Re: Pose Studio.rar

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Joseph Zyiuahndy

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Jul 10, 2024, 8:27:15 PM7/10/24
to paysapicho

Some poses for your game. These are default replacements of the CAS traits. The first is a single pose and is made so that it can be used on bigger and smaller Sims. To play it just put it in your mods folder and enter CAS. Choose the Bro trait and instead of the usual animation you will see this pose instead. It is best viewed with the casclockspeed cheat enabled and set to about 0.1 or 0.2. This will make the Sim go into the pose and slowly revolve so you can see the pose from different angles. The model's hands will move outward from her body a little to accommodate larger Sims and certain outfits. See the video below for an example. All of the sound events and lip sync actions have been removed so you won't hear odd noises when you play this or the other two pose pairs. All the poses are in a single .rar and that is below the first picture.

The second .package replaces the Art Lover trait. It has two poses taken from one of EA's styled look animations. Again, if you set the clock speed to a number less than 1 it will look best and you will see the Sim transition from one pose to the next. This pose looks best on slender Sims and will clip on larger ones and with some garments.

pose studio.rar


Download === https://oyndr.com/2yMfxP



The new Sims 4 Studio Preview will have has the ability to make clips like this and it should be out in a day or two along with a tutorial showing how to make your own default replacement poses. The tutorial showing how to make your own poses is here: Pose Tutorial

A script to convert a high heeled pose into a flat-footed pose. I do not know about others, but I pass on nearly all pose sets that are all heels. Many of these I would have pounced on except for that fact alone.

I cannot recall a single time that I have used high heels in a pose. Seriously. A shout out to all the PAs who do include flat feet poses with their sets. Thank you very much. To all the PAs who include a flat footed option for all the poses in a set - Thank you very much! I will continue to buy all your sets.

To shootybear: I agree with you. I too could fix each one myself but it is very tedious and time consuming. I have no experience with scripting but I would think it would be possible to do this with a script.

Here, I made the pose. Just drop it in your G8F pose directory an then locate it, and right click to create custom action and add it to your scripts window. This will reset the whole foot and make it flat

Face tracking, including eye gaze, blink, eyebrow and mouth tracking, is done through a regular webcam. For the optional hand tracking, a Leap Motion device is required. You can see a comparison of the face tracking performance compared to other popular vtuber applications here. In this comparison, VSeeFace is still listed under its former name OpenSeeFaceDemo.

I post news about new versions and the development process on Twitter with the #VSeeFace hashtag. Feel free to also use this hashtag for anything VSeeFace related. Starting with 1.13.26, VSeeFace will also check for updates and display a green message in the upper left corner when a new version is available, so please make sure to update if you are still on an older version.

VSeeFace is beta software. There may be bugs and new versions may change things around. It is offered without any kind of warrenty, so use it at your own risk. It should generally work fine, but it may be a good idea to keep the previous version around when updating.

While modifying the files of VSeeFace itself is not allowed, injecting DLLs for the purpose of adding or modifying functionality (e.g. using a framework like BepInEx) to VSeeFace is allowed. Analyzing the code of VSeeFace (e.g. with ILSpy) or referring to provided data (e.g. VSF SDK components and comment strings in translation files) to aid in developing such mods is also allowed. Mods are not allowed to modify the display of any credits information or version information.

Please refrain from commercial distribution of mods and keep them freely available if you develop and distribute them. Also, please avoid distributing mods that exhibit strongly unexpected behaviour for users.

Starting with VSeeFace v1.13.36, a new Unity asset bundle and VRM based avatar format called VSFAvatar is supported by VSeeFace. This format allows various Unity functionality such as custom animations, shaders and various other components like dynamic bones, constraints and even window captures to be added to VRM models. This is done by re-importing the VRM into Unity and adding and changing various things. To learn more about it, you can watch this tutorial by @Virtual_Deat, who worked hard to bring this new feature about!

A README file with various important information is included in the SDK, but you can also read it here. The README file also contains informations on compatible versions for Unity and UniVRM as well as supported versions of other components, so make sure to refer to it if you need any of this information.

