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No need to do so otherwise. Third step is only to fix an issue when updating from 1. No screen for this as my game is patched, but it should say Finished. Please note that it can update from both 1. To ignore the message just press enter and continue with the instructions. Videos of Genshin Impact Models.

YouTube Streetwise Rhapsody. YouTube Stealthless. Genshin Impact characters vs Wake Up Scaramouche! YouTube enimul. Once … read more. Do you have the animation files as well? VTuber Childe about to break hearts jk.

I only used the diffuse maps as the base textures and didn't rig the hair or face. Seems to be missing the diffuse textures for the bodies on pretty much all of these. Will you update if you manage to get ahold of them?

You wouldn't happen to have the animation files would you. I'm trying to get piamon's animations, such as her float and hover cycle from the beginning of the … read more.

See all. People also ask. What do you need to know about Genshin Impact? See all results for this question. Can you use Genshin Impact models in Blender? You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

You can now animate the models in Blender! Where do you get 4 star characters in Genshin Impact? Characters gain experience primarily by using Character EXP Materials and completing quests, as well as negligible amounts of experience for defeating monsters. Author: Tariq Hassan.

Author: Lara Jackson. Kazuha has gained a lot of traction in recent months and is another character who is …. Yomiya is another character who doesn't have a model, but information regarding the …. Tohma is another character who is mentioned in Ayaka's voice line. In her voice line, she …. Yunjin is a character that we have a bit more info about. Yunjin is also from Liyue and is …. Shenhe is another character that is pretty mysterious. Texture files for the character were …. Updated ffmpeg and gifski.

No more full ssd. Temporary images can now have text appended and prepended to their name, which can be interesting if you only care about the images.

New option that makes the plugin close the studio when it's done making the video. It can be useful if you want to render something overnight but don't want your studio to run after it's done. Another new option that empties the scene when it's done taking screenshots. This option might sound weird, but it actually speeds up the encoding process.

Just to be clear, this is not my mod to begin with. LRE is a graphic enhancement mod for HS. Original thread can be found here. Higher quality makeup. Not installing the skins is also a viable option, but then I recommend you install another pack of skins that are "4K Diffuse Ready". If you're updating from an older LRE or from 4K Diffuse, the look of your game shouldn't change as long as you follow the instructions.

Not required but highly fucking recommended: IBL 5. X on this page. Installation It depends. If you're upgrading from the older LRE 3 by plasticmind or 4K Diffuse, download the AAIO pack below and follow the instructions inside there is a good chance you're in this case. If you're upgrading from LRE 4, download and install the latest individual pack don't forget to update IBL too if it was updated. If you're experiencing weird problems, try to patch your game with IPA again.

New After Image effect. Screenshot fixes are now triggered correctly when using VideoExport's built-in screenshot method. Compatibility with HSU. Remade default characters presets available in the AAIO pack. SSR can now be scaled automatically during screenshots. Fixed a bug with tattoos getting extremely low quality on low quality skins. Systems that don't support SEGI at all shouldn't have problems accessing other features anymore.

It is possible to have 8K skins in theory I forgot to mention it in the last changelog. The previous graphic enhancement mod "4K diffuse" is also included here.

Amplify Bloom: more advanced bloom with lens flare, glare, dirt etc it fucking rocks. Camera Motion Blur: as the name suggests, it's motion blur that happens when the camera moves. It can be interesting for videos. Noise and Grain: it's just noise, and grain, really, that's it. Blur: not to be mixed with Depth of Field! This is just a way to blur your picture, because why not I used it to reproduce the feeling of an old picture inside neo.

This is now fixed. Also, some of the existing settings were moved. All the other folders except "Shadows" are now ignored completely. Same as LRE, this is not my plugin to begin with, I am simply the person maintaining it and improving it these days. Basically, this plugin is a way to control more precisely the screen effects of HS, load cool skyboxes, have nice reflection and all.

