HentHighSchool Development Forum

Development Resources => Artwork, Images and Graphics => Topic started by: WhiteSheepDog on December 09, 2016, 01:39:30 pm

Title: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on December 09, 2016, 01:39:30 pm
Hello all!
Yeah, I'm changing my nickname here - plan on using this from now on :P
Also, got a page placeholder running (will contain updates etc...):
WhiteSheepDog.net (http://WhiteSheepDog.net)

I have been busy with RL so was away, but recently I've managed to make a bit of an application for browsing (for now) the generated paperdolls.
It comes with a bundled kisekae (and you can launch it from the program itself! )
And later will also be used to create characters and their outfit variations.

Latest version of WhiteSheepDogs Kisekae Processor: v0.4
Base v0.2:
https://mega.nz/#!R1NhmRrD!jQrdkGb3tmbBHc8MatRziz3za4aXRIV9ztXhQN9gyDI (https://mega.nz/#!R1NhmRrD!jQrdkGb3tmbBHc8MatRziz3za4aXRIV9ztXhQN9gyDI)
Update v0.2 to v0.3
https://mega.nz/#!cklmHaRC!Uulz3U4XJFPRzXZVyRaY9hb68u-kPW3pGOPBH4yEkPQ (https://mega.nz/#!cklmHaRC!Uulz3U4XJFPRzXZVyRaY9hb68u-kPW3pGOPBH4yEkPQ)
Update v0.3 to v0.3a
Download here (https://www.henthighschool.com/art-discussion/sivaels-kisekae-processor-v0-1/?action=dlattach;attach=6199)
Update v0.3a to v0.4
Download here (https://www.henthighschool.com/art-discussion/sivaels-kisekae-processor-v0-1/?action=dlattach;attach=6213)

To update, unpack and simply overwrite the resources folder.

Contains:
1) An application to browse paperdolls and eventImages
2) Kisekae (v.40)
3) Autocutter v2.3 with the latest(experimental) update applied. [from the post at 2016-12-09 04:50:02]

Current features:
- When You go through the paperdoll generation process, You can put it in the resources\app\resources\people\Adult and You'll see what You've generated there.
... But now You don't have to do that anymore! as it has the processor bundled and will enable to do this in-tool:D
- EventImages are available through gallery in resources\app\resources\eventImages
- Display of the old(current HHS+) format and the new(with back hair etc...) via a switch
- Processor included - You can now push a button and it will process the files in it's folder
(the processor has been taken from this : hhs-kkl2-kisekae-paper-doll-editor (https://www.henthighschool.com/hhs-development/hhs-kkl2-kisekae-paper-doll-editor/) that Spinner and Anaconda have been working on after I left ;P.)

WIP Features:
- Create a Character (add metadata like age, etc...)
- Create an Outfit (add metadata like where it'd be used etc...)
- Create an OutfitVariation ( add metadata like how "lusty" it is etc...)
- Create Head variations
- "Edit this character" feature where Kisekae receives the character you click visually

Upcoming features:
- Create BreastSizes
- Create PenisSizes
- Create facial expressions
- Create poses
- Extract from each outfit the head position so that you can switch heads/expressions whatever the pose
- Minify the event images: Change from PNG to jpg and downsize(if too big)

EDIT: And it will autoupdate too once I get around to doing this;)
Title: Re: WhiteSheepDogs Kisekae Processor v0.1
Post by: WhiteSheepDog on December 09, 2016, 09:28:28 pm
Update 0.3: Included the processor
Changed the display to faciliate current default settings of the processor.
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: WhiteSheepDog on December 09, 2016, 09:37:31 pm
Bugfix 0.3a
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: erw255 on December 10, 2016, 05:43:40 am
I noticed a lot of my old PDs in there.  I think you'll like my updated ones a lot better.

I've noticed that things can sometimes still get screwed up if you don't delete all of the existing images before modifying them.  Sometimes things just didn't turn out right, so I deleted ALL of the images and .txt files and put my own in.

I'm not saying you need to wipe it all, but I would recommend wiping everything with Anastasia Goth and replacing them with these (they look a lot better).

