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Honey Select 2

Post questions about game models here, or help out others!
X3D
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Re: Honey Select 2

Post by X3D »

Honey Select 3: Part 4 - Compiling

Required Component:
oo_base\p_cf_body_00\meshes0.fbx

You will need to find the clothing\accessories you require to build your character:
ao_ = Accessories
fo_ = Female Models
ft_ = Female Textures
mo_ = Male Models
mt_ = Male Textures
so_ = Hair Models
st_ = Texture Details
Honey Select 2\abdata\chara\30 [This folder contains a good selection]
Extract using SB3Utility as described in Part 1
Example: h2mcon = Concierge - Which has 9 components bra,top,socks,shoes,garter,shorts,bot,neck & head

Compiling the FBX files:

NOTE: This is where a script would be very useful, I am searching for other methods but at the moment this does a great job and will have to suffice.

Tools: Motion Builder [Download FREE 30 Day Trial]
https://www.autodesk.com/products/motio ... antity=1#0


Motion Builder:
File Open - oo_base\p_cf_body_00\meshes0.fbx
Open Options - Select Open
View - Drop Down Menu - Above Left - Frame Selected
File Merge - Example: fo_top_30\p_cf_top_h2mcon\meshes0.fbx
Merge all files required to build your character
Save as xxx.fbx

NOTE: Accessories will not conform\postion to the body, they will be added at the origin\root\feet.
Add them to the build as they can be positioned and fixed to a bone later.
X3D
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Re: Honey Select 2

Post by X3D »

Finally a plugin that exports character models [FBX + PNG Textures]

Grey's mesh exporter 1.0.2.7

Link: https://github.com/FlailingFog/KK-Blend ... master/GME

Install:
1. Copy\Paste both UnityFbxExporter dll's to Root folder
2. Copy\Paste HS2MeshExporter.dll to BepInEx\Plugins folder
3. Open Game\Studio Press 'Numpad Minus' [This will create an Export folder within Root with FBX + Textures]

Enjoy.
NovaShard
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Re: Honey Select 2

Post by NovaShard »

Thank you! I hope this works. <__> with exporting to Unreal? if it's not too stressful can you link me to a place where it's possible?
?
X3D
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Re: Honey Select 2

Post by X3D »

Hi NovaShard, I just noticed Grey's Mesh Exporter has been updated to 1.5.5, will test later.
I am not sure what link you require?
The fbx format is universal within 3d software so you should have no problem importing\merging\opening within Unreal.

Just tested Grey's Mesh Exporter 1.5.5 - Honey Select 2 DX

Working fine, although make sure you place 'HS2MeshExporter.dll' into: BepInEx\Plugins\
Will not work if just copied into BepinEx folder.

Grey's Menu will appear when loading Studio.
NovaShard
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Re: Honey Select 2

Post by NovaShard »

I have them both and yes I see the grey tab to export ^__^.
Thanks, I was thinking would I have to redo everything like add her clothes and all of that. Like the bone rigging and all that good stuff. I will find out soon enough!
Again, thanks for replying back.

edit: I can't seem to get the model from honey select to appear with anything.
Only use for hs studio's? I have the plugs right from the folder to where it says to put them in.
HSP.png
damn, got it working at least after downloading a modpack
You do not have the required permissions to view the files attached to this post.
AmazingFun
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Re: Honey Select 2

Post by AmazingFun »

that tool is helpful, but the armature totally are messed up .
Can you share some kwnoledge about processing the fbx?
textures are confusing part , mostly the eyeshadow and eyebase.
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Re: Honey Select 2

Post by X3D »

@AmazingFun
Which 3d software are you using when importing the fbx file?
All functions and face morphs should be available.
The eyeshadow requires an alpha material, I covered the eyebase earlier in this thread.
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Re: Honey Select 2

Post by AmazingFun »

X3D wrote: Thu Dec 09, 2021 9:50 am @AmazingFun
Which 3d software are you using when importing the fbx file?
All functions and face morphs should be available.
The eyeshadow requires an alpha material, I covered the eyebase earlier in this thread.
Just realized blender is not a fbx-friendly software, need to do a little fix.
i will try your eyebase method, thank you.
btw, do you have any hint for extracting pose & animation?
X3D
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Re: Honey Select 2

Post by X3D »

The process I use is to import the fbx into Blender which cleans all the useless nodes from the rig\armature, then export for use in C4D.

Animation isn't an option using Greys Exporter at the moment, but poses are fine.

I exported animations using SB3Utlity https://github.com/enimaroah/SB3Utility/releases but then you need to go down the extremely long process as explained in the beginning of the thread to use them, retarget etc.
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Re: Honey Select 2

Post by AmazingFun »

ok, the tool is cool and it is time to learn some new skill ,since have heard it long ago.
About the facial morph, it is controlled by real-time invoke ? is there any code or something that can help people to understand the procedure ? curious about the design pattern.
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Re: Honey Select 2

Post by X3D »

The facial morphs appear as a tag on the mesh which has sliders to adjust the various expressions, understanding your chosen 3D software is 90% of the battle.
As I mentioned earlier in this topic, I could not find a way to link morph sliders easily within C4D, I'm sure there will be a method detailed somewhere.
Example:
If you used the head morph tag to close the eyes by 50%, you would also need to adjust the morph tags on other mesh objects connected to that area by 50% too, like eyelashes, eyebrows etc., so if you opened the mouth you would also have to move the teeth and tongue separately.
Again, it depends which 3D software you learn, maybe other programs have a basic option to link morph tags with a click of a button?
AmazingFun
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Re: Honey Select 2

Post by AmazingFun »

blender has the function for morph , called shape key.
users can record the variation into keyframe to achive the effect ,ie, a closed eye gradually opens in your frame rate.
have you tried other game, all of the illusion game share the same animation ?
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Re: Honey Select 2

Post by AmazingFun »

AmazingFun wrote: Fri Dec 10, 2021 4:17 pm ok, the tool is cool and it is time to learn some new skill ,since have heard it long ago.
About the facial morph, it is controlled by real-time invoke ? is there any code or something that can help people to understand the procedure ? curious about the design pattern.
about this question,i know how to do a equivalent effect, just interested in their design pattern in variation control .
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Re: Honey Select 2

Post by X3D »

Koikatsu has a different naming convention for the skeleton but like most 3D models within games they all follow the same guidelines\patterns utilizing physics, morphs, weights, rigs, mesh, and textures encoded into different formats to protect them.
Yes, blender shows the morph tag with its own brand called shape keys, but I only use blender as a stepping stone, maybe it has a function to link shape keys? if so I may be more interested in using it.
I am not sure what you mean by 'design patterns' and their 'variation control' or do you mean how the morphs themselves are created and used? again that will depend on the 3D software used.
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Re: Honey Select 2

Post by AmazingFun »

simply,every morph is a single variation , combine them to result a expectation .
in the former post , i wanted to know how the popular game company to collect factors to get a decent result or just use specified value ,not software, just algorithm. let it go.
if you want correlate morph, simply add a new combine morph or a master 'button' using api ,many methods there . it is a common request in blender and maya.
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