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Ask me anything

Anonymous

April 9, 2020

I was messing around with moxxi the other day and remembered some drawing tutorial about how to draw breasts better. Basically, when clothed they can be in any position what ever, but when not clothed they should generally be pointing outward, approximately 45 degrees give or take. My question is how hard would it be to add a slider or body morph to an existing model? I'm slowly trying to learn blender, with what little spare time I have, so I like to be able to figure out body morphs for any model I may create.

LordAardvark

Fundamentally, not hard. It's just an intersection of decompiling and importing models into Blender, creating Shapekeys in Blender, and then exporting and compiling models from Blender. There's plenty of information on all three steps. Just need to combine them.

Practically... Well, there's a long road between theory and practice. ;)

StrykerCa#0328

April 7, 2020

Have you checked out the Jill Valentine 3 remastered model? There one in workshop but has no body groups or fancy lordAardvark coolness to it. See where I’m going with this? What do you think of the quality of the model and do you think you might , oh I don’t know........flip through the pages and give it some thought? Asking for a friend.

LordAardvark

I have nil personal interest. Julia Voth will always be Jill to me.

Whether or not it gets thrown onto the Wheel of Indecision and eventually made on the DazV5 body? That's up to the public.

Anonymous

April 5, 2020

Im having trouble making clothes move with jigglebones. Models breast clip through clothing. Eg. Curvy Christmas. If I bake model Procedural bones, I get no movement, I kinda figured that but was trying anything. I was going back and forth from model to christmas outfit baking, etc. My last resort was to ask. Can you tell me step by step after fitting cothing onto Model. Are there certain steps before animation or after? A little perplexed. we all start from somewhere.

LordAardvark

I really need to make a video that explains this, and have it somewhere people can find easily. It's probably the single most-popular question I get.

External models (such as attached clothes) will not follow jigglebones until they are baked. But, as you've already discovered, baking procedural bones disables the ability to build new movement. And you may have discovered a quirk of how baking them under certain circumstances will remove all motion altogether. Getting this process to work correctly is simple, but it is not at all intuitive - the crux of the problem is the fact that the procedural-bake function is unfinished, and as such is sensitive and prone to misfiring.

Here is the general process:

1.) Spawn your base model and attach outfits to it. It will clip. This is fine. Ignore it. Turn the outfit off if it distracts you.

2.) Make all of your animation to completion. Once you continue from this stage, no new jiggle motion will be added. So make sure you're all done moving stuff.

3.) Restart SFM. I don't care if you've only done one thing since you loaded SFM. Restart it. This goes back to baking procedural bones being an unfinished feature.

4.) Go to the Shot Editor. Do not work in Motion or Graph. Right-click the Viewport, Render Settings. Turn off all the settings (Depth of Field, Motion Blur, Subpixel Jitter AA, Ambient Occlusion). Turn off lighting. Left-click your base model (do NOT right-click yet!). Wait until the FPS counter in the bottom-right corner is as high as it will go (for me, that is 300 / 300; this number varies from person to person). 

5.) Once your FPS is maxed out, bake Procedural Bones on your base model. Your SFM will likely freeze for anywhere from a second to a good half-minute. This means it is working. If a bake happens immediately, it's likely it didn't work. Verify this by expanding Unknown, selecting a jigglebone, going to the Motion Editor, and seeing if it has any animation. If it does, you're good to go. If it does not, close SFM without saving and start again. Usually, if you follow all these steps, you'll get it first try, though.

6.) That's it! Turn the outfit back on if you hid it while working. It should now properly follow the jigglebones.

Anonymous

April 5, 2020

What happened to your half-naked Nick l4d2 model?

LordAardvark

I honestly forgot I ever did that. I don't think he was ever released, and I certainly don't have the model anymore.

Anonymous

April 4, 2020

Hey Mr. Aardvark, I was wondering how you come up with all these ideas, and if it’s alright to add a character to the voting like Juliet Starling? Perhaps. Thanks

LordAardvark

For the ideas, they generally come about in one of three ways (or a combination thereof):

1.) Taking information that is canon to the game, and extrapolating that in a sexual way. Tentacle monsters in Resident Evil, for example, naturally give rise to Radio Silence. And Miranda of Mass Effect being genetically engineered to be "perfect" lends into the idea of Miranda putting her "perfect" ass to use in porn to spite her father, which was the kernel idea that Miranda Versus the Galaxy sprung from.

