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hfg2
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From the album:

Caroline

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21 hours ago, alienveloz said:

What Head Mod is this ?? Beautiful and realistic proportions

Is a head ported from Daz.

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Not sure I still have it, it could be lost. There was a lot of testing back then, and a lot of things didnt worked out as expected.

Since that time, I went forward with creating a full body port from Daz, the Caroline model is already posted here on KE. I have a new version in works that I will release in the near future (I think).

So basically you can download the Caroline model (head is already included in the base body mesh) and use its texture or any other g3f texture and you are good to go.

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13 hours ago, hfg2 said:

Not sure I still have it, it could be lost. There was a lot of testing back then, and a lot of things didnt worked out as expected.

Since that time, I went forward with creating a full body port from Daz, the Caroline model is already posted here on KE. I have a new version in works that I will release in the near future (I think).

So basically you can download the Caroline model (head is already included in the base body mesh) and use its texture or any other g3f texture and you are good to go.

What part of the bs file should be used in order to find and isolate the head mesh?

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On 4/24/2022 at 9:11 AM, drmls said:

What part of the bs file should be used in order to find and isolate the head mesh?

The head mesh is not splitted from the body, is a part of the subdiv_body_cage object. If you want to isolate vertices or faces used for the head only, then you can select those based on the UV maps that covers the head or you can use material selection to select those. 

Every vertex in the body (including those that make up the head) have a unique index, some of those indices appears for example in FGcalc.bs file so that position of the eyes and other accessories is set.

In the AcBodyLook.bs file of the body you will also find probably some code like the one below:

AppReplaceMesh . {
        .FGMeshFile "Scenes/Shared/Body/fg_p_head_hp";
        .FGMatchFile "Scenes/Shared/Body/fg_p_head_hp";
        .FGDataFile "Scenes/Luder/Body/fg_neutral";
        .FGControlFile "Scenes/Shared/Body/fg_si";
        .TargetPath "/Person" + :person + "Body/TRS_group/body_subdiv_cageShape";
    };

This code is supposed to replace the vertices in the head (like said above is part of the body - subdiv_body_cage) with vertices from the .tri file of a headmod (head variation).

 

It is possible to cut the head part from subdiv_body_cage object (delete all vertices in the head) then get some head from some other source and graft/stitch it to the original body BUT:

  • You need to keep the body in tris/quads.
  • You need to have a decent bs file exporter (old exporter won't work, mine which was based on the urqqq method does it fine)
  • You need to remove the AppReplaceMesh code part, because there is nothing there that should be replace.
  • You need to keep track of the new vertices that helps position the eyes
  • You need to fix the textures for the head/seams at the neck area, etc.
  • ... and some other unexpected issues/problems that could appear.

 

  • Thanks 1
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1 hour ago, hfg2 said:

The head mesh is not splitted from the body, is a part of the subdiv_body_cage object. If you want to isolate vertices or faces used for the head only, then you can select those based on the UV maps that covers the head or you can use material selection to select those. 

Every vertex in the body (including those that make up the head) have a unique index, some of those indices appears for example in FGcalc.bs file so that position of the eyes and other accessories is set.

In the AcBodyLook.bs file of the body you will also find probably some code like the one below:

AppReplaceMesh . {
        .FGMeshFile "Scenes/Shared/Body/fg_p_head_hp";
        .FGMatchFile "Scenes/Shared/Body/fg_p_head_hp";
        .FGDataFile "Scenes/Luder/Body/fg_neutral";
        .FGControlFile "Scenes/Shared/Body/fg_si";
        .TargetPath "/Person" + :person + "Body/TRS_group/body_subdiv_cageShape";
    };

This code is supposed to replace the vertices in the head (like said above is part of the body - subdiv_body_cage) with vertices from the .tri file of a headmod (head variation).

 

It is possible to cut the head part from subdiv_body_cage object (delete all vertices in the head) then get some head from some other source and graft/stitch it to the original body BUT:

  • You need to keep the body in tris/quads.
  • You need to have a decent bs file exporter (old exporter won't work, mine which was based on the urqqq method does it fine)
  • You need to remove the AppReplaceMesh code part, because there is nothing there that should be replace.
  • You need to keep track of the new vertices that helps position the eyes
  • You need to fix the textures for the head/seams at the neck area, etc.
  • ... and some other unexpected issues/problems that could appear.

 

Thank you; however, it is too much work for me!  I give up. 

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