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

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MunGus

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Is there any method to create 1 card but different body, size/type overlays, skin colour, eyes, eyeliner, eyebrows? Like literally each coordinate is different? Kinda wanna play around in maker I want to make unique character. If possible, like each coordinate have different personalities? I'm kinda wanna trim my card storage that's why XD.
 
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Muffy

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Is there any method to create 1 card but different body, size/type overlays, skin colour, eyes, eyeliner, eyebrows? Like literally each coordinate is different? Kinda wanna play around in maker I want to make unique character. If possible, like each coordinate have different personalities? I'm kinda wanna trim my card storage that's why XD.
You'd be able to do this with overlays, but body type would remain the same across all outfits. Overlays however can be configured to be outfit specific, and you can use different overlay textures.
 
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satsukiKoto

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Is there any method to create 1 card but different body, size/type overlays, skin colour, eyes, eyeliner, eyebrows? Like literally each coordinate is different? Kinda wanna play around in maker I want to make unique character. If possible, like each coordinate have different personalities? I'm kinda wanna trim my card storage that's why XD.
it's hard working you know.
if you use madevil plugin pack.
with CharaOverlayLayer, you can set different overlays, underlay for body, face, eye (can't remember it work with eyeliner and eyebrows or not) to different coordinate.
for different body size
by adapted this guide https://www.pixiv.net/artworks/94771487 , you can make a different body type to different coordinate too.
this is far as it can do
for personalities, I think it can't
 
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satsukiKoto

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Does anyone have Kafka and BRS from earthship?
Getting earthship cards is like trying to flee east germany without getting caught.
I heard from my friend
You have to $30 to get character card with only hair, if you want it full with clothes +$69
total $99 for 1 Character card
that not all, if it's your first time subscription
you have to pay $99 first and you will get the card after you give him a trust one month

but after this card https://www.pixiv.net/artworks/106836927
$69 you will get only hair, $168 for full clothes and mod

I think this is why it's so hard for his card to be leak
 
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cchh2222

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Where can I find the zzz player boy zipmod?
 
CatVibes

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I heard from my friend
You have to $30 to get character card with only hair, if you want it full with clothes +$69
total $99 for 1 Character card
that not all, if it's your first time subscription
you have to pay $99 first and you will get the card after you give him a trust one month

but after this card https://www.pixiv.net/artworks/106836927
$69 you will get only hair, $168 for full clothes and mod

I think this is why it's so hard for his card to be leak
Dear god...
 
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Muffy

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Ass loop

TY so much, I think I got it!!
but it's not very intuitive, it would be easier to do it manually as when we move her leg or an arm, u know. Those red dots appear...

Anyway, I feel that maybe I'm still missing "plugin" or something, bcz I don't get any buttock bones. :s
Yeah, so something I see quite frequently is people will construct a faux-IK rig by using folders/objects and NodeConstraints. Basically, they'll parent, say, multiple bust bones to a sphere or folder, and either hide the sphere using MaterialEditor or just keep it as a folder.

From here, they can just click on the parented folder/object on the workspace to show axis controls for it within 3D space. This is much more intuitive to manipulate, so it's just a matter of adjusting the position and creating keyframes in Timeline.

I'm sure you've seen loads of animations with a ton of nested folders named things like "HIPS | (some character)". Or perhaps just a bunch of crap named "New Folder" all nested 5 or 6 layers deep lol. This is the faux-IK rig, and manipulating these objects is what creates the motion. These are usually trickier to alter animations on however.

A particular set of bones may have 5 subfolders, but the maker put timeline data on every single one. This means no matter what you manipulate, it will always "reset" back to whatever Timeline has for it. Sometimes you can find an unused folder to make adjustments with, but more often than not you'll have to untick something from Timeline to manipulate it the way you might want.

But that's more or less how animations are created --- a fake IK rig is constructed using NodeConstraints, and you can just create keyframes and manipulate multiple bones in an "IK-like" fashion even though it's technically not even a real IK rig. What's interesting is you theoretically only have to make this rig once --- you can just make it in an empty scene with a default character, and then import that any time you wish to start creating an animation. It'll still require some tweaking with NodeConstraints and updating offsets when you swap characters, but I imagine this would be easier than making the rig from scratch every single time.

There are also different ways to create animations. HC for example just animates the IK rig directly, and only seems to do simple bone tweaks that are static (like shifting a body part into a position otherwise impossible). This is why you can quite easily swap characters in his scenes and the animation more or less stays the same, with maybe a few bone tweaks needed to keep things from clipping. Animations built with fake IK rigs need a ton of work despite being much more adjustable, because EVERY nodeconstraint needs to be updated for the new position data of that character.

Honestly, I think it'd be easier to spend a year taking a crash course in Blender than trying to learn the arcane coomer magic of KK Studio. I'd say I'm somewhat well versed in Blender and there's just tons of jank with how you have to do the same things in KK Studio, but it is impressive that there's a fully featured graph editor. It was never meant for animations of this complexity, but it does amaze me how far people are willing to go to make some good stuff.

