Scripts and a shader to get you started on setting up an exported Koikatsu character in Blender.

Overview

KK Blender Shader Pack

A plugin and a shader to get you started with setting up an exported Koikatsu character in Blender.

The plugin is a Blender addon that automates various actions, and the KK Shader is a .blend file that contains the shader, some material templates and some custom bone widgets.
The changelog for the pack can be found here.

The pack is meant to be used with the video tutorial series below: (click for playlist)

How to export your Koikatsu anime waifu to Blender, Unity and more

The wiki also shows some stuff

Comments
  • KKBP Exporter and Plugin Updates

    KKBP Exporter and Plugin Updates

    This update has two changes:

    1. Fixes issues like #81 In fact, KK always applies a small correction to the eyes even if all sliders are set to default, this update fixes this issue. Basically, the plugin will always clear all blend shapes before exporting.

    2. It now exports the Tears object please see #137 May need to solve this issue first before merging or there might be errors

    opened by MediaMoots 158
  • Keep original bone structure.

    Keep original bone structure.

    As you may have noticed, the current workflow (PMX and CATS) completely nukes the original bone structure, making retargeting animations taken from Koikatsu very time consuming.

    One workflow I used was to, use the PMX model, not fix the bones through CATS and manually delete all the extra bones (while comparing the bone structure to GME's fbx export)

    This works well but takes an awfully long time.

    Since GMEs armature has issues with scale, we also can't use the exported fbx.

    Any ideas? Thanks.

    Fixed in next release 
    opened by MediaMoots 42
  • PR-138: General Issues

    PR-138: General Issues

    I've been playing with the KKS version of the plugin from PR-138.

    Notable issues:

    Texture naming convention is different between the two games. KKS seems to short-hand texture names.

    _MainTex is shorthanded to _MT _ColorMask is shorthanded to _CM _DetailMask is shorthanded to _DM _NormalMap and _NormalMapDetail are shorthanded to _NMP and _NMPD [new mexico police department?] _liquidmask is shorthanded to _lqdm _LineMask is shorthanded to _LM _ColorMask is shorthanded to _CM

    This causes an issue during the "Import shader" step.

    Normal maps in KKS seem to be a red color, instead of the black and white ones that usually get spat out in KK.

    opened by poisenbery 36
  • Automatic character export and processing

    Automatic character export and processing

    What's new

    KKBP_Exporter Plugin

    A brand new plugin that does away with GME and PMX Exporter It's based off the PMX Exporter plugin. Features:

    • Only exports meshes that are visible in KK
    • Exports all needed colors to a JSON file
    • Exports all Textures
    • Supports individual accessories/hair masks
    • Does not break KK
    • Uses BepinEX 5
    • And much more.

    KKBP

    • Fully automatic color import and conversion
    • Imports blush, lip line, nsfw body textures, etc...
    • Automatic LUT import
    • MainTex LUT conversion
    • Bug fixes

    How to use?

    Use blender 2.93 (idk if this is required, but it's what I'm using)

    1. Install KKBP_Exporter.dll to KK
    2. Export (No need to change blink/eye look/pose, plugin does it automatically) image
    3. Import with CATS, go through the hair separation process, merge duplicates (only the ones with .00X at the end) etc.
    4. Import textures (step 2a) by selecting the folder with the model.pmx inside.
    5. Do the same for step 2b
    6. Tweak intensities and enjoy.

    Issues

    #39 #48

    ~~#38~~ ~~#40~~ ~~#41~~ ~~#42~~ ~~#45~~ ~~#46~~ ~~#50~~ Sometimes the color for the top is wrong (Such as a sailor part), in that case you can just copy the colors from another part that is correct or just switch to use the Main Tex instead of the Color Mask

    Please let me know if you find any bugs.

    opened by MediaMoots 32
  • Automatic Color Import

    Automatic Color Import

    Here it is! The automatic system to find and convert colors from KK to blender. #22

    What's new?

    image Added a new step after 2a to Import, Convert and Apply colors.

    How does it work?

    First, it uses MC masks and Main textures exported by the PMX Exporter to find the original colors, then, it converts the colors with a LUT taken from KK, finally it sets all the Shaders to the converted colors. Then, since certain objects (Body nip, Face blush, Eyebrows, Eyelines and Hair) do not have a Main Texture generated by KK, we use a supplementary json file (color.json) to access those colors.

    Note: For now, it uses LUT TimeDay for light colors, and LUT TimeNight for dark colors. Note 2: This script changes the scene color management to the following values: image

    How to use?