EDIT:
The reason it's Anastasia Goth and only Anastasia Goth is (at least for now) she's the only one I consider to be "finished".

EDIT:
Found two mistakes.  Here's the corrected files.
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: WhiteSheepDog on December 10, 2016, 08:37:19 am
Thanks for the feedback :)

Will do :)
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: WhiteSheepDog on December 10, 2016, 11:35:20 am
Okay, so now I'm working on making addons to characters - lemme'splain:

I've attached what I'd consider a great example of where it could be useful;
See characters 3 4 and 6:

The design of said characters includes the additional props (last kisekae menu)
Those props are *not* connected to characters however.
What I plan on doing is enable that connection.
When You would work on a character detailing (like the girls' addons or skirt with a penis outline) You would load a single character version in the middle, put those addons on and save a single version of this character. This would enable me to display them correctly when rendering as well as create addons (image files) you could user there.

my system would allow for much better customization this way.
whaddya think?

Oh. And I've upped the resolution in the renderer so that You can better zoom in :P
(will come in the next patch)
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: Spinner on December 10, 2016, 12:08:59 pm
Okay, so now I'm working on making addons to characters - lemme'splain:

I've attached what I'd consider a great example of where it could be useful;
See characters 3 4 and 6:

The design of said characters includes the additional props (last kisekae menu)
Those props are *not* connected to characters however.
What I plan on doing is enable that connection.
When You would work on a character detailing (like the girls' addons or skirt with a penis outline) You would load a single character version in the middle, put those addons on and save a single version of this character. This would enable me to display them correctly when rendering as well as create addons (image files) you could user there.

my system would allow for much better customization this way.
whaddya think?

Oh. And I've upped the resolution in the renderer so that You can better zoom in :P
(will come in the next patch)
Interesting stuff..... but can I ask... why all the work on the poses...?

Afaik... core HHS development will continue as it has... i.e. PD's will be for interactive dialogs, but are not planned to replace hentai images as the "main stay"...?

Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: WhiteSheepDog on December 10, 2016, 12:20:15 pm
This has nothing to do with the poses, actually :P
By adding props to the scene You are able to change girls into futas while wearing panties simply by adding a bulge in a proper place (a prop)
This would enable greater variety of content.

Second part is that HHS+ is not the only game that would benefit from this particular tool. While the main development is aimed at enabling HHS+ to use the generated files, I do not plan on closing shop once it does.

And while I agree that for now poses aren't very useful, imagine a situation where You are able to receive a photo from someone and it is posed.
That kind of content may be very easy to make (and automate the creation of) while adding lots of flavour to the end game.

Another idea I had was to display the dancers - like You have it now in cabaret setting on stage - whenever You enter there would be someone doing something - be it sweeping the floor or students dancing.

And remember that once I finish the editor, it could become a platform for a game - content creation platform would already be estabilished :)

That's why I post it in art discussion instead of HHS+ dev forums - I plan to make this quite a universal tool :)
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: Spinner on December 10, 2016, 12:32:40 pm
This has nothing to do with the poses, actually :P
By adding props to the scene You are able to change girls into futas while wearing panties simply by adding a bulge in a proper place (a prop)
This would enable greater variety of content.

Second part is that HHS+ is not the only game that would benefit from this particular tool. While the main development is aimed at enabling HHS+ to use the generated files, I do not plan on closing shop once it does.

And while I agree that for now poses aren't very useful, imagine a situation where You are able to receive a photo from someone and it is posed.
That kind of content may be very easy to make (and automate the creation of) while adding lots of flavour to the end game.

Another idea I had was to display the dancers - like You have it now in cabaret setting on stage - whenever You enter there would be someone doing something - be it sweeping the floor or students dancing.