As for "missing bones", at least half the bones are NOT named intuitively and seem to use romanized names. The buttcheeks in specific all contain "siri". If you select a character, right click the KKPE icon in the lower left corner, it should pop up the advanced window. If you click "bones", you can just search for what you want and it'll show you every bone with that word in it.

I will for sure work on a video to demonstrate making a basic animation, from making a janky rig to animating it. It'll take some time though.
 
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natsuf

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Yeah, so something I see quite frequently is people will construct a faux-IK rig by using folders/objects and NodeConstraints. Basically, they'll parent, say, multiple bust bones to a sphere or folder, and either hide the sphere using MaterialEditor or just keep it as a folder.

From here, they can just click on the parented folder/object on the workspace to show axis controls for it within 3D space. This is much more intuitive to manipulate, so it's just a matter of adjusting the position and creating keyframes in Timeline.

I'm sure you've seen loads of animations with a ton of nested folders named things like "HIPS | (some character)". Or perhaps just a bunch of crap named "New Folder" all nested 5 or 6 layers deep lol. This is the faux-IK rig, and manipulating these objects is what creates the motion. These are usually trickier to alter animations on however.

A particular set of bones may have 5 subfolders, but the maker put timeline data on every single one. This means no matter what you manipulate, it will always "reset" back to whatever Timeline has for it. Sometimes you can find an unused folder to make adjustments with, but more often than not you'll have to untick something from Timeline to manipulate it the way you might want.

But that's more or less how animations are created --- a fake IK rig is constructed using NodeConstraints, and you can just create keyframes and manipulate multiple bones in an "IK-like" fashion even though it's technically not even a real IK rig. What's interesting is you theoretically only have to make this rig once --- you can just make it in an empty scene with a default character, and then import that any time you wish to start creating an animation. It'll still require some tweaking with NodeConstraints and updating offsets when you swap characters, but I imagine this would be easier than making the rig from scratch every single time.

There are also different ways to create animations. HC for example just animates the IK rig directly, and only seems to do simple bone tweaks that are static (like shifting a body part into a position otherwise impossible). This is why you can quite easily swap characters in his scenes and the animation more or less stays the same, with maybe a few bone tweaks needed to keep things from clipping. Animations built with fake IK rigs need a ton of work despite being much more adjustable, because EVERY nodeconstraint needs to be updated for the new position data of that character.

Honestly, I think it'd be easier to spend a year taking a crash course in Blender than trying to learn the arcane coomer magic of KK Studio. I'd say I'm somewhat well versed in Blender and there's just tons of jank with how you have to do the same things in KK Studio, but it is impressive that there's a fully featured graph editor. It was never meant for animations of this complexity, but it does amaze me how far people are willing to go to make some good stuff.

As for "missing bones", at least half the bones are NOT named intuitively and seem to use romanized names. The buttcheeks in specific all contain "siri". If you select a character, right click the KKPE icon in the lower left corner, it should pop up the advanced window. If you click "bones", you can just search for what you want and it'll show you every bone with that word in it.

I will for sure work on a video to demonstrate making a basic animation, from making a janky rig to animating it. It'll take some time though.
Just create a new folder an set it as parent to "faux IK" nodes.
I often load a complex scene from authors like of "Imsayaa", "GIDDORA" etc. and remove everything (excluding the main motion itself) to recreate the scenes with different maps, lighting, characters.

Definitely much, much easier than Blender where a single rigged character obj can brick my whole system and take fucking forever to render.

Koikatsu is not perfect with it's visual glitches and wacky UI but still better than having to empty your pockets to a render farm.
 
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Kenzow

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Just create a new folder an set it as parent to "faux IK" nodes.
I often load a complex scene from authors like of "Imsayaa", "GIDDORA" etc. and remove everything (excluding the main motion itself) to recreate the scenes with different maps, lighting, characters.

Definitely much, much easier than Blender where a single rigged character obj can brick my whole system and take fucking forever to render.

Koikatsu is not perfect with it's visual glitches and wacky UI but still better than having to empty your pockets to a render farm.
ooooh. speaking of giddora, did u try to reposition the characters?
i tried it before but i cant figure it out
 
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Muffy

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Just create a new folder an set it as parent to "faux IK" nodes.
I often load a complex scene from authors like of "Imsayaa", "GIDDORA" etc. and remove everything (excluding the main motion itself) to recreate the scenes with different maps, lighting, characters.

Definitely much, much easier than Blender where a single rigged character obj can brick my whole system and take fucking forever to render.

Koikatsu is not perfect with it's visual glitches and wacky UI but still better than having to empty your pockets to a render farm.
Damn I hadn't actually thought of that, but that's an example of the "jank" I was referring to, lol. Like yes, it will work, but I'm coming from a background of hobbyist animation and there's just a lot of weird tricks to making things work in KK Studio.

You got me wondering though, is there a way to export actual character IK rigs? I wonder if you could animate in Blender using the same rigs the game would use, and import the animation as timeline data into the Studio? This would functionally allow the best of both worlds: intuitive animation creation, with the swiftness of viewing it in KK.
 