    1. Follow the steps up to 2a
    2. Correctly set ALL MC Masks for all Shaders
    3. Setup color.json (Replace the values inside with yours)
    4. Copy color.json to the folder that PMX Exporter made (beside model.pmx)
    5. Import all the LUTs to blender and set fake user on them
    6. MAKE SURE YOU ARE PREVIEWING THE LUTS. (This is especially important, not doing so will make the script return black colors) Like so: image
    7. Click on 2b, chose the folder that PMX made (the same folder that color.json is in) and wait.
    8. All the colors should now be the same as KK, adjust intensities to taste.
    9. Profit

    Known issues

    Eyeline color: https://github.com/FlailingFog/KK-Blender-Shader-Pack/issues/22#issuecomment-913080208 ~~Some accessories don't get new colors.~~

    opened by MediaMoots 27
  • Automatically get and set material colors

    Automatically get and set material colors

    in game you can use material inspector to view all values for colors and stuff, so can you make it when you import your textures a gui will pop up asking you for numbers/colors for each material, which correspond the the material inspector. so you just enter them and press ok and it will automatically fix all the colors for you

    enhancement 
    opened by TheMaskedMan00 27
  • Colors don't covert for clothing on linux

    Colors don't covert for clothing on linux

    When I tried importing one of the default characters after updating to the latest version of blender, v3.2.1, I recieve some errors. I'm not sure if this is the new update or trying run the importer in linux, I know blender uses python so it should in theory be platform agnostic.

    422d8b9

    Python: Traceback (most recent call last):
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/importbuttons.py", line 110, in execute
        bpy.ops.kkb.importcolors('EXEC_DEFAULT'),
      File "/home/metabox/Documents/blender/3.2/scripts/modules/bpy/ops.py", line 113, in __call__
        ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
    RuntimeError: Error: Traceback (most recent call last):
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/importcolors.py", line 754, in execute
        convert_main_textures(lut_light)
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/importcolors.py", line 500, in convert_main_textures
        image_to_KK(image, lut_light)
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/importcolors.py", line 104, in image_to_KK
        shader = gpu.types.GPUShader(vertex_default, current_code)
    Exception: Shader Compile Error, see console for more details
    
    

    649eb4e

    Python: Traceback (most recent call last):
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/importbuttons.py", line 117, in execute
        bpy.ops.kkb.separatebody('INVOKE_DEFAULT'),
      File "/home/metabox/Documents/blender/3.2/scripts/modules/bpy/ops.py", line 113, in __call__
        ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
    RuntimeError: Error: Traceback (most recent call last):
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/separatebody.py", line 667, in execute
        separate_everything(context)
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/separatebody.py", line 167, in separate_everything
        separate_material(outfit, hair_mat_list)
      File "/home/metabox/.config/blender/3.2/scripts/addons/KK-Blender-Shader-Pack-pluginupdate/importing/separatebody.py", line 128, in separate_material
        bpy.ops.mesh.separate(type='SELECTED')
      File "/home/metabox/Documents/blender/3.2/scripts/modules/bpy/ops.py", line 115, in __call__
        ret = _op_call(self.idname_py(), None, kw)
    RuntimeError: Error: Nothing selected
    
    
    bug 
    opened by ghost573 26
  • KK Party Compatibility

    KK Party Compatibility

    Export_PMX folder for the character has all textures but no .PMX model. Have not been able to get it to output the .PMX no matter what I do. (Using the V5.0 plugin in Koikatsu Party([Steam + After Party DLC] w/ HF Patch.)

    opened by ghost 19
  • Miscellaneous issues with KKBSP v5

    Miscellaneous issues with KKBSP v5

    This picture was taken after the "Convert and Apply colors " step, and shows two small problems:

    image

    1. The right eyewhite is assigned a hair material, which is easily fixed by merging it with the Eyewhites (sirome) material.

    2. One vertex of the lower lip was merged with one of the upper lip; I verified that this doesn't happen when importing with CATS using an increased scale, so I'm assuming the "Finalize PMX" step performs a Merge By Distance on all vertices, which is a risky operation because almost-overlapping vertices may get joined together too, especially on small scaled high poly models.

    The problem with the increased scale workaround is that some bones get weird resizing results like these:

    image

    Either removing the merge operation or fixing the bone resizing would solve the issue.

    Here's the reference character, I used the default outfit:

    https://db.bepis.io/koikatsu/view/17005

    On a side note, is there a way to revert the permanent Wireframe looks (X-Ray looks in edit mode) of bones in the imported armature from CATS? I tried all of the typical functions and overlay options, but none of them seem to affect them:

    image image

    opened by ilcane87 13
  • KK-Blender-Porter-Pack-V6.1.1 Error:

    KK-Blender-Porter-Pack-V6.1.1 Error:

    @MediaMoots

    Uh, Noice error fix but um now the materials are BROKEN AF... X3

    Preview: image

    Material Node preview: image Ik now I'm confused about why the plugin can't find the images LUL... ?w?

    KK-Blender-Porter-Pack-V6.1.1 ErrorLog (was 2 big 2 image post it): KK-Blender-Porter-Pack-V6.1.1_ERRORLOG.txt

    bug 
    opened by AkagiVoid 12
  • Error Applying Baked Templates

    Error Applying Baked Templates

    Been having an issue when I get to the Apply Baked Templates step. I tried with shaders edited and unedited, and both yield the same result. blender_HYhe755xOq

    It looks as if it's applying a body alphamask, but the clothes and hair just straight up disappear.

