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

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blueboi

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I don't know why. But nobody has asked for anything about Wily27
So... does anyone have the last scene of Wily27?
And if someone can share a pack with its content...


b8q4sl.png
 
asmodeo

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There's a couple of ways to do that but ultimately it's manipulating bones in KKPE advanced mode. To make cheeks clap, you can just open KKPE advanced mode on your character, go to bones, and search "siri". This will show you all buttcheek bones. Select one of the bones and tick "symmetrical", then click between the position, rotation, and scale tabs and tweak some of the values in each to see what they do.

To animate this, you can open timeline and scroll through the left side list until you see a section for KKPE. Should see interopables for things like Bone Scale, Bone Position, Bone Rotation, etc. Click on the bone you wish to animate in KKPE, then shift+click on the timeline rows for Bone Position, Bone Rotation, and Bone Scale.

This will add active keyframes for each component of that specific bone into Timeline. To animate this, all you'd have to do is scrub some amount of time ahead, tweak the cheeks to your desired characteristics in KKPE bone editor, then shift+click the rows once more in Timeline to create new keyframes with the new position/rotation/scale data.

I may do a video showing how I rebuild a scene to fit with different characters and outfits. The tricky part with doing this is I'd have to do an awful lot of editing so you can clearly see what I'm clicking on, what keyboard shortcuts I'm using, etc. Another issue is many times it's just trial-and-error in which I am attempting to find the best bone to tweak for a specific desired look, so it's a lot of back and forth and undoing and redoing, lol. I'm currently rebuilding one from ZeroKK and nearly got it finished, but I'll try another and document what I'm doing.
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
 
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Majinbuuto

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Hello guys anyone have this card (Illya card) from this user? Much thanks!
Bump. Anyone?
 
Knicknacknock

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how about
Got posted on Isekai.
 
yonkairei

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Try using a VPN if you have one. I'm using one and it works just fine. Turn it of if you want to register tho.
it wasnt due on vpn, it was an account related issue that I got solved thankfully
@Magpie thanks though for the link u sent me from my past requests; found them before already but despite thanks for taking the time to assemble them for me :)!!


btw anyone got the new Makisu card?
 
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Knicknacknock

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For those who want it, Every 2024 MightyMeat scene, including the one released today.
 
tsillaz

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Anyone got these two?
Zani:
Chasca:
Zani by Lo_R/OoOoO: https://gofile.io/d/a1fnnf
 
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poppy20077

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Does anyone have this?
 
bivhan

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Does anyone have Kafka and BRS from earthship?
 
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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
 
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.
 

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