And remember that once I finish the editor, it could become a platform for a game - content creation platform would already be estabilished :)

That's why I post it in art discussion instead of HHS+ dev forums - I plan to make this quite a universal tool :)
Ahhh... Gotcha... well in that case... please excuse me for my lack of insight...  ::)

It certainly does open up possibilities beyond it's uses in HHS...
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: WhiteSheepDog on December 10, 2016, 01:03:00 pm
But i might have not been clear - the props would certainly be used in hhs+ as those are simply decorators. Additional ribbons, custom outfits, cosplay events etc... could use all of that :)
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: erw255 on December 10, 2016, 10:00:51 pm
I really wish rorogutu was still around.  He had some great custom stuff.  That "stern teacher" outfit was really good.  I'm tempted to make a character specifically so we can continue to use that, even if/when we move to entirely new PDs.  In fact, I'm going to do just that.  It would be a shame to lose it.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on December 11, 2016, 12:08:59 am
Version 0.4 released.

What's new:
Characters menu starts to work (a bit)
And enables You to select a character and load it's data into kisekae.
Kisekae now has a way to export current scene automatically(not yet used but it'll be easy to push and pull designs to/from the app much more easily.)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: erw255 on December 11, 2016, 05:30:48 am
Here's some more Kisekae text files for you.

The first one is my new revised uniforms on the existing paper dolls (not my own).  They are fully ready to replace the current ones if they are preferred over the old uniforms.

The second is Edith Davis.

EDIT:

And Stacy Slutsky.

EDIT:

Added ALL of my outfit designs for adult women on the old PD body.

EDIT:

Okay, here's all the rest of the generic female student outfits.

This makes all female generic outfits complete.  You could replace every single PD in the game with these, except unique PDs like work outfits for specific characters, etc.  That'll be some time later.

There's also extras; outfits that aren't currently in the game but could be added in with events and such.

The bathing outfits for the onsen should probably handed over to someone like SlaveSama to edit so they actually look like towels.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on December 11, 2016, 11:58:40 pm
Awesome, grabbing it all, Thank You Very Much:)

Now for some news:
I've been working on the import/export feature from/to Kisekae, and am happy to announce that it works, and it does so magnificently.
What I've done, and this is the real kicker:
I now can export metadata.
When You save a design, it saves the head and penis (root) position.

Consequences:
1. Whenever You generate a head or a body, metadata detailing the head position is generated. This makes me able to reposition the head depending on the body.
2. This metadata enables any head to fit to any body.
3. Students can now have differing body heights and all heads will fit.
4. Same with penises - if attached, they will adapt to person's height.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: erw255 on December 12, 2016, 04:41:21 am
Fantastic!  I don't even know what else to say but "fantastic!"
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: erw255 on December 13, 2016, 04:25:32 am
This has nothing to do with the poses, actually :P
By adding props to the scene You are able to change girls into futas while wearing panties simply by adding a bulge in a proper place (a prop)
This would enable greater variety of content.

Second part is that HHS+ is not the only game that would benefit from this particular tool. While the main development is aimed at enabling HHS+ to use the generated files, I do not plan on closing shop once it does.

And while I agree that for now poses aren't very useful, imagine a situation where You are able to receive a photo from someone and it is posed.
That kind of content may be very easy to make (and automate the creation of) while adding lots of flavour to the end game.

Another idea I had was to display the dancers - like You have it now in cabaret setting on stage - whenever You enter there would be someone doing something - be it sweeping the floor or students dancing.

And remember that once I finish the editor, it could become a platform for a game - content creation platform would already be estabilished :)

That's why I post it in art discussion instead of HHS+ dev forums - I plan to make this quite a universal tool :)


Here are some props I found that often get used in Kisekae.  Can you use them?
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on December 13, 2016, 10:03:21 am
I'm going to make stuff like that possible to be integrated into the paperdolls, yes.
Need to figure out the local file sourcing though :)
Title: Re: WhiteSheepDogs Kisekae Processor v0.3
Post by: person27 on December 15, 2016, 04:48:47 am
Okay, so now I'm working on making addons to characters - lemme'splain:

I've attached what I'd consider a great example of where it could be useful;
See characters 3 4 and 6:

The design of said characters includes the additional props (last kisekae menu)
Those props are *not* connected to characters however.
What I plan on doing is enable that connection.
When You would work on a character detailing (like the girls' addons or skirt with a penis outline) You would load a single character version in the middle, put those addons on and save a single version of this character. This would enable me to display them correctly when rendering as well as create addons (image files) you could user there.

my system would allow for much better customization this way.
whaddya think?