    Here is what the model is supposed to look like (without any edited shaders in this test):

    blender_Od3ZkEASIK

    The baked materials look like they should be fine. The pants are top row, shirt is 3rd row, and hairs are throughout. None of them look particularly problematic, though I'm not entirely familiar with Blender enough to tell.

    Fixed in next release 
    opened by Einwig 12
  • Can't import ripped .fbx animations

    Can't import ripped .fbx animations

    I got this error after following the steps from: https://www.youtube.com/watch?v=XFt12n7ByBI&t=465s

    Python: Traceback (most recent call last): File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\KK-Blender-Porter-Pack-621\extras\importanimation.py", line 88, in execute bpy.ops.import_scene.fbx(filepath=str(self.filepath), use_prepost_rot=False, global_scale=96) File "C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\modules\bpy\ops.py", line 113, in call ret = _op_call(self.idname_py(), None, kw) AttributeError: Calling operator "bpy.ops.import_scene.fbx" error, could not be found

    I tried to use two imported .fbx files on 3 different imported models to no avail:

    "f_talk_00_00_00-1-p_cf_body_00-0" "Idle_08_01-0-p_cf_body_00-0"

    Both animations where imported as FBX 2020_1.

    KK_238594 KK_105145

    bug 
    opened by random356 0
  • When I import a model, the colours are weird.

    When I import a model, the colours are weird.

    I imported my koikatsu model, but the colours are too saturated or dark and some things aren't right.

    this is my blender screenshot

    Untitled I noticed that her eyes are wide open, and blush seems less transparent

    This is what my model looks like in game

    KoikatsuParty-2023-01-04-17-24-41-UI

    I'm new to using this so help would be appreciated.

    opened by BAP00tato 0
  • KeyError: 'color' while calculating colors

    KeyError: 'color' while calculating colors

    While importing the exported PMX file it begins to load fine but at the end crashes while(i guess) calculating the dark colors, with a KeyError: 'color' error. Stacktrace and full blender logs from start to finish below.

    Stacktrace

    Error: Traceback (most recent call last):
      File "C:\Users\Giorgio\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\KK-Blender-Porter-Pack-621\importing\importcolors.py", line 773, in execute
        convert_main_textures(lut_light)
      File "C:\Users\Giorgio\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\KK-Blender-Porter-Pack-621\importing\importcolors.py", line 496, in convert_main_textures
        image_to_KK(image, lut_light)
      File "C:\Users\Giorgio\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\KK-Blender-Porter-Pack-621\importing\importcolors.py", line 104, in image_to_KK
        batch = batch_for_shader(
      File "D:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\modules\gpu_extras\batch.py", line 62, in batch_for_shader
        attr_len = recommended_attr_len(name)
      File "D:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\modules\gpu_extras\batch.py", line 39, in recommended_attr_len
        item = content[attr_name][0]
    KeyErTraceback (most recent call last):
      File "C:\Users\Giorgio\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\KK-Blender-Porter-Pack-621\importing\importbuttons.py", line 89, in execute
        bpy.ops.kkb.importcolors('EXEC_DEFAULT'),
      File "D:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\modules\bpy\ops.py", line 111, in __call__
        ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
    RuntimeError: Error: Traceback (most recent call last):
      File "C:\Users\Giorgio\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\KK-Blender-Porter-Pack-621\importing\importcolors.py", line 773, in execute
        convert_main_textures(lut_light)
      File "C:\Users\Giorgio\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\KK-Blender-Porter-Pack-621\importing\importcolors.py", line 496, in convert_main_textures
        image_to_KK(image, lut_light)
      File "C:\Users\Giorgio\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\KK-Blender-Porter-Pack-621\importing\importcolors.py", line 104, in image_to_KK
        batch = batch_for_shader(
      File "D:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\modules\gpu_extras\batch.py", line 62, in batch_for_shader
        attr_len = recommended_attr_len(name)
      File "D:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\modules\gpu_extras\batch.py", line 39, in recommended_attr_len
        item = content[attr_name][0]
    KeyError: 'color'
    

    Full blender logs

    Software versions

    • KKBP Exporter v3.98
    • KKBP Blender Plugin v6.2.1
    • Blender v3.4.1
    • Koikatsu BetterRepack R6 + HF Patch v3.15 (and kPlug)

    Card used

    Koikatu_F_20230102211400699_Player_collas

    bug 
    opened by MRtecno98 0
  • Bake Material error

    Bake Material error

    Model turns into a grey blob looses all textures & the following error is output into consol. Re-installed addon, same result with multiple cards.

