DIY - Virtual Waifu

Notice:

At the moment, this is just a draft for reference, so all information may be somewhat limited and everything is subject to change.
Also, you might as well consider this just some coomer's ramble.

Note: This is not a guide.

What would you need to create your digital waifu? Can you even do that?

Yes, this scenario has been a reality for some time now. And it's probably even possible to create a physical waifu, not just a digital one — but it's at a much higher level of complexity.

Of course, I'm talking about simplified versions of digital cunts; unfortunately, to create a waifu with a certain level of consciousness would require hardware at the level of giant corporations, and almost unlimited funding. To be honest, I'm pretty sure there's someone fucking some highly intelligent robot bitch somewhere as you read this. The only problem is that for now this level of realism is still out of reach for the common citizen.

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Anyway, back to the subject… On this page, for example, I'll just focus on the digital side of things; whether due to limited time or limited knowledge.
Also, I'll break everything down into three parts:

Text: Related to dialogues or any text produced.
Audio: Related to speech; preferably in a form that can be converted from the results of the text part.
Visual: Something to represent the visualization of your waifu in a more dynamic way than just a static image.

Preferably, I will try to use as a reference, open-source projects or software that can be acquired without too much difficulty; also giving preference to things that can work locally, at least to some degree.


TABLE OF CONTENTS:


Again, I just want to reiterate what I said before: We are just trying to create a simplified and dumbed down version of a waifu, at best a simulation of what a waifu with some kind of consciousness would look like. Unfortunately, the projects we have related to AI at the consumer level are still not that advanced — YET.


TEXT

First thing, I would like to list some models that we currently have available for text generation that are open-source. Especially the conversational models, the ones that were fine-tuned for chat.


Models:


Most of these models obviously work in a much more limited way than the models used in closed and larger scale projects like cAI, but that doesn't mean they are unusable. On the contrary, considering the freedom you have with an open model, it's possible for you to use your creativity in far more elaborate ways. You'll just need to guide the model and tune the settings a little more closely. But over time even these inconveniences will diminish, as the trend is always towards improvement and optimization.

Now about the front-end interfaces for your models.


Interfaces:


Let me tell you something; at the moment, the algorithms for text generation are much more demanding in terms of hardware than the ones for image generation. Of course, these algorithms work completely differently, so it's understandable, but I would still like to comment on that, because to run these models locally, you'll need some pretty robust hardware, especially on the GPU side. But on that same note, it's also possible to run these models on a cloud computing service, either using paid or free services like Google Colab, for example.

Anyway, back to the interfaces...


KoboldAI:

Quick introduction, taken from the Github page:

This is a browser-based front-end for AI-assisted writing with multiple local & remote AI models. It offers the standard array of tools, including Memory, Author's Note, World Info, Save & Load, adjustable AI settings, formatting options, and the ability to import existing AI Dungeon adventures. You can also turn on Adventure mode and play the game like AI Dungeon Unleashed.

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Here are some extra links about the project:



TavernAI:

Quick introduction, taken from the Github page:

Atmospheric adventure chat shell for AI language models (KoboldAI, NovelAI, Pygmalion).

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Here are some links about the project:


Stuff Link
TavernAI https://github.com/TavernAI/TavernAI
Bot Cards for TavernAI+Pygmalion https://booru.plus/+pygmalion

Text Generation Web UI:

Quick introduction, taken from the Github page:

A gradio web UI for running large language models like gpt-j-6B, gpt-neo, opt, galactica, and pygmalion on your own computer. Its goal is to become the "AUTOMATIC1111/stable-diffusion-webui" of text generation.

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Here are some links about the project:


Stuff Link
Text Generation Web UI https://github.com/oobabooga/text-generation-webui

gradio-ui (Pygmalion):

Quick introduction, taken from the Github page:

This is a prototype Gradio-based UI which allows you to chat with the Pygmalion models.

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To be honest, there are better options for using the Pyg models; which are the previous three options. But I'll still use this part to talk a little bit about the Pyg models, more specifically, Pygmalion 6B. This specific model is probably the closest we have, at a consumer level, to a chatbot model similar to those used on the cAI platform. Of course, I'm not talking about scale, because the difference is even difficult to calculate, but I mean in terms of training and fine-tuning.

The current stable version of Pyg6B has been fine-tuned with some data (SODA + LIGHT + CAI + other stuff) that worked great for chatbots. It's been a few days since the model has undergone another training, so the next waves of training and fine-tuning hold even more promise considering the data that is or has been collected recently.


If you want to help, but don't have enough experience or knowledge to help with the more complex stuff along with the matrixbros, you can also help by dumping your cAI logs.