Oh. And I've upped the resolution in the renderer so that You can better zoom in :P
(will come in the next patch)

I actually love this, we need some stuff like this just spread out in the game, I would love to see this get improved upon further and get some events from certain actions as well
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: PhantomBull on March 21, 2017, 06:41:24 pm
Well, I've been testing this and I have to say that in general it is very useful but it also needs some love.

So here you have some comments ;)

And this is more a question than feedback about the tool. But if I want to have the body and the clothes in separate layers that I can put one above the other and create the final image which files I have to touch?

And by the way, even if my huge list can make you think the opposite I like the tool, even if it can be improved in many ways ;)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on March 22, 2017, 08:10:21 am
It is now significqntly changed, it is becoming a full editor + generator and it doesnt use the autocutter anymore either. You can now specify layers however you want - and do hiding/showing of whatever parts you want.
It also dumps the character tree from kisekae so you can show/hide additional sections that are not used by default (faces might be one use case)
1. No help - still very early in dev tho :p
2. Event images are going to be resized and saved as jpg plus categorized and tagged. Also tagged if used.
3. Viewing was done as a rough prototype. And admittedly it is lacking. I have done it so that you browse characters (generic, anette, andy, etc...) and when you click them you can specify a basedoll. You click ite button, kisekae pops up, you design it there, you click a button, its back to the editor.
Php config - all will be configured within the tool but not using php anymore.

This will generate whatever paperdolls you need (and kk is able to provide)
Also for location editor and event images, this will make it possi ble to make design of the whole game and then process all files to a desired resolution and to proper folders.

It will also save the position of the head image (and other nodes, possibly) to prevent floaty heads and hunchbacks.

I have processing roughly done, character edit halfway there. Then its a rather short way and i'll have a fully fledged editor and a start of a game engine.

I'll publish once character processing is done. By default it will generate backhairs and all in hhs+ format like it was before.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: PhantomBull on March 22, 2017, 11:13:43 am
I like it ;) Do you have an estimate of when would that be available?
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on March 22, 2017, 09:08:36 pm
Might be end of next week. Might be even later.
Lots of other stuff on my plate.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: PhantomBull on March 22, 2017, 09:20:15 pm
OK, it's good to know ;) Then I'll start what I can do instead of waiting to test the implementation and then I'll adjust the config to use the new layers instead ;)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on April 15, 2017, 11:37:10 am
Yeah; it turned out to be slightly bigger than anticipated; also real life crept in.

BUT. I am working on a setup that exports the paperdolls in parts - all of the elements are separate and vectorized. They could then be rendered, manipulated and so on. You can even create new vector elements using the built in editor.

Once that's done you will be able to create new clothes etc... and assemble and animate the paperdolls :)

All in the editor/game engine i'm working on :)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: PhantomBull on April 15, 2017, 01:57:03 pm
Yeah; it turned out to be slightly bigger than anticipated; also real life crept in.
RL get in my way too, so I stopped with my progress to... for now and until I get some more free time I'm not in a hurry, so don't worry ;)

BUT. I am working on a setup that exports the paperdolls in parts - all of the elements are separate and vectorized. They could then be rendered, manipulated and so on. You can even create new vector elements using the built in editor.

Once that's done you will be able to create new clothes etc... and assemble and animate the paperdolls :)
Wow, that's amazing  :o If it is as I'm imagining it it's even better than I expected ;)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on April 15, 2017, 06:20:43 pm
It is basically kisekae but integrated. So paperdolls become really dynamic :)

I already have the display of static paperdolls setup, still working on proper configuration of colors and such... but if this ends up working really well, i might release it as a standalone saas - you would make games, publish them on the service and the client would allow to browse and play those.

But that is a bit off for now.
I'd be using paper.js and papergrapher as the built in editor.

Then i'd make the game logic, events and loops working. Could be nice.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: radoma on May 01, 2017, 02:47:12 pm
Hi! I decided to put the part of our discussion about your project into this thread, as it seems to be more relevant here.