    Traceback (most recent call last): File "C:\Users\xxxxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\KK-Blender-Porter-Pack-master\exporting\bakematerials.py", line 431, in execute setup_geometry_nodes_and_fillerplane(camera) File "C:\Users\xxxxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\KK-Blender-Porter-Pack-master\exporting\bakematerials.py", line 149, in setup_geometry_nodes_and_fillerplane links.new(group.outputs[0], output.inputs[0]) IndexError: bpy_prop_collection[index]: index 0 out of range, size 0

    bug 
    opened by Si022 2
  • Im getting this texture issues when importing to unity any help ?

    Im getting this texture issues when importing to unity any help ?

    Hi, I have been following the export process from blender to unity, but when I import the fbx to unity and I load the atlas textures in my model the transparent textures create some lines in the face textures, I try different methods of exporting the fbx, different baking options of the atlas but none seems to fix the issue, any help?

    lastest blender version lastest plugin version

    retrbunny - SampleScene - Windows, Mac, Linux - Unity 2021 3 14f1 Personal_ DX11 11_28_2022 7_04_29 PM

    retrbunny - SampleScene - Windows, Mac, Linux - Unity 2021 3 14f1 Personal DX11 12_11_2022 2_30_01 PM

    opened by Retrbunny 4
  • Headmods Iris Clipping when exporting to FBX or creating an atlas

    Headmods Iris Clipping when exporting to FBX or creating an atlas

    Heyo! My character uses a headmod / different facetype to the default characters, and when I export them from Blender, or create a material atlas, the irises clip into the eyewhites. And when the character looks around, instead of the iris going upwards, it goes into the eye, kind of like it's going both upward and backward.

    I'm not sure why it does this. I've tried weighting the iris materials to the head instead, moving the irises forward, rotating them, to no avail. Here are screenshots of before and after atlasing! Before atlas / export image After atlas / export image This error happens either when you create a material atlas, or Export FBX from the KKBP panel. I do believe it's specific to the types of headmod I'm using, because the default male ones don't do this! I believe I'm specifically using the one just labelled "Headmod", so the facetypes that modify the expressions of the original face. I have attached a card here that uses the headmod, so please, devs try it yourself! Koikatu_F_20221106000433123_Roper Elise

    bug 
    opened by BTHP5 0
Releases(V6.2.0)
  • V6.2.0(Nov 19, 2022)

    Major updates in V6.2.1:

    • Automatic dark colors and textures for clothes
    • KKBP Exporter updates and fixes
    • Simplified Chinese translation
      • Current languages: English, 日本語, 简体中文
    • The blender plugin should work on Linux and Mac now

    See the readme for prerequisites and usage instructions

    Click to show the V6.2.1 changelog
    • Dark colors and textures for clothes and accessories are now much closer to the in-game look!
      • image
      • This uses the darkening code from Xukumi KKShadersPlus
      • Dark colors are automatically set in the dark section of the shader
      • Dark versions of all main textures are created and loaded automatically (files that end in _MT_CT.png will be used to generate a file that ends in _MT_DT.png)
      • Dark colors for skin are no longer hard-coded
      • Dark hair and dark skin colors have a different darkening process. These processes aren't used yet, instead they get the same darkening process as the clothes
    • KKBP Exporter updates by @MediaMoots!
      • Animation curve data is now exported to KK_DynamicBoneData.json
      • More headmods will now successfully export
      • Fixes to SMR data names
      • Eyes that have different overlays on different outfits will now be exported to the export folder (Only the first outfit's eye overlays will be loaded into blender automatically)
    • Simplified Chinese translation by @castbohea!
    • Cards missing certain body materials will now import without an error
    • If KK shapekey creation for a headmod fails, the original shapekeys for the headmod will be preserved instead of being deleted
    • The files for clothes and hair should correctly load in on Linux and Mac now (tested on SteamOS 3.3.2, Blender 3.3.1 flatpak)
    • Transparency should work now when using Lightning Boy Shader
    • Initial placement of the Lightning Boy Shader nodes is a little cleaner than before
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Porter-Pack-V6.2.1.zip(2.26 MB)
    KKBP_Exporter_V3.98.zip(148.07 KB)
  • V6.1.1(Oct 8, 2022)

    Major updates in V6.1.1:

    • Rigify Armature updates
    • KKBP Exporter and baking bugfixes
    • Cycles and Lightning Boy Shader support
    • You can save your addon option preferences now

