Character step is probably one of the step that the creator used most. It is for setting the character position, animation and other things. You will need to use this step type a lot to make the maid looks lively.
The default waiting type of a character step is "Auto".
Here is the explanation of the edit panel UI of a character step.
Shortcut:
Target
Status - Female
Status - Male
Coordinates
Motion
Motion - Script File
Motion - Animation File
Eye Sight
Target
This area is for setting which character should the game update in this step.(1) The Target Type. You have to pick the correct list to access the character you want to change.
(i) Master: The club owner, the character represent the player.
(ii) Maid - Single: A single maid.
(iii) Man - Single: A single man. This is the random man list not NPC man list.
(iv) NPC Female - Single: A single female NPC.
(v) NPC Male - Single: A single male NPC. This is the specific NPC man list not random man list
(vi) Maid - All: All maids.
(vii) Man - All: All random generated men.
(viii) NPC Female - All: All female NPCs.
(ix) NPC Male - All: All specific male NPCs.
(2) The List Position. You need to indicate the number if you pick single character in Target Type. You can check the event definition setting or the character initialization step for the number.
Please note that if you need to define the corresponding list in definition setting or character initialization step or the game will throw error.
Status - Female
(3) Visibility. Note that if you are making frequent change to a character, you need to set this field to the correct value you want in every step.(4) Mouth Open. In general case you can leave this unchecked. But if you are trying to set up a fellatio motion, you should check this to make the motion make sense.
(5) Face Anim. Or the facial expression.
If you want to make a change to the facial expression of a female character, you need to input the Japanese Kanji here. English text does not work.
If you want to keep the current facial expression, leave this field empty.
I don't know how to type any Japanese Kanji, how do I obtain the value for the Face Anim?
No, you should not type it on your own. You need to supply the correct value defined by KISS.
First, Press F1 to open the Configuration Manager. Set "Log Load Face Anim Info" to "Enabled"
Then go to the studio mode. Select a female character to place her in the scene. Open the facial expression window and select an item there to change the facial expression of the character.Whenever a face animation is set, the mod will output a log. Go to the console and check the text there (red area in screenshot above). Copy the Japanese text after "Tag: " and paste it in the Face Anim textbox.Note: You may need to set the ShiftJisEncoding setting in the BepinEx in Configuration Manager if the console does not display the Japanese text correctly.
(6) Changes on Blushing / Tear Level. You can leave this uncheck if you do not want to make any change.
(7) Blushing Level. A track bar to set the value. Equivalent to the checkboxes in part A of the screenshot above.
(8) Tear Level. A track bar to set the value. Equivalent to the checkboxes in part B of the screenshot above.
Status - Male
There is not that much setting for a male compared with a female character.
(9) Visibility. Same as the female. Note that if you are making frequent change to a character, you need to
set this field to the correct value you want in every step.
(10) Nude. If you are making a bed scene, you should check this checkbox to show the genital of the man. Note that same as visibility, you need to set this checkbox to the correct value even if you do not want to make a change.
Coordinates
In this part, you are going to set where the character should be placed in the scene.
(11) Changes on coordinates. Check this only if you want to make a change.(12) Character Position. A vector value indicate where the character should be placed.
(13) Character Rotation. A quaternion value indicate in which direction should the character look at.
Note that this is a 1x4 matrix not the (x,y,z) vector you see in the studio mode. The (x,y,z) vector in the studio mode is not an exact value to set in unity engine. The unity use quaternion so in order to set an exact value we need to provide the value in that format.
It is not saying the way of what KISS doing is incorrect. The reason why they use the vector representation in studio mode is probably for easier understanding for people with no knowledge on 3D programming. Most people have no idea why you need to provide 4 values to set a rotation in a 3D space.
Still, it is an indirect way to set a rotation so in the editor we use quaternion value.
How do I obtain the coordinates value?
First, press F1 to open the Configuration Manager. Check the "Print Character Placement Info". The default key is "X". You can update it to any hotkey if you want.
Now go back to the studio mode. Setup the scene on how it should look like in the event. For example I set up a scene with the master and 2 maids.Hit the shortcut key (Default "X").
You can see that a list of values are printed in the console. You can copy all those values (red area in the screenshot above) to the editor excluding the brackets.
Note that name of the man displayed in console is a randomly generated name by KISS. You may want to do a matching with the position value displayed in the studio to make sure you get the characters right if you have more than 1 man here.
(14) Smooth movement and (15) Duration.
If you have this checked. The character will move to the destination by the number of seconds defined in the textbox (15).
If you leave the checkbox unchecked, the position and rotation change is instant.
Smooth movement =/= walking
Please note that the smooth movement does NOT mean the character walk to the destination. If the current motion of the character is standing still, setting smooth movement will not make his / her legs move but just "slide" to the destination.
So, why do I want to set smooth movement if it is that awkward?
Not all the animations created by KISS are under the same condition. Some of them places the character lower or higher in Y-position and you need to update the value to avoid the character "buried" under the ground. Also the facing direction of the animations may be different.