2.) Taking a character's personality or history, and finding a way to sexually exploit it, usually through subversion. Marie Rose being so cutesie and petite led to the subversion of her being a deepthroat queen, and Samus Aran's strong and stoic persona leads itself to the idea of her being fiercely unashamed of her promiscuity.

3.) Taking an otherwise original idea, and molding it to fit existing characters. This can either happen in an in-universe way, such as Down the Rabbit.Hole being a slide-into-depravity story adapted to the idea of D.Va being a Mary-Sue superstar that can do anything and everything (thanks for that gem of writing, Blizzard); or in an otherwise non-canon way, such as a noir detective using sex as part of her job being adapted to Tina Armstrong in Miscellaneous Expenses.

As to adding Juliet Starling, that's the whole point of the voting system! Submit whoever you want! So long as it's a valid submission and it doesn't violate any of the rules, it'll be added to the voting roster!

Anonymous

April 1, 2020

Are you plan to release KH3 Frozen girls model ?

LordAardvark

If they ever get made.

Anonymous

March 31, 2020

Hi, just letting you know that DAZv5 Nyotengu is missing the fingernails' texture. The model doesn't have a body_nails_lower.vmt like the other DOA girls, and even f you put it in the folder, it doesn't work.

LordAardvark

It does have it, actually, there's just a typo in its name. And it does work when corrected.

I am aware, as you can tell. I simply haven't bothered putting a fix for it out yet, especially since the next update for them is going to break any poses with them anyways. In a nutshell, some (most? all? I have to test extensively) have their head bones and their neck bones misaligned. This makes it a cunt to animate their head+neck together, which is what I normally do.

So I have to correct their head bone rotations, which will break any animations with the existing prototypes. It also means I have to compile new hair for them all (they are using the DazV4 hairs now, but new head rotations will require new hair models to have the same rotations, otherwise the hairs will attach at the wrong angle), which means I have to update the Outfit Loader data files, and it's just a mess from there.

Hoping to do all of that sometime during April. As always, we'll see. There's a lot of things I want to get done in April. A lot of things...

Anonymous

March 28, 2020

Are you going to make a sequel to "A Cold Winter's Night"? With Ciri or Yennefer?

LordAardvark

No.

That video, to date, is hands down the biggest disappoint of all my projects. It did exceptionally poorly, and it turned me off from Witcher stuff altogether. Seems there's very little interest in me doing Witcher things. Which is just as well, because I have very little interest in doing Witcher things.

Anonymous

March 28, 2020

When will another character get added to the wheel of indecision and voting reset? Thanks.

LordAardvark

Next Wednesday. We're finally done with Maya. I don't know when I'll release her though. I'll try to dump her onto my Assets page soon. SFMLab release probably won't be until after RHE3 is released. I just can't be assed taking the time to write a proper release post.

Anonymous

March 27, 2020

Hello mr. Aardvark, I have a problem with Daz 5 models, for some reason if i try to bake jiggle bones on any shot but first nothing happens, the jiggle bones just stop working. I work with SFM for almost two years now and i know a few ways to fix that, but none of them seems to work with Daz 5. Any tips how i can fix that?

LordAardvark

1.) Restart SFM. Load the session up. Do not do anything. No posing, no deleting, no spawning or deleting. The more things you do, the more you fill the undo buffer - and there is a point where the undo buffer will be so full that baking won't work. I don't know what the threshold is, but it's pretty low.

2.) Maximize your FPS. Turn off lighting, ambient occlusion, motion blur, and depth of field. Operate only in the Clip Editor. Clip Editor gives better framerate than Motion Editor or Graph Editor, because it doesn't have to worry about accepting user input or drawing the selection diamonds.

3.) Select your model first and wait before baking. Once you select your model, you should see your framerate in the bottom-right corner drop. Give it a few seconds and it will come back up. You want it to be as high as possible. For me, the highest it goes is 300/300. For you it may vary.

4.) Only bake once your framerate is maxed out. The higher your framerate, the higher the chance your jigglebones will bake.