    See the readme for prerequisites and usage instructions

    Click to show the V6.1.1 changelog
    • Rigify armature updates by an anonymous contributor! (Changelog copy-pasted below)
      • 'Rigified' the new rigged tongue;
      • Moved the eyes and rigged tongue bones to their own layers to reduce clutter in the face layers;
      • Fixed the skirt bones alignment when converted, and also added the sixth bone (cf_j_sk_##_05) to the chains, just in case;
      • Characters without skirt bones are now supported;
      • Connected hair/accessory bones in the same way the CATS plugin does, and changed their widgets from 'circle' to 'limb' type, so the connections with their MCH parents are more apparent;
      • Enabled a small new Rigify adjustment to the toe bones for Blender 3.2+ (this one: https://www.youtube.com/watch?v=H80AjLWgECY );
      • Enabled a small new Rigify feature to the limb bones for Blender 3.3+, which allows you to scale the arms and legs uniformly by scaling the gear control bone at their base;
      • Now the script that is run after the Rigify conversion automatically changes parents and armature modifier targets to the generated rig for all mesh objects in the scene that are related to its metarig; it does it without relying on object names so it should be safe even with multiple characters in the same scene (it detects its metarig from a common bone with a random alphanumeric string in its name). In other words, there's no more need to parent objects with empty groups.
    • Multiple bugfixes by @MediaMoots!
      • See #266, #257, #281
    • Basic Cycles shader support!
      • This will make the KKBP materials work in Cycles
    • Basic Lightning Boy Shader support!
      • This will attach the KKBP materials to LBS nodes
      • The LBS addon must be installed for this to work
      • Tested on LBS 2.1.3
    • Baking changes
      • Bugfixes to the new baking system
      • The old baking system can now be accessed with the 'old baker' toggle on the KKBP panel
      • If Blender crashes during the baking process, the baking process will now resume where it left off instead of trying to bake everything again
    • Added addon preferences
      • These won't reset when blender is closed
      • These are accessed in Edit > Preferences > Addons > KK Blender Porter
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Porter-Pack-V6.1.1.zip(2.30 MB)
    KKBP_Exporter_V3.94.zip(145.91 KB)
  • V6.0.0(Sep 18, 2022)

    Major updates in V6.0.0:

    • Koikatsu Sunshine support
    • Blender 3.3 support
    • All 8 outfit slots are now exported at once
    • Streamlined Blender import process

    See the readme for prerequisites and usage instructions

    Click to show the very long V6 changelog

    Changes for V6.0.0

    Huge feature and usability updates by @MediaMoots!

    • The KKBP exporter now works in Koikatsu Sunshine!
    • The KKBP Blender plugin now works in Blender 3.1+!
    • All outfits are now exported!
      • These are automatically exported from Koikatsu
      • These are available as hidden objects after the model is imported into Blender. They are parented to the armature
      • If you don't want to use these, you can shorten your import time by deleting the "Outfit ##" folder from the export folder
    • Alternate clothing states (shift / hang state) can now be exported!
      • Export these by checking the "Export Variations" box in Koikatsu
      • These are available as hidden objects after the model is imported into Blender. They are parented to the outfit object
    • Hitboxes can now be exported!
      • Export these by checking the "Export Hit Meshes" box in Koikatsu
      • These are placed in their own collection when the model is imported into Blender
    • The tears object is now exported and available as new shapekeys on the body object!
      • These are parented to the body
      • The tears material also has settings to allow minor color edits
    • The eye gag object for heart eyes, firey eyes, etc is now exported and available as new shapekeys on the body object!
      • These are parented to the body
      • The shapekeys will automatically hide the eyes and eyeline materials when active
      • The swirly eye rotation speed, heart eye pulse speed and cry/fire eye animation speed can be changed in the Eye Gag materials
    • The animated tongue is now exported!
      • This is parented to the body object and hidden by default
      • The rigged tongue doesn't use shapekeys like the rest of the face does
    • Shapekeys are more accurate than before!
    • The heart and sparkle Eye overlays are now exported
    • Eyewhite shapekeys are fixed on the exporter-side now!
      • This means Blender is less likely to crash when importing the model
    • Small fangs are now exported!
    • Accessories are now automatically linked to the correct limb bone!
    • Eye and overlay textures are now scaled automatically!
    • Hair shine, eyeshadow, nipple and underhair UVmaps are now exported!
      • Thanks to that, these items no longer need to be set and scaled manually for each character
    • Converted Normal Maps for use in Unreal and Unity are now exported
    • Separated objects can now be exported with the "Export separated meshes" button
    • A lot of character info is now exported
      • Check the .json files in the export folder for info on materials, accessories, objects, renderers and bones
    • Exported character heights are 4% more accurate
    • Texture suffixes are shortened
      • Image names over 64 characters long would cause blender to cufoff the filename, so this means long texture names are less likely to cause issues during import
    • The Koikatsu / BepInEx console will now be print out each mesh being exported. If the exporter is not working for a specific character, accessory or clothing item, you can use this to track down what is causing the exporter to fail.
      • These messages are prefixed with [Info : Console]

    Rigify armature updates by an anonymous contributor!

    • Better Penetration bones will now be placed in the "Torso (Tweak)" layer when converting to the Rigify armature
      • You need to use the Better Penetration armature type in Koikatsu for these bones to appear

    Unity normal blending and mirrored blush scaling by @poisenbery!

    • Unity normal blending is an alternative normal map detail blending method that can be accessed in the "Raw shading" group
    • Mirrored blush scaling is an easier way to scale the blush and eyeshadow if the texture is symmetrical. This can be accessed in the "Blush positioning" group on the Face material

    Better face normals using shader nodes!