I'm not going to explain everything, but feel free to take a look at the original post by the original modder here. Features Seriously, go check the original post.

Not required but highly recommended: HSStandard 1. Version 5. Installation Extract the content of the archive in your game's folder make sure you have all the requirements please. Press F5. Move the sliders until it looks good. Exposed values for After Image effect. It's now possible to set the DOF focus point to a custom object. New Culling Mask field for the built-in reflection probe.

Fixed bug that reset the chara maker background back to a cubemap. Fixed various minor bugs can't remember them all. Made sure changing the cubemap and the ambient mode updates the ambient settings all the time. Exposed values for Color Correction Curves. Exposed values for Bloom and Flares. Exposed values for Antialiasing. Exposed values for SEGI. Exposed values for Amplify Bloom. Exposed values for Camera Motion Blur. Bloom has been renamed "Cinematic Bloom" in order to clearly differentiate it from "Bloom and Flares" and "Amplify Bloom".

Postprocessing effects can be upscaled automatically when taking screenshots with HoneyShot, Playshot or Screencap. It is now possible to set the default cubemap in the chara maker in the Misc tab while you're in the maker.

Auto mode is gone don't be lazy guys please. New field: the Chromatic Aberration color can now be changed. New field: a button to dissociate the Depth of Field focus point from the studio cursor.

New field: Reflection Probe shadow distance. The integrated documentation tooltip was moved to another dedicated window that doesn't always appear, thus taking useless space. IBL works correctly in the chara maker now. Lots of bugfixes, if you have the previous version, just take this one tbh. More integrated documentation: that was already present in the previous version, but now there is more of it.

If you hover your mouse on certain settings, you might see an explanation appear at the bottom of the plugin. Additional postprocessing effects can be changed in the "Perception" tab. Timeline is an animation plugin where you can Features It works like this: on the left of the main window, you'll see a list of "Interpolables".

An "Interpolable" is "something that can be interpolated" changed over time. So, for example, you'll be able to find a "GuideObject Position" interpolable that can be used to change the position of a GuideObject during your animation.

The actual animation part is done through things called "keyframes" if you're not new to animations, then you should probably know what this is. A keyframe is an object that holds a certain value of an interpolable at a certain time they're the red diamonds on the picture above. Click on "Help" and read that whole essay also available in the section below.

If you read everything then you should know how the plugin works. If you still don't really know what to start with, spawn a character, enable IK, select its hand and use the "Selected GuideObject Position" to interpolate its position as to make a waving motion. Also, if you don't want to read the whole help section another time just to find a single shortcut, here is a cheatsheet you can use: Some video tutorials are available as well.

Big thanks to their respective creators:. Here is the raw text for the Help panel. If you want to make an official translation, please contact me, I'm very interested in integrating new languages in Timeline. Use the input field between them to set the "framerate". In this context, an interpolable represents a variable that can be changed interpolated between multiple values over time. It can be used to snap things in other contexts too, try it!

In this scenario, Use Current Time will try to set the same time for all the selected keyframes if possible while Drag At Current Time will keep the shape of the selection intact that's why it's called Drag. More information later on what dragging in this context means. When doing this, the leftmost keyframe will be copied on the cursor, and the other keyframes will be copied after that. This is a special kind of pasting operation that makes all the keyframes on the right of the cursor move so that what you're pasting has enough space to be there.

Obviously you should be careful with this feature since it will change the time of the selected keyframe s. Which means that you can for example activate IK on a character and manipulate each node independently each node will have a set of keyframes. This will highlight for a few seconds the linked interpolable if any.

If you already have a custom name set, emptying the text field will make the interpolable return to its original name. This action will create a dedicated line that represents the group that can be collapsed or expanded like a folder. More on that later. This can also be combined with other shortcuts like shift. If a character is selected, its active animation will also be saved in the same file.