Now I'm attempting to do a similar thing in HTML5 canvas, but instead I plan on using the system that K_Kisekae 2 was using - and allow additions via a built-in editor.
I see. I once decompiled kisekae and found that it contained hundreds of small pieces of SVGs that had to be assembled to look meaningful in any way. Recreating all that content will be quite a task.
Why do you want to add a built-in editor? Inkscape works reasonably well and is free. It seems to me that building an SVG editor with superior quality, even if it would be more specialized on a particular type of conent, would be pretty hard.


My "niche" would be enabling to create characters, then integrate them into a game and then publish, all from one UI; all working on mobile, browsers, mac, linux, windows and probably anything that can run chrome. Then making games like HHS+ or Visual Novels would be just that much simpler -
- Create an area (put a bed here, window here, make the room cast some rays when morning comes etc...) (or just put in a few images, that works too)
- Create a few characters
- Add expressions (could be premade to modify)
- Write text
- Publish to a package (in-system or a binary hosted on someones servers or a web-publishing, maybe??)
Sounds neat, but a whole game engine is a huge project. I suppose you plan on tackling this subsystem for subsystem?
IMHO, visual novels and management sims like HHS+ have pretty different requirements with regards to their engine. For example, Ren'Py might not be a bad choice for a visual novel, but if you write a management sim in it, then you will either have an old-fashioned interface or spend a lot of time creating modern widgets from scratch. A one-size-fits-all solution seems risky to me.

Am I right in assuming you are using Java Script to develop this project?



I'll definitely watch with interest how this project develops. Thank you for sharing!
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on May 01, 2017, 05:27:21 pm
Yes, js.

Yes, one subsystem at a time.

I can improve a bit on the kisekae design since i'm not constrained by flash. For example by providing a sleeve solution (cast a line through hand to see collision line and build the sleeve decorator based off of that.) Then provide masking for the hand with a scale and boolean area unification to which you then apply decorators - crease lines, shadows etc..
Each garment would then be a js object and it would be responsible for fitting the shirt onto the body.

Complex. But possibly quite nice while retaining kisekae quality.

Game engine is simple really. All is already handled by js/react and all i would Provide is the paperdoll and environment generator APIs. Rest would be done by creators. Overall pretty long but doable within a month of dedicated work.

And yes. Kisekae is a HUGE thing when it comes to content. Replicating that would be a huge undertaking as well.

EDIT: Typos, writing on a phone while walking the dog is hard;P
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on February 18, 2018, 10:25:03 pm
Short update:
A bit of a progress here:)

Partial rendering of the paperdoll is working :)

Once I work more on this, dynamically generated paperdolls would be possible :)
And maybe animated too :D
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on February 18, 2018, 10:48:55 pm
.... Pretty interresting ... Two Question Can we add outfits ? and how?
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog 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.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on February 18, 2018, 11:00:16 pm
GOOD NEWS ^^ With that i can "easy" design and add outfits.

Can i already try ?.?
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog 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 :)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on February 18, 2018, 11:20:36 pm
Add hair outfits and more Dream become true ^^ Im WAITING !!!!
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog 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 (https://svg-edit.github.io/svgedit/releases/svg-edit-2.8.1/svg-editor.html)
or
http://editor.method.ac/ (http://editor.method.ac/)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama 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)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on March 10, 2018, 12:35:45 pm
Whats a color editor like in rpg maker?
Could you post a screenshot or something?
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama 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
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog 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
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on April 17, 2018, 11:56:45 am
Any news on the current work ?.?
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog 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.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama 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
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog 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
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama 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 ^^"
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog 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.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on July 18, 2018, 05:31:06 pm
If i well understand, you want make a Kisaskae, but with new art-style and customized content ?
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on July 18, 2018, 06:14:48 pm
Yes, that was always the case :)

I cannot just make another kisekae with the kisekae content because that's copyright infrigement.
I have tried toying with the current kisekae content to remake it and it's been proving... difficult to say the least - the way it's done is extremely convoluted, and the content creation is a nightmare.
What I want to achieve is to enable easy content creation with a simple workflow.
It seems to be working, and once I finish it up, adding new stuff - clothes/props will become rather easy.