    • The face now uses a bastardized version of the Generated Face Normals setup described in this post by aVersionOfReality
    • This setup is disabled by default for performance reasons. Enable it by going to the face material > swap the "Raw Shading" node group to "Raw Shading (face)"
    • This setup only works in Blender
    • The GFN Empty position and scale can be edited by unhiding it. It's parented to the armature
    • The GFN options can be edited in the node group called "Generated Face Normals" inside of the the "Raw shading (face)" group

    Plus some misc changes to the Blender plugin:

    • Added a one-click option for importing models!
      • Hair is now separated from the model automatically, so the entire import process has been reduced to a single button
      • The behaviour from V5.0 (where you can separate objects as you please) can still be accessed by changing the "Don't pause to categorize" option on the upper right to "Pause to categorize", then pressing the "Finish categorization" button when you're done.
    • The main plugin UI can now be fully translated!
      • Current languages: English, Japanese (日本語)
    • Material baking is now done through the use of Geometry Nodes!
      • This works with multiple UV maps, so you no longer need to create a new mesh for hair highlights or anything that uses a separate uv map
      • You can also speed up the baking process by skipping the dark and normal bakes if you don't want them
    • Exporting can now be done without installing the CATS addon
      • Material Combiner is still required if you want a material atlas
    • Added a simplification choices menu to the export prep button
    • Removed the vanilla armature type toggle in favor of a menu
      • There's four options to choose from. Check the tooltip for a brief description of each option
      • The ability to switch between armature types after import was removed
    • Shapekeys on clothes and hair objects are now deleted
      • Shapekeys only affect the face, so these weren't needed anyway
    • The Eye, Eyebrow, Eyewhite, Eyeline and Nose materials are now marked as freestyle faces by default (for freestyle exclusion)
    • Lipstick and Flush textures are now loaded into the face material
    • Added a safe for work mode toggle that probably works
    • The permalight/permadark texture has been merged into one file
    • Python errors are now copied to the KK Log in the Scripting tab on the top
    • The import directory string listed in the KK Log is now censored if it detects your Windows username
    • The plugin now uses an HDRI from polyhaven
    • All KKBP panel options are now visible by default
    • The KKBP panel will now gray out some buttons after a model is imported

    And many bugfixes!

    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Porter-Pack-V6.0.0.zip(2.24 MB)
    KKBP_Exporter_V3.90.zip(145.38 KB)
  • V5.1.1(Mar 5, 2022)

    Known bugs with this release

    • During export, the blender plugin will not use CATS to automatically merge the useless bones on armature layer 11. The line that does this was accidentally commented out. The bones can still be merged manually using the Model options menu in CATS.
    • The "2b)" button and the "4)" button in the blender plugin seems to be incompatible with Blender 3.1. Use Blender 3.0 or 2.93 for now when doing that step.

    Changes for V5.1.1

    • Added per-character light linking to the KK shader
      • If you have multiple characters in a scene, this allows you to "link" a light to a character, so you can achieve ideal lighting for each character and not have to fiddle with a global lighting setup that affects all characters at once. This works for up to three characters / light sources. It's enabled by default and can be found inside of the Raw Shading group.
      • Usage: Enter the Raw Shading group then make sure the "Light linking options (open me)" group framed in pink has it's slider set to 1, and any red lights will light your character. Import a second character, return to the ""Light linking options (open me)" group, and open it. Change the output of the pink "Match RGB output and sunlight color for light linking" frame from R to G. Any green lights will light the second character, but not the first character. Using a yellow light will light both R and G characters. Using a white light will light all characters. image
    • Added reaction to colored light to the KK shader
      • When you use a light that isn't pure white, the colors on the model will become affected by the color of the light. This is disabled by default and can be found inside of the Raw Shading group. Colored lights and light linking can't be used at the same time.
      • Usage: Make sure the "Light linking options (open me)" group framed in pink has it's slider set to 0, and any colored lights will add additional color to your character. Any white lights will light the model like normal. image
    • Updated Rigify scripts to the latest version (Feb 24th)
      • These include bugfixes for handling duplicate bones
    • Overlay masks for Body and Face shaders now retain their original color.
      • The "Overlay color" inputs on the body/face shader that used to set the overlay color have been changed to "Overlay color multiplier" inputs. Keep this as a white color to preserve the overlay mask's original color. If the overlay is pure white itself, the color on the multiplier will just set the color of the overlay.
    • Added an image slot for the "plain" version of the maintex for clothing items.
      • These weren't automatically loaded in if a CT version of the maintex was available
      • This can be accessed by going into the clothing shader group and setting the "Use colored maintex?" slider to zero
      • If there's a CT but no plain version available and you try to use the slider, you'll get a pink placeholder texture as a warning
    • The permanant light and dark image masks in the raw shading group have been moved to the green texture group
      • This removes the need to create a unique raw shading group for every material. image
    • Bugfixes (#94, #90, #105, #114)
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Porter-Pack-5.1.1.zip(2.68 MB)
  • V5.0.1(Feb 2, 2022)