Block Length determines the length in seconds of a block, and Divisions is the number of smaller parts in a block. This can be useful if you want your grid to sync up with a specific tempo, for example. That's it! This means you can select multiple keyframes and edit them all at the same time some operations are limited however, like setting two keyframes at the same time while they are on the same line.

Just try it you'll see. Because of that last feature, "Auto save" is now enabled all the time yeah, sorry if you liked saving manually It's now possible to select keyframes with a "selection box" like you would select multiple files in the explorer.

Scrubbing the black bar will now correctly move your camera if it's being interpolated. An "Animation Pattern" Interpolable was added. That means you can make them closer or further apart. Added new interpolable context menu options to select all keyframes, select all keyframes before the cursor, select all keyframes after the cursor works on groups as well.

Added a new group context menu option to select all interpolables under that group and sub groups. Remember how you can find the GuideObject linked to a certain interpolable? Well now you can do the opposite: holding alt when selecting a GuideObject will highlight the linked interpolable for a few seconds. Fixed a bug where pasting the same set of copied keyframes multiple times would result in those keyframes not being duplicated correctly.

Fixed so many bugs, I don't even remember at this point. Fixed various refresh issues. HSSuimono is the integration of the Suimono water system, an asset to generate beautiful water surfaces. Features Cool water surfaces with a lot of parameters included as objects, make sure to use the resolver. Buoyancy objects also included as objects. FX objects splashes, ripples, mist, wake, bubbles Finally, this is not a requirement, but for everything to work correctly, LRE users should update to the newest version , 4.

Uninstall Remove HSSuimono. Spawn a Suimono compatible water surface by default in the Liquids category. Scroll to the very bottom and try multiple presets. Scroll up and start tweaking the sliders. Have fun and discover what this amazing asset can do. At the bottom of the window you can find a button that links to the pdf documentation of Suimono. Even though this one is a plugin as well, I chose to put it in the "Modding resources" section for obvious reasons.

Also, there is no need to worry, both are compatible and won't run into each other. For modders only In Visual Studio reference this dll as you would do with any other dll. Also, since it's a plugin, it needs to be in your Plugins folder to work, obviously.

OnSceneLoad, this. OnSceneImport, this. As a side effect, the plugin generates fewer logs. BonesFramework is a plugin that allows modders to add new bones to clothes at runtime. For modders only It's fairly simple: you need to add bones to your clothes in whatever 3D program you're using, weight some vertices to them, export that normally, and when creating the unity3d file, you need to add a TextAsset in it as well.

That TextAsset tells the plugin which additional bones to look for. A This is not a space, this is a TAB you need to be careful about this. Seriously, it's mostly refactor and features for another game. Yes, that means that you can add colliders and have them interact with other stuff. How to use it? Tweak the options however you like them. For your first attempt, I would suggest you to start simply with a character doing an animation. Setup your character, bring up the UI, select your favourite screenshot plugin, select 60 fps, choose to Limit By "Seconds", set the Limit Count to 5 aka 5 seconds here , optionally select resize if you wish to downscale the video, use the MP4 format with the H.

At this point, your game will get very slow, that's normal since it needs to take a lot of screenshots probably. Once it's finished, the window should display a green "Done! Here is video I generated. It's fps, 4K downscaled to p. Fixed some GIF generation errors. Attempting to fix some issues that would arise with a game path containing spaces. A new "Immediate" mode for the built-in screenshot tool. This mod disables normal rendering when taking screenshots making the screen go black during the process.

This means that the whole process should be faster and maybe more precise in theory. A new "Win32" mode for the built-in screenshot tool. This was made to capture ReShade effects properly, but it also captures the whole UI, and you cannot upscale your screenshots.

A new "Limit By" mode compatible with Timeline, works the same way as the "Animation" mode. The ability to choose another image format with the built-in screenshot tool, it's not just BMP anymore!

