Continuation of ShalltyB/BlendshapeCreator
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2026-08-23 19:01:37 +02:00
BlenderAddon cleanup 2026-08-23 19:01:37 +02:00
BlendshapeCreator.Core fix: mesh.MarkDynamic() to fix KK-only shattered mesh on conversion 2026-08-23 18:59:17 +02:00
BlendshapeCreator.HS2 Configure project 2026-08-08 22:11:32 +02:00
BlendshapeCreator.KK Outfit based BlendShapes 2026-08-14 02:46:43 +02:00
BlendshapeCreator.KKS Outfit based BlendShapes 2026-08-14 02:46:43 +02:00
deps Outfit based BlendShapes 2026-08-14 02:46:43 +02:00
ShalltyPlugins-Shared-master Outfit based BlendShapes 2026-08-14 02:46:43 +02:00
ShalltyPlugins-ToolBox-master Add Shared and ToolBox 2026-08-08 22:09:56 +02:00
.gitattributes Add .gitattributes, .gitignore, README.md, and LICENSE.txt. 2024-08-22 15:36:03 -04:00
.gitignore Add blender addon code and new version 2026-08-23 16:03:49 +02:00
BlendshapeCreator.slnx Configure project 2026-08-08 22:11:32 +02:00
LICENSE.txt Add .gitattributes, .gitignore, README.md, and LICENSE.txt. 2024-08-22 15:36:03 -04:00
README.md Update README.md 2024-08-22 15:54:02 -04:00

BlendshapeCreator

Koikatsu plugin to add custom blendshapes to meshes inside studio or maker.

HOW TO INSTALL:

  1. Download and install all the Requirements.
  1. Download the lastest BlendshapeCreator version according to your game;
KK KKS HS2
Koikatsu Koikatsu Sunshine HoneySelect2
Koikatsu Party
  1. Extract the .DLL file inside the BepInEx\plugins folder in your game directory.

  2. Install the correct BlendshapeCreator addon for Blender.

USAGE:

Press ( CTRL + B ) to open the UI. Or (inside Maker) check the sidebar toggle.

Steps:

  1. Select a mesh and export it with the plugin as .OBJ file.
  2. Import the mesh .OBJ file in Blender with the BlendshapeCreator addon.
  3. Add shapekeys (blendshapes) to the mesh in Blender, and export the mesh to a .BSDC file with the BlendshapeCreator addon.
  4. Import the .BSCD file back to Koikatsu with the mesh selected.

In Maker:

  • The blendshapes will be saved in the character card.
  • The blendshapes sliders values will be saved in the character card, so when loading the character (ingame, studio, hscene, etc.) it will have the blendshapes values applied.

In Studio:

  • The blendshapes will be saved in the scene.
  • The blendshapes sliders values will be saved in the scene card, to animate with Timeline, use KKPE Blendshapes sliders instead.

IMPORTANT:

Don't add new geometry to the meshes (vertices, edges, faces), the meshes must have the same vertex count!