  • V5.0.0(Jan 12, 2022)

    Changes for V5.0.0

    • New export plugin, image saturation functions, and automated color setting by MediaMoots!
      • These make the import process more than twice as fast as the previous version!
      • Color data from the game is now extracted and applied to the shaders automatically during the import process
      • Textures are now automatically saturated to replicate the look of the in-game saturation filter
      • More textures are extracted than before
      • The new export plugin fixes common bugs involving broken charamaker functionality, shapekeys and accessories
    • Rigify compatible armature conversion by an anonymous contributor!
      • Requires Rigify and the "auto-execute scripts" setting to be enabled
      • Adds IK toggles for fingers, skirts, and accessories
      • Improves the eye controls with extra features like single eye manipulation and eye target tracking
      • Adds FK <-> IK switches to limb bones
      • Makes more armature controls accessible
    • Better joint correction bones!
      • Taken from johnbbob_la_petite on the Koikatsu Discord
    • Better viewport performance using preview quality normal nodes!
    • Extracted in-game animation files can now be imported automatically!
    • New base armature!
      • Bones are now organized by type through armature layers
      • Toggle for keeping the stock KK armature
      • Accessory bones show up automatically now
    • Upgrades to the export process!
      • Added a button for exporting prep
      • Smarter baking script
      • Rebaking materials at higher resolutions is easier now
      • Support for baking and atlasing normal maps
    • KK shader.blend is now integrated into the plugin!
    • Easy slots for forcing light and dark colors!
    • Easy slots for makeup and body paint!
    • Easy slots for patterns!
    • Support for colorized normal maps!
    • Automatic separation of Eyes and Eyebrow materials!
      • This allows you to make the Eyes and Eyebrows show through the hair using Cryptomatte and other compositor features
    • Shader-to-RGB nodes added to clothing color inputs!
      • This allows you to plug metal and other types of materials into clothing colormask inputs
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Porter-Pack-5.0.0.zip(2.66 MB)
  • V4.3.1(Aug 7, 2021)

    ⚠️Info:

    This repository will be renamed to KK-Blender-Porter-Pack in V5 and up You can get the preview of V5 here: https://github.com/FlailingFog/KK-Blender-Shader-Pack/tree/V5-merger

    Changes for V4.3.1:

    • Renamed the spine bones during the "1) Run right after importing" script
      • CATS was not detecting the Spine, Chest and Upper Chest bones correctly. This made it merge the spine and chest bones into one, resulting in awkward spine bends. This change prevents that by renaming the bones.
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-V4.3.1.zip(610.22 KB)
  • V4.3.0(Jul 31, 2021)

    Changes for V4.3.0:

    • Added a new button to the KK Panel: Import Studio Object
      • This script speeds up the import process for an accessory, studio object, or studio map that has been exported as an fbx file with SB3U
      • Example usage video: https://www.youtube.com/watch?v=PeryYTsAN6E
      • The shader applied to the object can be left as the default, changed to an emission shader, changed to the KK Shader, or changed to a custom user-defined node group
    • Added a new button to the KK Panel: Link Shapekeys
      • If the Eyebrows material is separated from the body object, this script will allow you to link the shapekeys values on the Body object to the Eyebrows object
      • Example usage video: https://www.youtube.com/watch?v=sqEBau1enWE
        • (click this button instead of running the script in the editor as shown)
      • This can be used for the Eyes and Eyeline materials as well
      • Script source: https://blender.stackexchange.com/questions/86757/
    • Added a Center bone back to the armature
      • This bone lets you move all the bones on the armature without moving the armature's object location
    • Added a Pelvis bone back to the armature
      • This bone lets you move the pelvis and legs without moving the upper spine
    • Edited the armature bone tree a little
    • Changed the bone widget shapes in the KK shader to be slightly more rigify-like
    • Fixed the orientation of the top skirt bones
    • Gave the face material a separate outline
    • The "Select unused bones" button now unparents the Hips bone from the new Center bone
      • Leaving the HIps bone parented caused import issues in Unity
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-V4.3.0.zip(609.88 KB)
  • V4.2.3(Jun 17, 2021)

  • V4.2.2(Jun 5, 2021)

  • V4.2.1(May 18, 2021)

  • V4.2.0(May 16, 2021)

    Changes for V4.2.0:

