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Honey Select 2

Posted: Sat Nov 14, 2020 1:13 pm
by X3D
I am in the process of compiling Honey Select 2 models within C4D, I wanted the models to have full working facial morphs.

Attached link is a test file containing the head and added morphs files using pose morph and xpresso tags, I wondered if anyone could check and let me know if there might be a better way to achieve this. Moving the various morphs is achieved by selecting the pose morph tag on the head mesh with which I made the driver for some of the basic movements.

Thanks Graeme

https://drive.google.com/file/d/1TDAFHV ... sp=sharing

Re: Honey Select 2

Posted: Mon Nov 16, 2020 11:16 am
by X3D
I have compiled the head+morphs, hair and body files making a fully rigged figure.
The neck+body join needs point snapping? but all seems to be working, now need to add clothing sets etc.

https://drive.google.com/file/d/1YbtQih ... sp=sharing

What would be the best way to re-colour the eye files?

Re: Honey Select 2

Posted: Tue Nov 17, 2020 10:06 am
by X3D
Included an FBX file for anyone who wants to check how the face morphs and rig functions within other software.

Added clothing and some alpha maps, need to work on how best to get workable textures.

https://drive.google.com/file/d/1cB0Icm ... sp=sharing

Re: Honey Select 2

Posted: Fri Nov 20, 2020 9:39 pm
by Henchman800
Are you trying to build a tool, or do you wanna keep it in c4d?
Great job man!

Re: Honey Select 2

Posted: Sat Nov 21, 2020 9:34 am
by X3D
Hi Henchman800, using C4D just to compile the models the end result being working fbx files that can be used in most 3D software.

The eye textures have been solved using Gimp by extracting RGB:
1. Open 3 copies of the eye texture
2. Colors\Components\Extract Component\ Choose RGB Red for one copy RGB Green for another, then RGB Blue for the last
3. Colors\Color to Alpha - Select the black and the alpha is created
4. RGB Blue use Colors\Invert giving a black base
5. Copy Paste in place RGB Red + Green onto RGB Blue layer
6. Colour the RGB Red layer using Colors\Map\Color Exchange
7. Layer Mode Screen 50% on both RGB Red+ Green layers

Re: Honey Select 2

Posted: Sat Nov 21, 2020 2:15 pm
by Henchman800
Nice progres man!
Cant wait for more :-)

Re: Honey Select 2

Posted: Sun Nov 22, 2020 11:15 am
by X3D
I am still unsure the best method to connect morphs so when exported the link works between: eyelashes to eyelids - mouth to teeth and tongue
Below link of T-Pose model + textures

https://drive.google.com/file/d/1AqWNbm ... sp=sharing

Render and quick pose+face morphs

Re: Honey Select 2

Posted: Tue Nov 24, 2020 11:23 am
by X3D
I think I've solved the challenges of extracting and compiling these models, the interchangable assets are endless, so maybe a guide on how to extract & compile would be helpful so you can build your own characters?

Here is another sample file, FBX attached with the C4D file.

https://drive.google.com/file/d/1ZM2n1k ... sp=sharing

Re: Honey Select 2

Posted: Tue Nov 24, 2020 6:51 pm
by Henchman800
Great job man!
And yeah, that Guide would be awesome!!!

Re: Honey Select 2

Posted: Wed Nov 25, 2020 10:53 am
by X3D
Honey Select 2: Part 1 - Extraction - Base Files

Tools - SB3Utility https://github.com/enimaroah/SB3Utility/releases

Run SB3UtilityGUI.exe [Do not run as admin]

1.Body: Honey Select 2\abdata\chara\oo_base.unity3d
Drag+Drop oo_base.unity3d into SB3UtilityGUI
Double Click p_cf_body_00
Select Mesh Tab - Select o_body_cf - Preview will display all selected - Export FBX2020.0.1
[The other mesh is not required]
p_cf_body_00 = Female
p_cm_body_00 = Male
Texture Tab: Shift+Select ALL - Export

