the game files, usually under girl or boy insertion, until the spine "looks right" for the given animation. For the most part these spine positions seem to be the same across all variations of cowgirl. missionary, doggy, etc. So you can just try a handful of "about to insert" selections until it looks normal.
 
kklot

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anyone?
Bump
 
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Tera_56

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sdgdgdg

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Bro... i need help on request too over here :(

Can anyone share/buy Dokigirl scene number #
SC-58 ,43, 42, 41, 40, 39, 38, 37, 36, 25, 23, 22, 21.

Still missing and havent share these on public forum yet and i need help. Even its just 1 scene I would be really appreciate. Thanks

And secondly if i share Sunset Rayline collection, can somebody replace me on sharing Giddora & lazymelon scenes please? I cant keep buying these by myself. I need heeeeeeelp :cry::cry::cry:
I just have SC-58 lol
 
undercut

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Does anyone have his some SDs?
 
Imai san

Imai san

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thedoshmonster

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Any chap got their hands on a Virtuosa / Arturia card/zipmod? I saw one get passed around before but all dead links.

 
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Nisshin

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Do you have the latest version (1.1.3) for studio reflection please?
No. I got these somewhere long ago and only found them by cleaning my hdd 😁
 
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jhon3d

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please, carlotta
 
ZzZDARKERZzZ

ZzZDARKERZzZ

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I found two cards but I can't register an account, can anyone share that?
Provide little help for you:

please, carlotta
 

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