Nisshin87

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Anyone has xlanara pillow mod ?
 
berylm762

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does anyone has this fluid mod or know how to select this in studio? I wont find it anywhere.


help on how to attach this fluid on character properly would be appreciate it, parenting wont do the work
 
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Anyone have willdie's vermeil card yet?
 
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kirito

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I heard from my friend
You have to $30 to get character card with only hair, if you want it full with clothes +$69
total $99 for 1 Character card
that not all, if it's your first time subscription
you have to pay $99 first and you will get the card after you give him a trust one month

but after this card https://www.pixiv.net/artworks/106836927
$69 you will get only hair, $168 for full clothes and mod

I think this is why it's so hard for his card to be leak
suckers actully paying this amount of money for this cards? what the hell ppl are crazy

and what so great about this cards what makes them worth so much
 
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cchh2222

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anyone has this?
 
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vuncee99

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does anyone has this fluid mod or know how to select this in studio? I wont find it anywhere.


help on how to attach this fluid on character properly would be appreciate it, parenting wont do the work
who's scene is this ?
 
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화면 캡처 2024-11-26 204932.png

Anyone have this Seras Ashrain card from MogelatteRIO ?
 
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natsuf

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Damn I hadn't actually thought of that, but that's an example of the "jank" I was referring to, lol. Like yes, it will work, but I'm coming from a background of hobbyist animation and there's just a lot of weird tricks to making things work in KK Studio.

You got me wondering though, is there a way to export actual character IK rigs? I wonder if you could animate in Blender using the same rigs the game would use, and import the animation as timeline data into the Studio? This would functionally allow the best of both worlds: intuitive animation creation, with the swiftness of viewing it in KK.
Characters can be extracted as objects to blender where you can play around with them. It was called object exporter plugin (maybe ?) You should ask around in official discord. Chara Studio has an Animations folder which can be filled with mods too. So maybe you can create your animations and import them with your own custom mod. But it'll be impossible to do touch-ups/minor fixes in chara studio with that approach.

Meanwhile, I'll keep janking it in Chara Studio bcz I couldn't be bothered with industry-grade software
 
Sogogx

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anyone got cards from?:


preview of cards:
Preview image of product
Preview image of product
Preview image of product
Preview image of product
Preview image of product
Preview image of product
Preview image of product
 
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Muffy

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Characters can be extracted as objects to blender where you can play around with them. It was called object exporter plugin (maybe ?) You should ask around in official discord. Chara Studio has an Animations folder which can be filled with mods too. So maybe you can create your animations and import them with your own custom mod. But it'll be impossible to do touch-ups/minor fixes in chara studio with that approach.

Meanwhile, I'll keep janking it in Chara Studio bcz I couldn't be bothered with industry-grade software
Hey, for what it's worth I'm not at all knocking the Studio. I actually find it very impressive seeing the kinds of animations things people have been able to make with it. Considering Illusion never intended it to have this much control, it's impressive what plug-ins and mods allow people to do in such a limited software environment.

I just dislike some of the jank with how to achieve doing certain things :). For example, last night I was trying to adjust the LookTarget of a character with keyframes already on LookTarget. It was a bit too far above the character so the irises were completely invisible.

Rather than remake it from scratch, I knew there had to be a way to keep the same keyframes but just offset the motion. It's a long story but I eventually achieved the result I wanted by baking the keyframes. This moved them into folders where I could just grab and manipulate the constraint. It's just little things like that which bother me. In something like Blender I'd just use a curve on X, Y, or Z positions to offset the motion. Timeline and ShalltyUtils appear to have this function, but I've never been able to get "convert to curves" to work, lol.

RE external animation, ShalltyUtils actually allows you to save selected interopables into XML files. You can select all of them in an entire scene and load it at-will in just a few button clicks. It would likely be possible to generate the same data outside of KK in a different software, so it might be technically feasible to produce the same data if you made an animation using the same rig and bones? I'm not a programmer otherwise I'd try to figure that out, lol.
 
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bronya

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May I ask why I have installed this mod, but the scene card still can not read normally
I use kks

 
dgr3ym4n

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Anyone have saeong scene collection?
 
muipoop69love

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I remember an idiot posting his MEGA folder on Bepis, along with cards he hadn't even announced, after that Kaos changes links frequently.
uj792x.png

Seriously fuck bv khjb for ruining the fun.
 
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I have been trying to search for these 2 mods since forever if anyone would happen to have them or know where to acquire them please lmk.
 
asmodeo

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Does anyone here have a collection of the Format Max scenes?
I have tried Isekai, but every time I try to download from there, always the Rar has corrupted files, it always happens with large files hosted directly there, a friend has the same problem every time he downloads from there.
 
Knicknacknock

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Helblind

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Does anyone here have a collection of the Format Max scenes?
I have tried Isekai, but every time I try to download from there, always the Rar has corrupted files, it always happens with large files hosted directly there, a friend has the same problem every time he downloads from there.
I just tested the updated links from Isekai and they are free from corruption. Give it another try.
 
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Anyone got that new Hongcha scene?
 

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