Yes, unless you are using the Toaster quality level or have enabled Synthetic gaze which makes the eyes follow the head movement, similar to what Luppet does. You can try increasing the gaze strength and sensitivity to make it more visible.

It can, you just have to move the camera. Please refer to the last slide of the Tutorial, which can be accessed from the Help screen for an overview of camera controls. It is also possible to set a custom default camera position from the general settings.

Resolutions that are smaller than the default resolution of 1280x720 are not saved, because it is possible to shrink the window in such a way that it would be hard to change it back. You might be able to manually enter such a resolution in the settings.ini file.

If humanoid eye bones are assigned in Unity, VSeeFace will directly use these for gaze tracking. The gaze strength setting in VSeeFace determines how far the eyes will move and can be subtle, so if you are trying to determine whether your eyes are set up correctly, try turning it up all the way. You can also use the Vita model to test this, which is known to have a working eye setup. Also, see here if it does not seem to work.

With ARKit tracking, I animating eye movements only through eye bones and using the look blendshapes only to adjust the face around the eyes. Otherwise both bone and blendshape movement may get applied.

I took a lot of care to minimize possible privacy issues. The face tracking is done in a separate process, so the camera image can never show up in the actual VSeeFace window, because it only receives the tracking points (you can see what those look like by clicking the button at the bottom of the General settings; they are very abstract). If you are extremely worried about having a webcam attached to the PC running VSeeFace, you can use the network tracking or phone tracking functionalities. No tracking or camera data is ever transmitted anywhere online and all tracking is performed on the PC running the face tracking process.

Depending on certain settings, VSeeFace can receive tracking data from other applications, either locally over network, but this is not a privacy issue. If the VMC protocol sender is enabled, VSeeFace will send blendshape and bone animation data to the specified IP address and port.

All configurable hotkeys also work while it is in the background or minimized, so the expression hotkeys, the audio lipsync toggle hotkey and the configurable position reset hotkey all work from any other program as well. On some systems it might be necessary to run VSeeFace as admin to get this to work properly for some reason.

VSeeFace never deletes itself. This is usually caused by over-eager anti-virus programs. The face tracking is written in Python and for some reason anti-virus programs seem to dislike that and sometimes decide to delete VSeeFace or parts of it. There should be a way to whitelist the folder somehow to keep this from happening if you encounter this type of issue.

This error occurs with certain versions of UniVRM. Currently UniVRM 0.89 is supported. When installing a different version of UniVRM, make sure to first completely remove all folders of the version already in the project.

There is no online service that the model gets uploaded to, so in fact no upload takes place at all and, in fact, calling uploading is not accurate. When you add a model to the avatar selection, VSeeFace simply stores the location of the file on your PC in a text file. If you move the model file, rename it or delete it, it disappears from the avatar selection because VSeeFace can no longer find a file at that specific place. Please take care and backup your precious model files.

Many people make their own using VRoid Studio or commission someone. Vita is one of the included sample characters. You can also find VRM models on VRoid Hub and Niconi Solid, just make sure to follow the terms of use.

Follow the official guide. The important thing to note is that it is a two step process. First, you export a base VRM file, which you then import back into Unity to configure things like blend shape clips. After that, you export the final VRM. If you look around, there are probably other resources out there too.

Yes, you can do so using UniVRM and Unity. You can find a tutorial here. Once the additional VRM blend shape clips are added to the model, you can assign a hotkey in the Expression settings to trigger it. The expression detection functionality is limited to the predefined expressions, but you can also modify those in Unity and, for example, use the Joy expression slot for something else.

The VRM spring bone colliders seem to be set up in an odd way for some exports. You can either import the model into Unity with UniVRM and adjust the colliders there (see here for more details) or use this application to adjust them.

Make sure to use a recent version of UniVRM (0.89). With VSFAvatar, the shader version from your project is included in the model file. Older versions of MToon had some issues with transparency, which are fixed in recent versions.

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