You will have created a folder: oo_base\p_cf_body_00\meshes0.fbx + .dds files

2.Head: Honey Select 2\abdata\chara\00
ao_ = Accessories
fo_ = Female Models
ft_ = Female Textures
mo_ = Male Models
mt_ = Male Textures
so_ = Hair Models
st_ = Texture Details

Drag+Drop fo_head_00.unity3d into SB3UtilityGUI
Double Click p_cf_head_00
Select Mesh Tab - Shift+Select All Mesh - Preview will display all selected - Export FBX2020.0.1
Morphs:
Select Mesh Head ONLY - Select Morph Tab - head [o_head] - Export FBX 2020.0.1
Select Mesh Eyelashes - Select Morph Tab - lash [o_eyelashes] - Export FBX 2020.0.1
Same method with: namida, tang & teeth
Do The same with p_cf_head_01
Texture Tab: Shift+Select ALL - Export

You should have a folder named fo_head_00\p_cf_head_00\ and \p_cf_head_01
meshes0.fbx, o_eyelashes-lash-0.fbx, o_head-head-0.fbx, o_namida-namida-0.fbx, o_tang-tang-0.fbx, o_tooth-tooth-0.fbx + .dds files

3.Textures: FemaleFace - ft_skin_f_00.unity3d
FemaleBody - ft_skin_b_00.unity3d
Extract all the st_ files

4.Hair: so_hair_f_00.unity3d = Front
so_hair_b_00.unity3d = Back
so_hair_s_00.unity3d = Side
so_hair_o_00.unity3d = Accessories
Extract all as above.

Move all folders\files created to a working folder for clear\easy access.

Re: Honey Select 2

Posted: Wed Nov 25, 2020 12:03 pm
by X3D
Honey Select 2: Part 2 - Eye+Face Textures

Tools - Gimp https://www.gimp.org

Run Gimp: Attached templates for eye & face

https://drive.google.com/file/d/1nJXPYj ... sp=sharing

Above file will make it much easier to swap eye designs\colours makeup, brows & lips for the face

IMPORTANT: Adding colour to the layers e.g eyeshadow - Colors\Map\Color Exchange - Use Pick Color then choose color to replace
This feature within Gimp is also excellent for changing the colours of any texture by adjusting the RGB Threshold to get the look you require.

When swapping eye textures: As mentioned in a previous post omitting the RGB Blue layer
1. Open 2 copies of the eye texture
2. Colors\Components\Extract Component\ Choose RGB Red for one copy RGB Green for another
3. Colors\Color to Alpha - Select the black and the alpha is created
4. Copy & Paste in place RGB Red + Green into the eye template
5. Colour the RGB Red layer using Colors\Map\Color Exchange

Re: Honey Select 2

Posted: Sat Nov 28, 2020 11:01 am
by X3D
Honey Select 2: Part 3 - Head Fix

NOTE: This process will no doubt be available in Blender and 3DSMax.

C4D\File\Merge from folder created with SB3Utility extraction:
fo_head_00\p_cf_head_00\meshes0.fbx

C4D: Import Settings
Geometry
Convert Normals to Phong Tag Edge Breaks [Untick This Feature]

Tools - [C4D] Selection To Object https://matniedoba.de/selection-to-object-split/

[1] Apply a face texture to the head and this occurs, there are 3 head meshes grouped causing this problem
HeadFix_1.jpg

Re: Honey Select 2

Posted: Sat Nov 28, 2020 11:01 am
by X3D
[2] Main Menu\Extensions\Selection to Object - This will split the mesh and fix the texture
HeadFix_2.jpg

Re: Honey Select 2

Posted: Sat Nov 28, 2020 11:02 am
by X3D
[3] Rename one of the meshes to o_head_0 and drag it outside the node as shown, then delete the node + the 2 other meshes, I then delete 2 of the UV tags also delete the skin tag because after splitting the mesh the bones do not function.
HeadFix_3.jpg

Re: Honey Select 2

Posted: Sat Nov 28, 2020 11:03 am
by X3D
[4] Fix the head by adding: Character\skin then drag & drop the skin tag beneath the head mesh as shown
HeadFix_4.jpg