Updated ffmpeg and gifski. No more full ssd. Temporary images can now have text appended and prepended to their name, which can be interesting if you only care about the images. New option that makes the plugin close the studio when it's done making the video. It can be useful if you want to render something overnight but don't want your studio to run after it's done.

Another new option that empties the scene when it's done taking screenshots. This option might sound weird, but it actually speeds up the encoding process.

Just to be clear, this is not my mod to begin with. LRE is a graphic enhancement mod for HS. Original thread can be found here.

Higher quality makeup. Not installing the skins is also a viable option, but then I recommend you install another pack of skins that are "4K Diffuse Ready". If you're updating from an older LRE or from 4K Diffuse, the look of your game shouldn't change as long as you follow the instructions.

Not required but highly fucking recommended: IBL 5. X on this page. Installation It depends. If you're upgrading from the older LRE 3 by plasticmind or 4K Diffuse, download the AAIO pack below and follow the instructions inside there is a good chance you're in this case.

If you're upgrading from LRE 4, download and install the latest individual pack don't forget to update IBL too if it was updated. If you're experiencing weird problems, try to patch your game with IPA again. New After Image effect. Screenshot fixes are now triggered correctly when using VideoExport's built-in screenshot method. Compatibility with HSU. Remade default characters presets available in the AAIO pack.

SSR can now be scaled automatically during screenshots. Fixed a bug with tattoos getting extremely low quality on low quality skins. Systems that don't support SEGI at all shouldn't have problems accessing other features anymore. It is possible to have 8K skins in theory I forgot to mention it in the last changelog.

The previous graphic enhancement mod "4K diffuse" is also included here. Amplify Bloom: more advanced bloom with lens flare, glare, dirt etc it fucking rocks. Camera Motion Blur: as the name suggests, it's motion blur that happens when the camera moves. It can be interesting for videos. Noise and Grain: it's just noise, and grain, really, that's it. Blur: not to be mixed with Depth of Field! This is just a way to blur your picture, because why not I used it to reproduce the feeling of an old picture inside neo.

This is now fixed. Also, some of the existing settings were moved. All the other folders except "Shadows" are now ignored completely.

Same as LRE, this is not my plugin to begin with, I am simply the person maintaining it and improving it these days. Basically, this plugin is a way to control more precisely the screen effects of HS, load cool skyboxes, have nice reflection and all. I'm not going to explain everything, but feel free to take a look at the original post by the original modder here.

Features Seriously, go check the original post. Not required but highly recommended: HSStandard 1. Version 5. Installation Extract the content of the archive in your game's folder make sure you have all the requirements please. Press F5. Move the sliders until it looks good.

Exposed values for After Image effect. It's now possible to set the DOF focus point to a custom object. New Culling Mask field for the built-in reflection probe. Fixed bug that reset the chara maker background back to a cubemap.

Fixed various minor bugs can't remember them all. Made sure changing the cubemap and the ambient mode updates the ambient settings all the time. Exposed values for Color Correction Curves. Exposed values for Bloom and Flares. Exposed values for Antialiasing. Exposed values for SEGI. Exposed values for Amplify Bloom. Exposed values for Camera Motion Blur.

Bloom has been renamed "Cinematic Bloom" in order to clearly differentiate it from "Bloom and Flares" and "Amplify Bloom". Postprocessing effects can be upscaled automatically when taking screenshots with HoneyShot, Playshot or Screencap. It is now possible to set the default cubemap in the chara maker in the Misc tab while you're in the maker.

Auto mode is gone don't be lazy guys please. New field: the Chromatic Aberration color can now be changed. New field: a button to dissociate the Depth of Field focus point from the studio cursor.

New field: Reflection Probe shadow distance. The integrated documentation tooltip was moved to another dedicated window that doesn't always appear, thus taking useless space. IBL works correctly in the chara maker now. Lots of bugfixes, if you have the previous version, just take this one tbh. More integrated documentation: that was already present in the previous version, but now there is more of it. If you hover your mouse on certain settings, you might see an explanation appear at the bottom of the plugin.

