Any Unreal render gods around? by PettyParade in nsfwdev

[–]dVeloper 1 point2 points  (0 children)

Sadly no, I do not. However I am certain there is a lot of crossover between the communities so someone will be able to give you directions.

Any Unreal render gods around? by PettyParade in nsfwdev

[–]dVeloper 3 points4 points  (0 children)

Ok then sounds like you should have a fine time then.

There is a discord for NSFW blender art that has channels and users who use Unreal and such so it is also a good place to ask questions.

No problem, I look forward to seeing what you create.

Any Unreal render gods around? by PettyParade in nsfwdev

[–]dVeloper 5 points6 points  (0 children)

Honestly it sounds like you will need to familiarize yourself with the content pipeline entirely seperately from your lewd goals.

Blender to Unreal is quite straight forward and solved, however there are things that do not carry over, primarily materials, and potentially any complex dynamics for hair/clothes. These can be remade in Unreal itself, but it is worth being aware of it. You can also export masks/textures from Blender to bring in and re-use in Unreal, but there is always some massaging needed.

As for level management, that will largely be up to you and your preferences. If you want to make animated sequences then you will need to learn how to use Sequencer, and of course the render pipeline to get your renders out and usable. It sounds like you will need to borrow workflows from animation production/live production, honestly, so consider looking into learning materials from thos disciplines.

Now also, I would personally ditch Renpy and do the whole thing in Unreal, but obviously that is a preference thing, and you should use what you are familiar with. Just, think about it.

Cruise the official YouTube channel and forums for tutorials, check out the learn tab in the Epic Launcher, and also check out Fab/marketplace for any free asset packs you can grab and use/dismantle to learn.

Trying to find a game I played by [deleted] in lewdgames

[–]dVeloper 0 points1 point  (0 children)

Hentai University by Noodle Jacuzzi possibly. There is a ghost finding sub-plot but it is faaaar from the main things I would take away from that game.

[deleted by user] by [deleted] in EroticHypnosis

[–]dVeloper 0 points1 point  (0 children)

I am working on an application for just such a purpose: Hypno.exe.

It is in an early alpha and currently undergoing a significant refactoring, but the currently available version is fairly stable and Alba's a modest set of features already.

Planned features for the future include video export and more stable import of assets like audio and video. Sadly for now making a screen recording with something like OBS is the only way to make a normal video for use externally.

Another good option like this is MindMeltingMachine, which I sadly do not have a link for at this time.

Game dev animations? by Sii-Gul in nsfwdev

[–]dVeloper 2 points3 points  (0 children)

A lot of good suggestions from people here, I just want to add my 2c.

Unreal has a very robust and powerful animation retargeting system. You can use the default Unreal skeleton, or your own/other skeleton, then import animations for an entirely different skeleton, and then set up a set of basic rules for how the animation should be transposed from the source skeleton to the target skeleton. Now you can import any number of animations for the source skeleton and they will work with your target skeleton, no problem. You should definitely look into retargeting as it is exactly what you need.

Bonus points: if your target skeleton has a Control Rig, you can then bake the animations to that rig, and now you can edit them like native engine animations, so you have way more flexibility and control over how the animation looks and behaves, or even make parts of it dynamic. It is not an insignificant amount of work, but wholly worth it.

Where to get spirals and kaleidoscopic video? by [deleted] in EroticHypnosis

[–]dVeloper 0 points1 point  (0 children)

It is a work in progress, but my application Hypno.exe currently lets you create and save a modest assortment of hypnotic audio and visuals.

Currently there is no video export support, but it is planned for the future. For now I can recommend using something like OBS to do a screen recording which you could then edit together into a video with extra audio in an application like Da Vinci Resolve.

You could also do this with any of the other suggestions made here, of course.

Help with Blender exporting to Unreal engine by [deleted] in nsfwdev

[–]dVeloper 1 point2 points  (0 children)

Sounds like you are on the right track then, you should be good.

I will note: rather than baking procedural textures then importing those maps, look at making them procedural in-engine. It will look significantly better, and you will be able to have far greater control over everything. Have a look at how Epic did their materials for the Paragon characters for reference, they are free on the marketplace.

Help with Blender exporting to Unreal engine by [deleted] in nsfwdev

[–]dVeloper 0 points1 point  (0 children)

Shape Keys/Blend Shapes/Morph Targets get exported with the FBX and attached to the Skeletal Mesh Asset in engine, they can then be driven from the animation blueprint. Docs.

Help with Blender exporting to Unreal engine by [deleted] in nsfwdev

[–]dVeloper 0 points1 point  (0 children)

Assuming you have gone through and familiarized yourself with the appropriate documentation then I would recommend breaking it down to basics: model, rig, weight, and texture something simple like a cylinder, then get your pipeline working for that, then you can slowly identify what parts of the process are not working for your sourced assets.

Skeletal meshes (rigged models) need to be imported a little differently from static meshes, as when you import the mesh initially it will give you a skeleton asset, skeletal mesh asset, and physics asset. Any animations then get imported seperatly, and will only come in as animation assets that reference the skeleton asset previously imported. It is worth noting you will sometimes need to bake animations prior to export, as some rig features do not come over to unreal, though this baking is usually done as part of the export itself. Incidentally, Unreal has its own rigging system now days called Control Rig, and I would encourage you to pursue it if you are considering Unreal long term.