Now the paperdoll base I'm going for will be slightly different.
Like when you see kisekae shins - they are the muscle behind the shin, slightly extruded to the inside of legs, here, I plan on having options to have it more or less extruded (already done BTW) for more or less muscular models.
When you look at the knees, kisekae adds shadows under knees, here we have a line and a shadow. So the elements that construe all the parts is almost the same but the style looks very different.
I do not plan on making the clothes so complex as in the second example, but there is a system I did that enables folds by adding "squiggles" with a selected depth and with a shadow. So you can make a fold where you need as well as "bulges" from the inside of skirts by adding a bulge object, specifying it's size and amount of shadow, then you can add stretch wrinkles (just a few graphics you can choose and move, they contain wrinkle lines and shadows) this can mean there's a leg that's making the skirt bulge or maybe something entirely different:P
So as you can (probably) read, the basic system is extremely similar, but very different at the same time.
And I would rather have original models than the copyright-questionable clone of an existing software (if at some time in the future I would want to monetize it).

Good thing is then that original models actually are neccessary due to the weird way kisekae models are made.

Once I get it working for a single model, I'll publish a pre-release demo somewhere for You to play around with.
I am also seeing performance and compatibility issues (basically chrome only on rather powerful machines) which limits my audience considerably.
I'm looking at alternatives as well - like Unity :)

Aaaanyhow. it is going to take time. more than I'd like to, but it seems like a good project that I could in the end make into a really nice game-with-editor thing where You would have the ability to make games in.

I also am more and more hyped for the project so I'll dedicate more time to it :)

TL;DR:
Yes, kisekae-like editor, but much more.
Step1: Duplicate kisekae model, add your own clothes, upload to workshop and download other peoples creations. (simplest for now)
Step2: Create your characters, pose, generate images, upload etc...
Step3: Add wrinkling and the new style.
Step4: Possibility of using the engine to create games.
Say You want to make a visual novel. You can write stories but don't have the ability to make graphics. You download some graphics from the workshop, create a few characters, pose for what You need and let others play it.
I have a scripting engine there already (in a different project) so complex games are not an issue either.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on July 18, 2018, 07:07:00 pm
Well Step 1 & 2 & 3 is pretty interesting.
(i love 3)... 4 ... i don't care for now, mais ça changera surement.

I hope you will do whatever you want, I keep a close eye on your work ^^
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: rackstackjack on July 19, 2018, 09:55:30 am
Step4: Possibility of using the engine to create games.

so optimistic ... albeit cautiously. While looking at '150billion' odd variations when looking at the math and thinking how to trim that down to something reasonable to generate for my own project ... this definitely excites me.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on July 19, 2018, 11:56:23 am
That is actually the point of this whole thing in my book.
To create a community that creates content (not just hentai content BTW) and that content is then used to create visual novels and other games that do not require too complex coding.once the coding and the engine becomes big, it's rather simple to make a source code licensing option too :P
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on July 25, 2018, 12:17:27 pm
Well. I got the basics working in Unity, I'm amazed at the performance (350FPS is nice) but it still has a lot of artifacts (line ending locations in particular which makes the whole thing seem "whisky").
Looks good.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on July 26, 2018, 01:47:17 pm
Unity is in top 3 of game motor actually ^^, i'm in love of that motor.

... other subject: https://vroid.pixiv.net/
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on August 07, 2018, 12:51:47 am
Very nice project. I love those as they give you access to huge amounts of art and let you get creative.
I still aim for 2D due to simplicity of creating 2D content and more "stylish" expression therein.
But I do like 3D as well and possibly will make use of this in one of my projects :) Thanks
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on October 04, 2018, 11:48:39 am
A little bit of progress on the model building:

Got the rendering nailed down now,
Working on models.

:)

EDIT: Updated some shadows and a first attempt at a hand. Socond hand and improved shadows.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on October 04, 2018, 07:01:37 pm
I appreciate the proportions, but to have a final opinion I expect to see the face and an example of dress ... but I'm puzzled with the pose.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on October 04, 2018, 09:03:50 pm
Puzzled with the pose?