Additional postprocessing effects can be changed in the "Perception" tab. Timeline is an animation plugin where you can Features It works like this: on the left of the main window, you'll see a list of "Interpolables". An "Interpolable" is "something that can be interpolated" changed over time. So, for example, you'll be able to find a "GuideObject Position" interpolable that can be used to change the position of a GuideObject during your animation.

The actual animation part is done through things called "keyframes" if you're not new to animations, then you should probably know what this is. A keyframe is an object that holds a certain value of an interpolable at a certain time they're the red diamonds on the picture above.

Click on "Help" and read that whole essay also available in the section below. If you read everything then you should know how the plugin works. If you still don't really know what to start with, spawn a character, enable IK, select its hand and use the "Selected GuideObject Position" to interpolate its position as to make a waving motion.

Also, if you don't want to read the whole help section another time just to find a single shortcut, here is a cheatsheet you can use: Some video tutorials are available as well. Big thanks to their respective creators:. Here is the raw text for the Help panel. If you want to make an official translation, please contact me, I'm very interested in integrating new languages in Timeline.

Use the input field between them to set the "framerate". In this context, an interpolable represents a variable that can be changed interpolated between multiple values over time. It can be used to snap things in other contexts too, try it! In this scenario, Use Current Time will try to set the same time for all the selected keyframes if possible while Drag At Current Time will keep the shape of the selection intact that's why it's called Drag.

More information later on what dragging in this context means. When doing this, the leftmost keyframe will be copied on the cursor, and the other keyframes will be copied after that. This is a special kind of pasting operation that makes all the keyframes on the right of the cursor move so that what you're pasting has enough space to be there.

Obviously you should be careful with this feature since it will change the time of the selected keyframe s. Which means that you can for example activate IK on a character and manipulate each node independently each node will have a set of keyframes. This will highlight for a few seconds the linked interpolable if any. If you already have a custom name set, emptying the text field will make the interpolable return to its original name.

This action will create a dedicated line that represents the group that can be collapsed or expanded like a folder. More on that later. This can also be combined with other shortcuts like shift. If a character is selected, its active animation will also be saved in the same file. Block Length determines the length in seconds of a block, and Divisions is the number of smaller parts in a block.

This can be useful if you want your grid to sync up with a specific tempo, for example. That's it! This means you can select multiple keyframes and edit them all at the same time some operations are limited however, like setting two keyframes at the same time while they are on the same line.

Just try it you'll see. Because of that last feature, "Auto save" is now enabled all the time yeah, sorry if you liked saving manually It's now possible to select keyframes with a "selection box" like you would select multiple files in the explorer.

Scrubbing the black bar will now correctly move your camera if it's being interpolated. An "Animation Pattern" Interpolable was added. That means you can make them closer or further apart.

Added new interpolable context menu options to select all keyframes, select all keyframes before the cursor, select all keyframes after the cursor works on groups as well. Added a new group context menu option to select all interpolables under that group and sub groups. Remember how you can find the GuideObject linked to a certain interpolable? Well now you can do the opposite: holding alt when selecting a GuideObject will highlight the linked interpolable for a few seconds.

Fixed a bug where pasting the same set of copied keyframes multiple times would result in those keyframes not being duplicated correctly.

Fixed so many bugs, I don't even remember at this point. Fixed various refresh issues. HSSuimono is the integration of the Suimono water system, an asset to generate beautiful water surfaces. Features Cool water surfaces with a lot of parameters included as objects, make sure to use the resolver.

Buoyancy objects also included as objects. FX objects splashes, ripples, mist, wake, bubbles Finally, this is not a requirement, but for everything to work correctly, LRE users should update to the newest version , 4. Uninstall Remove HSSuimono. Spawn a Suimono compatible water surface by default in the Liquids category.



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