    • The plugin will now recognize the additional bones included in the KK Better Penetration body type
      • Toe bones are placed on armature layer 2
      • BP bones are placed on armature layer 3
    • The eyewhites shapekeys are now used when generating the KK shapekeys
      • This will prevent gaps between the eyewhite and the lower eyelash for certain expressions
    • Materials without an image texture should properly bake now
      • This will ensure fully transparent materials and materials that are a solid color (but still use the KK Shader) will be recognized by the atlas generator feature in CATS
    • The Separate Body button will now attempt to separate the shadowcast and bonelyfans meshes automatically, then shove them into a collection
    • The Import Textures button will now check if the user has actually selected the Textures folder and will abort if they chose the wrong folder
      • This was done to prevent texture loading issues
      • This check can be disabled with the "check folder" toggle
    • Adjusted panel layout
    • Added better joint correction for the hip bone
      • In order to use them, the "Enable hip drivers" toggle needs to be enabled before pressing the "5 Add bone drivers" button
    • Better descriptions of what each toggle does
    • Made using multiple outline materials optional through the "Use generic outline" toggle
    • The hair object can now be named either "hair" or "Hair"
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-V4.2.0.zip(590.80 KB)
  • V4.1.2(Apr 24, 2021)

    Changes for V4.1.2:

    • Added an easier way to scale and move UVs with the "Scale Vector" node group.
      • This replaces the mapping node setup used for the eyes, blush, etc
    • Materials that have a maintex or alphamask will now get their own outline material
      • This should prevent transparency issues with the outline
    • Added a heel controller to the armature
      • This is for rotating the foot bone while keeping the toes in place; a "tip toe" bone.
    • Added HSV sliders for the maintex of general/clothes materials
    • Fixed the nsfw texture parser node group in the body shader
    • The Bone Widgets collection is now hidden automatically
    • Fix bake script to account for world lighting
    • Fixed the foot IK
    • Moved the "MouthCavity" bone to the secondary layer
    • Moved supporting bones to their own armature layers instead of hiding them(layers 17, 18, and 19)
    • Relocated bone scaling and armature layer script operations to different buttons
    • Moved debug mode toggles to the shapekeys/drivers buttons
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-V4.1.2.zip(561.26 KB)
  • V4.0.6(Apr 6, 2021)

    Changes for V4.0.6:

    • Fix male body material not being recognized by the scripts
    • Added sliders to the body shader to control optional genital textures
      • The genital texture can be loaded into the "NSFW Textures" node group in the body template
      • The file location of the genital texture (cf_body_00_t) depends on what body mod you're using
    • Added an example for materials that are partially metal to the KK Shader.blend
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-V4.0.6.zip(573.64 KB)
  • V4.0.5(Apr 1, 2021)

  • V4.0.4(Mar 28, 2021)

    Changes for V4.0.4:

    • Put all the scripts into a blender plugin so the user can press a button instead of having to copy paste scripts
    • Added a button that applies the material templates to the model automatically
      • These templates can be edited in the KK Shader.blend
    • Added a button that applies the textures to the model automatically
      • Grey's Mesh Exporter plugin for Koikatsu is required in order for this to work
      • Colors still need to be set manually
      • This works 90% of the time, so a handful of textures might need to be loaded in manually
    • Added custom shapes for the armature to make the important bones more obvious
      • These shapes can be edited in the KK Shader.blend
      • These can be disabled in the armature tab (Armature tab > Viewport Display > Shapes)
    • Added second bone layer on the armature for skirt, face and eyebrow bones
      • Multiple bone layers can be made visible at once by shift selecting the layer in the Armature > Skeleton section
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-V4.0.4.zip(563.30 KB)
  • V3.05(Feb 1, 2021)

    Changes for V3.05:

    • Added a script that makes the material templates compatible with the Material Combiner feature in CATS. Using this script along with the "Bake Materials" script should make it really easy to set the model up in Blender and then export it to another program using CATS
      • This script needs to be run after the "Bake Materials" script is run
      • Running the script multiple times toggles between light and dark baked materials
      • This script is non-destructive, so it's easy to change something if edits need to be made
    • Added nail color to the Body material template
    • Added toe bone to armature
      • This was always there, but the script used to hide it
    • Added more joint correction bones
      • Hip/Butt joint corrections aren't fully working yet, so they're disabled by default. They can be enabled at the top of the Drivers script
    • Added translations for most of the shapekey list
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-3.05.zip(449.83 KB)
  • V3.01(Jan 4, 2021)

    Changes for this release:

    • Added a script to "bake" materials into image textures. This should allow you to setup the material templates in Blender then use the materials in your program of choice.
      • The script will bake a material into a texture if the material uses an image file in the node tree
      • If multiple image files are present, only one texture will be created
      • If multiple image files are present and they have different dimensions, a texture will be created for each dimension
      • Files are exported as 8bit PNGs with an alpha channel by default.
      • Export type can be changed at the very top of the script.
      • Limitation: the script does not account for multiple UV maps. Only the first UV map is used for baking.
    • Fixed an issue with the eye controller bone
      • Added a check in the Drivers script to make sure the eye vertex groups aren't empty
    • Refactored the Drivers script for better readability
    • Removed a few groups in the KK Shader.blend that weren't being used by anything
    Source code(tar.gz)
    Source code(zip)
    KK-Blender-Shader-Pack-3.01.zip(441.33 KB)
  • V3(Dec 13, 2020)

Owner
some blendlet that sees Koikatsu as an untapped goldmine for easy 3D anime models
null
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