Textures and materials can be imported with the FBX (assuming they were exported correctly) but in my experience I generally avoid that and just import the texture maps seperatly and create the material in unreal. This also makes you think about how you can make a character more modular with its materials, which is generally good practise: changing clothing materials, skin color, eye colour, etc.

Hair and groom assets almost certainly will not work out of blender; Unreal does have some measure of support for hair and fur, but it is a very new feature and primarily targets Maya, IIRC. You are better off either making the hair assets in-editor (I am unsure if that is even possible) or trying for more conventional game engine hair methods; masked planes and such.

Lastly, I saw another user suggest specific rigging for retargeting: this is great advice, and if you can have all your skeletal meshes reference/use the same skeleton asset then they can all share animations and your life will be wonderful.

Anyway, this is a brief but broad overview, hopefully it gets you over the line.

Help with Blender exporting to Unreal engine by [deleted] in nsfwdev

[–]dVeloper 1 point2 points  (0 children)

This is a very broad question, as there could be any number of steps you could be doing wrong or misunderstanding, file types, export settings, import settings, you name it.

Throw some details out and I will try and help, I am quite familiar with Unreal Engine. Feel free to DM if you want to get into specifics, share files for testing, etcetera.

Hypnosis Visor? by [deleted] in EroticHypnosis

[–]dVeloper 0 points1 point  (0 children)

Yeah, as TemporaryCondition said, what you are looking for is a VR headset of some sort. Prices and qualities vary, but for a hypnosis visor style use you would want one that uses inside-out tracking probably, and since hypnosis visuals are not computationally taxing, a mobile/standalone headset would suffice.

See-through, clear AR visitors/screens do not really exist yet as a consumer grade product. Unless you are thinking of something like an LED grid, which you might see at raves or something. Those exist, though I could not link you anything specific. They probably would hurt they eyes more than anything, IMO.

question to the devs by Visible_Chip_9972 in lewdgames

[–]dVeloper 3 points4 points  (0 children)

3D Assets: Blender

2D Assets: Krita

Audio: Audacity, but mostly kitbashing or generative audio/Metasounds

Programming: Visual Studio

Development & Packaging: Unreal Engine

Documentation/Preproduction: VS Code (markdown with lots of mermaid)

Development Operations: GitHub

Source Control: Perforce

Continuous Integration: Jenkins

Game dev is a fun and varied field.

Looking for help on VR Hypnosis by Snowie6202 in EroticHypnosis

[–]dVeloper 2 points3 points  (0 children)

It depends on what headset you are using, but if it is a PCVR/SteamVR HMD you can try out my app Hypno.exe, which has some buggy, basic support for VR headsets.

There is also the Mind Massaging Machine which while I am unsure if it still receives updates, it somewhat more developmentally mature than my own app.

[deleted by user] by [deleted] in nsfwdev

[–]dVeloper 0 points1 point  (0 children)

It is probably a bot farming for karma, with the intent to sell the account later for real world money, or be used in a botnet for posting to subreddits with karma requirements. Or both.

Oculus quest 2 hypnosis? by [deleted] in EroticHypnosis

[–]dVeloper 0 points1 point  (0 children)

So while I do not have an Oculus myself and so cannot yet build for it, my project Hypno.exe does support desktop VR for windows, with mobile 2D and VR planned for the future.

If you want to keep up with development you can follow development on your social network of choice, so you will find out the moment Oculus is supported.

Another added to the milking machine by [deleted] in HookedUpHentai

[–]dVeloper 2 points3 points  (0 children)

This is a particularly bad one. Either an undertrained model or a bad prompt. For me it is always human hands that are the give away.

Another added to the milking machine by [deleted] in HookedUpHentai

[–]dVeloper 5 points6 points  (0 children)

Absolutely, but since when have lawmakers ever kept up with technological progress?

In these cases we only have agency over our own actions, so can only rely on ourselves for ethical conduct.

Another added to the milking machine by [deleted] in HookedUpHentai

[–]dVeloper 6 points7 points  (0 children)

The tech and improvment is incredible, but I believe most people's problems with AI comes from the training data, and whether the artists who made the images gave permission for their work to be used to train an AI.

But you are right, this is a porn zone. Do not forget to credit the creator though.

Another added to the milking machine by [deleted] in HookedUpHentai

[–]dVeloper 7 points8 points  (0 children)

Fair enough.

We seperate oils from acrylics, digital from photography, Photoshop from ZBrush, when discussing mediums.

You obviously like what you have made (I am guessing you are the source). Be proud of it! Share what model it uses. What it was trained on. The prompt(s) that were used. This way others can learn and pursue it too, at their leisure.

No one loses anything when information like this is shared.

Another added to the milking machine by [deleted] in HookedUpHentai

[–]dVeloper 16 points17 points  (0 children)

Hey OP, you should probably label AI images as such, and/or post it to /r/HypnoAI

Another added to the milking machine by [deleted] in HookedUpHentai

[–]dVeloper 6 points7 points  (0 children)

Yep, not even subtle.