An example, in the screenshot above, the two maids have the same Y-position but the sitting motion makes the maid in the right hand side lower. So when we set the maid to sit down above the ground, a larger Y-position is need.
If we want to make a maid that is sitting down to stand up smoothly, we need apply a new position value with Y-position equals zero and check the smooth movement checkbox. The maid will be change her animation and position at the same time gradually, making her looks like really standing up.
Motion
This part is to set the animation of the character.
Note that this is for single character animation only. If you want to set animation that involves 2+ characters (eg. sex animation), you need Group Action Step.
(16) Changes on Motion. Check this only if you want to make a change.(17) Motion Source Type. There are 3 type of motion source and you have to pick the appropiate one.
(i) Motion Script.
A motion script is a sequence of animation files, plus some motion fixes by KISS.
(ii) Animation File.
An animation file is the standard files created by KISS that make the character moves its body part.
(iii) Custom Animation (will be added in future version)
A custom animation file is the one that you create in studio mode or using other software.
Which source type should I choose?
In general, a motion script is a better choice because it could include a sequence of animation files which make the overall animation more reasonable and smooth. Plus it also provides IK attach which fix the motion problem caused by different size of body parts. This affect mostly the group motion but not so much in the individual motion though.
However even in individual animation, in some cases you may want to use the animation file to achieve your goal.
For example in the screenshots above, I want to have a Seiza motion for a man to make a scene like the picture on the right hand side. And I find a similar one in a yotogi animation (screenshot in the left).
If I use a motion script here, the game will display both characters in the scene. Obviously this is not something I want. But I could just use the animation file for the man only. So in such case, animation file is preferred.
Motion - Motion Script Type
(18) Script File and (19) Script Label. For Motion Script Type only.
How do I obtain the value of Script File and Script Label?
Press F1 to open the Configuration Manager, Set "Log Load Script Info" to "Enabled".
This will make the game log the script file and label whenever a script is loaded for characters. You need to either play the game or go to the memory mode to make the game load different animations to the characters.For example I go to the memory mode of Muku's daily event. She changes her motion to give a salute, and it is logged in the console window (red area in the screenshot above). You can copy the script file and script label value from here to the editor.
Note that the script file is always end with .ks. And the format of a script label starts with an asterisk and followed by a bunch of Japanese words. Make sure you do not miss the asterisk.
(20) Loop motion. Not useful in motion script type as the script has already defined whether the motion is looped or not.
(21) Smooth Motion Transition. Not useful in motion script type as it is determined by the script
Motion - Animation File Type
(18a) Animation File Name. Similar to the motion script, you need to find the file name in the game. Compared to the motion script method, it is relatively easy to obtain as you can get it in studio mode so that you do not need to play the whole game to seek for the motion you want.
How do I obtain the animation file name?
Press F1 to open the Configuration Manager, Set "Log Load Animation Info" to "Enabled".
This will make the game to log the animation file name to the console window whenever a animation file is set to the character. You can either do it through playing the game or in studio mode to get the animation file loaded.In the studio mode, click one of the motion and apply it to the maid. You can see from the screenshot above the animation file name is output to the console window (red area). Copy the value after "Filename: " to the editor.
Remeber studio mode is not the only source of finding the animation files you want. You can repeat the same in normal game mode, memory mode and so on.
(20a) Loop motion. You can define whether the motion applied is a repeated motion or not. Check the checkbox if you want the character do more than once.
(21a) Smooth Motion Transition. If you check this checkbox, the game will change position and rotation of the body parts of the characters gradually. Otherwise it is an instant change to load up the new motion.
Why wouldn't I want a smooth motion transition?
In most of the cases, smooth motion transition looks nice. But there are always exceptions.
For example the screenshot above, on the left hand side it is a massage animation and the right hand side it is a knee sitting motion. Imagine a scene that I want to show that the maid finished the massage action and starts knee sitting, there will be a transition between the 2 motion above.But as you can see there is a 180-degree difference in orientation between 2 motions. If smooth motion transition is set, the maid will gradually rotate herself which is not something we want. Even if we set the rotation value and smooth movement, the game may attempt to apply a 360-degree rotation to the maid.
In such case, we may simply want to save the trouble to just use a non smooth motion transition as a workaround.
Eye sight
You can set where the character should look at in this part.
(22) Changes on eye sight. Check this only if you want to make a change.
(23) Type of eye sight target. You can choose whether the character should focus on the camera aka your view point, or a character in the scene.
(24) Way to look at camera. For Camera type eye sight only.
In most of the case you would want the character to look at the camera so the "Face move and look at camera" is the best option. But you may also want to explore the other options to see if it fits your situation more.
(25) Target Type. For Charcter type eye eight only.
This is almost the same as the target type in (1) so for detail please go back there to check. The only difference is there is a group member type here. This is the option to look at a certain member of a group defined in this event. You have to refer to the Group Management step for this.
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