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Author Topic: WhiteSheepDogs Kisekae Processor v0.4  (Read 58396 times)

WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #30 on: February 18, 2018, 10:55:51 pm »

Yes. You will be able to add outfits. The process right now is a bit complicated but generally what you do is add your thing somewhere in hierarchy and it gets the parent transforms from there.
This is all vector graphics so you can just create new svg stuff and put it in.
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #31 on: February 18, 2018, 11:00:16 pm »

GOOD NEWS ^^ With that i can "easy" design and add outfits.

Can i already try ?.?
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #32 on: February 18, 2018, 11:08:04 pm »

Its still a prototype. I need to refine the process a little bit before i push it as public.
It essentially replaces kisekae entirely so in order to have a decent workflow i need to work on it a bit more.
Would hate for you to spend a lot of time working on stuff that i will later break.

Besides;  for now its the only outfit there is xd

So. I'm now normalizing the structure so that its easy to work with it. Then i'll be recreating outfits found in kisekae in here.
Then i'll make an editor for that so you can just choose outfits and change poses.
One of the easier and pretty nice features will be that back view will be possible - changes are minimal to make that happen :)

Edit:
Its still going to take some time to finish this but its coming along nicely :)

Once i do finish it i'll publish it on the website - it is an html5 app after all :)
« Last Edit: February 18, 2018, 11:10:48 pm by WhiteSheepDog »
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #33 on: February 18, 2018, 11:20:36 pm »

Add hair outfits and more Dream become true ^^ Im WAITING !!!!
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #34 on: March 01, 2018, 12:50:39 pm »

Well, I've solved compositing, transforms and layers.
I'm going to get a bit technical here:

1. The paperdoll is a "skeleton".
  So you have stuff like lowerbody, which connects to thigh to shin to foot. Rotate the thigh and foot follows.
2. The paperdoll has layers.
  So you can put any element of the paperdoll on a different layer than other elements.
  This way you can have large plumes on the neck cover part of the face as well as being covered by a vest.
3. The paperdoll has compositing elements.
  You can now overlay elements onto the paperdoll to for example make a semitransparent part of the clothing that has a particular pattern and color to it.
4. The paperdoll, even with a large amount of elements(307) is rendering at 30 FPS, which is enough for a decent animation system.
  It's not yet optimized though - every frame I resolve the rendering order. If that doesn't change (no new components are addec/removed), I could get 60 FPS easily
5. Working mask support.
  Currently, unsing compositing, you can overlay image on another image easily, but if there's a need for masking the outbut by an actual mask, it's possible.

The creation of elements is done via a characterController.
You add elements to nodes.
You could have a shoe. Shoes add new elements overlaid over the feet and shins.
You create the vector graphics, then choose the graphic colors (like "boot color", "Sole Color", "decoration color"), add the items to the proper nodes and it will overlay them on top of the body.

 Say You've made a nice bathing suit with all the strings and ties. Now You might want to make the bathing suit areas untanned. By using a compositing layer, you can overlay the bathing suit over the body, render it via a destination-over blendMode and You've got a nice tanned area on the character exactly where the covered areas are.

Another thing is the layers. if a character is tying a shoelace, you might want to have the body behind thigh, shin and foot.
Then You might want the arm be behind the thigh and shin and foot, but the forearm and hand to be in front.

So I think I've got a nice system going, all in HTML5 and soon(tm) to be in pre-alpha.
Just need to setup basic paperdoll elements and add controllers to make it possible to move, rotate and add/remove elements of the paperdoll easily.

And then to add new stuff there too. Will need to setup the server to upload designs and items and add logic to the elements directly on the website.
I'm also thinking of using an online svg editor to make creaton and edit of elements easier.
Maybe like this:
https://svg-edit.github.io/svgedit/releases/svg-edit-2.8.1/svg-editor.html
or
http://editor.method.ac/
« Last Edit: March 01, 2018, 12:56:22 pm by WhiteSheepDog »
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #35 on: March 09, 2018, 05:14:58 am »

Well Done happy to see you work hard on that ^^ i'm pretty curious to see the end

"Add a color editor like in Rpg maker ?.? "

I'm WAITTTTT (but don't be too long)
« Last Edit: March 09, 2018, 05:26:03 am by SlaveSama »
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #36 on: March 10, 2018, 12:35:45 pm »

Whats a color editor like in rpg maker?
Could you post a screenshot or something?
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #37 on: March 10, 2018, 04:49:15 pm »

The possibility of changing the colors of certain elements without necessarily being obliged to make each garment of each color ^^

https://i.imgur.com/RX8QqXB.png

https://i.imgur.com/ayUIKH7.png

just a random idéa
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #38 on: March 11, 2018, 12:27:34 pm »

Indeed that is the intended function.
Each element has parameters like type, color, shadow color etc...

I'm working now on making the skeleton generate a proper body in all configurations and to make a ui for adding garments and bodyparts easily.

Once i've got a nice workflow going i'll publish it so that everyone can add their stuff there.

Soon (tm) :P
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #39 on: April 17, 2018, 11:56:45 am »

Any news on the current work ?.?
« Last Edit: April 18, 2018, 03:45:09 am by SlaveSama »
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #40 on: April 21, 2018, 02:14:56 pm »

Changing jobs, moving to another city, being sick for three weeks. Basically since march until now.
Sorry for no progress, RL is a PITA.

I did some things, like making sure all layers combine well.
It works, it's just I didn't have the time to add all the art and controllers to build a proper character yet.
« Last Edit: April 21, 2018, 02:17:29 pm by WhiteSheepDog »
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #41 on: July 11, 2018, 11:00:02 am »

Mga demonyo ng kasamaan, kumuha ng lugar sa mga bagay na ito,
Ibuhos sa kanila ang iyong mga masasamang pwersa,
Palayain ang iyong kapangyarihan,
Tumayo sa kanyang paraan,
Gawing impiyerno ang kanyang buhay

Invocation for news :) and motivation
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #42 on: July 17, 2018, 03:47:34 pm »

RL is a b**ch.
Anyway.
1. Had to do a lot of stuff to not die of hunger.
2. Started working on an editor to expedite the process - inkscape works well for the main editor works well but you can't see what you do, really.
3. Might want to change the stylistic form a bit as I'm being inspired by a few great artists there. The same workflow and principles, just slightly different body base.
4. Was trying to score a second contract for my brother as he lost his job recently. Still unsure if it works or not.

I'm going to work this week on it a bit. Lets see if I actually can :P
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SlaveSama

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #43 on: July 17, 2018, 09:36:42 pm »

 i have a bakery job in france if you want ^^"

Well good, RL suck for all Money Things .... give me cheat code !!

Goodluck, personnaly i start Massive Image edit and handmade uncensor .. but.. i need practise ^^"
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WhiteSheepDog

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Re: WhiteSheepDogs Kisekae Processor v0.4
« Reply #44 on: July 18, 2018, 05:19:09 pm »

I'm currently looking at basing bodyparts and components from art such as the attached, as it is more of a style I would like it to be.
And it turns out it's better to do it from scratch than it is to import from kisekae, also, copyright issues :P

And since the style will be different from kisekae(even if somewhat similar), it might turn out to be a fresh change and bring a good userbase here.

EDIT: Also, I am aware that neither of those are "perfect frontal" images but at the same time I have the system setup to handle such illusions with an acceptable degree of quality.
« Last Edit: July 18, 2018, 05:20:54 pm by WhiteSheepDog »
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