Is there something wrong with it?

EDIT:
She put her elbow on a carand she's holding the keys in the same hand.

Edit2: added some face prototype(dont really like what's there but face is always the hardest) xD
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on October 05, 2018, 04:00:39 pm
Clothed, a bit more hair thingies (head is still beta)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on October 05, 2018, 06:30:26 pm
Well, no surprise,  the outfits is pretty good and "easy to make". The head is a good start.

This body is mature but little small for that shape of character(for me) but all this things can be easy edit in futur i suppose.


I think is a good start ^^ for poses, after reflection if you add several. This can be really nice, although it will probably be necessary to redraw clothes for each of them. But I'm pretty confident in the work you do ^^
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on October 05, 2018, 07:03:11 pm
Yeah, the clothes are relatively easy to make.

Posing is interesting as I am finalizing procedural generation of poses. Basically I overlay a few shapes, or even construct the curves programatically to achieve a proper angle for a particular limb. For hands and holding anything, every finger is editable separately and can be layered above/below whatever is needed.

This would effectively create a system that would be like k_kisekae2.

As for how to create something, it's a bit more difficult than just "drawing something" because it operates on 3 paradigms:
- Line of interest
   > where You define a line that is then transformed into something - say a clothing edge. The edge has a style, and a possible pattern that's applied there. this line has a "is affected by gravity" gradient where top elements aren't very much, and bottom are more.

- Crease
   > Where You take a clothing edge and create a crease of Your choice. This can be a tiny edge, or a fold and a crease, or anything in between, You define the direction, intensity and type of the crease.

- Bulge
   > Where You define stuff that pokes from under the clothing. *this doesnt generate creases*. Creases are separate and need to be separately added. But it generates shadows like in the case of the breasts. Breasts are two bulges that deform the material and generate shadows. They also, potentially add "depth" to the shadows (as in a blouse that would be pulled from the stomach of the model by prominent breasts, and would cast a more blurred, less intense shadow at a longer distance. That distance also changes the shadow range. That blouse if it was on the body, would not shadow the skirt. But if it's pulled forward, it now would.

So creating new things is more of defining how that would look and behave, than just making a few curves in an SVG. But, indeed that SVG part is still probably required.
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on October 05, 2018, 08:39:37 pm
 :o
KAMI SAMA
Sorry, i have doubted of your power and your omnipotence

You are a genius... or someone with a lot of free time.

I pretty exited... if you do all of that Kisikae become really useless >.<

Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on October 05, 2018, 09:05:34 pm
I did quit my well paying day job to pursue those kinds of interests xD
I used to earn roughly 3x what I need to live *very* well in my country.
Maybe not buying myself *all* the cars, but a single, relatively inexpensive car and buying mostly everything I really wanted. I do buy stuff I need only though;
I'm not spending 600$ on a watch or some such stupid expense like that. Most expensive stuff (aside from the car) is 800$ laptop and 450$ phone but I use both for work(got my own IT company) so yeah.

Hopefuly this project helps me to make some nice income for the years to come :)
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on October 05, 2018, 09:53:50 pm
well ... i don't know if you insane or a genius... and for me "those kinds of interests" is just a small part of my time. (baker have a lot of time ^^ but i need more - -" https://i.imgur.com/yUTZn5j.png)

Good luck to you ^^ that can be fun if you make your own version of game like Custom Reido 5 or "kiss" game style.   
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: WhiteSheepDog on October 05, 2018, 11:18:29 pm
LOL xD

By "those kinds of interests" I mean making games xD
Title: Re: WhiteSheepDogs Kisekae Processor v0.4
Post by: SlaveSama on July 28, 2019, 06:17:45 pm
https://www.dmm.co.jp/en/dc/doujin/-/detail/=/cid=d_135797/?utm_medium=dmm_affiliate&amp;amp;utm_source=manji-001/ (https://www.dmm.co.jp/en/dc/doujin/-/detail/=/cid=d_135797/?utm_medium=dmm_affiliate&amp;amp;utm_source=manji-001/)


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