Here are some links about the project:


Other Stuff Link
gradio-ui https://github.com/PygmalionAI/gradio-ui
MainRentry https://rentry.org/pygmalion-ai
Pygmalion Local https://rentry.org/pygmalion-local
Pygmalion on Mobile https://rentry.org/pygmobile
Pygmalion Tips https://rentry.org/PygTips
Pygmalion Bot Prompts https://rentry.org/pygbotprompts
More Pygmalion Bot Prompts https://botprompts.net/
Bot Cards for TavernAI+Pygmalion https://booru.plus/+pygmalion
Chai's Pygmalion Character Creation & Writing Tips https://rentry.org/chai-pygmalion-tips
How to Make a Character https://rentry.org/create-a-character-for-fucking-idiots
Pygmalion + Soft Prompt https://rentry.org/pygsoft
cAI Import To PYG https://rentry.org/chartopyg
Discord (god have mercy on your retarded soul) https://discord.com/invite/ZHXEa3yywq

AUDIO

For audio we're even more behind than text, so it's a bit trickier to deal with this shit on an open-source level; but we are getting there, and there is initiative for training and further development, so our hope is far from dead.


I actually don't have much to say about the Audio side yet. I'm still researching and testing the open-source projects to see if it's viable for the development of our personal waifu.

But as I said at the beginning, this page is still under construction, so...


VISUAL

On the visual side, I've already started testing on two different platforms, and both are producing interesting results. Of course, one of these platforms is a game engine worth billions of dollars, while the other is a VR Porn platform made by a small team of developers. But either way, both are extremely sandbox and actually work really well for our situation.


Unreal Engine

Unreal Engine

Page Link
Unreal Engine https://www.unrealengine.com/en-US

There is no need for an introduction. This is one of the biggest game engines out there, if not the biggest, and the entry level for development on the platform is relatively approachable.

I'm working on some tests at the moment, and plan to write a report detailing some of the results soon.

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MetaHuman:

MetaHuman

It is a tool of the platform for creating characters with a more realistic style. It's a great tool, I must say. But it doesn't work very well for unrealistic characters. I also plan to write a lot about it in the future.

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Virt-A-Mate

Virt-A-Mate

This is a software/game, aimed at creating sexual scenes in virtual reality. Or in short, porn in VR. To be honest, I've been playing around with this thing since a long time ago, when the software was much more limited than it is today. Currently, the level of sandbox the software offers allows for basically unlimited setups, and it is relatively simple to create new plugins allowing the integration of APIs and external equipment.

In my opinion, I think it's much easier to integrate the three parts (Text>Audio | Visual) using VAM than using the Unreal Engine.

I'm not saying that because I think the UE is more limited, on the contrary, the UE is an extremely robust engine and a much more complete platform. However, the problem lies with the use of the software; Unreal Engine is an engine for creating games, where you would have to build the platform to use your waifu first, while VAM is a ready-to-use platform for our case — we would just need to work on the plugins to complement it.

But not everything is perfect, despite the almost limitless possibilities, this software is very poorly optimized; to the point of being practically useless for very complex scenes or scenes with many characters.

However, I still believe that the advantages still outweigh the disadvantages; and the main advantage, in my opinion, is the possibility of creating and sharing scenes and characters, that is, you don't need to know how to create everything from scratch, you can simply download other people's creations and modify them to your liking.

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Here is a list of how everything is normally divided and shared:


Category Link Description
Scenes https://hub.virtamate.com/resources/categories/scenes.3/ They are basically scenes already created you can play with, or templates for you to load your characters, and obviously also play with.
Looks https://hub.virtamate.com/resources/categories/looks.7/ These are characters that you can download and place in your scenes.
Clothing https://hub.virtamate.com/resources/categories/clothing.8/ Clothes to use on your characters.
Hairstyles https://hub.virtamate.com/resources/categories/hairstyles.9/ Hairstyles to use on your characters.
Morphs https://hub.virtamate.com/resources/categories/morphs.10/ These are files that you download to change specific parts of your character's body. Let's say you've downloaded a pack of morphs that affects the breasts; then with this pack you can change the shapes, sizes and other details of your characters breasts.
Textures https://hub.virtamate.com/resources/categories/textures.11/ To change the texture of your characters.
Plugins https://hub.virtamate.com/resources/categories/plugins.12/ With plugins you can change basically everything. Including creating new features that did not exist on the platform before. If I'm not mistaken, you can program the plugins using C#, and there are almost no limitations on what you can do within the platform. And using these plugins is our best chance of integrating the three parts (Text>Audio>Visual).
Assets https://hub.virtamate.com/resources/categories/assets.2/ They are basically 3D assets converted from other platforms to be used in your scenes.

Considering the amount of existing content, I believe that this software is one of our best options to use to create the visual representation of our waifu. There is a good amount of documentation and tutorials, so it's not too hard to get started.

Also, there are already some plugins aimed at integrating and expanding the use of texts and speech, and I would like to highlight some of them.



If you want to do some testing but don't know how to use the software, I'll be leaving a series of tutorials made by Captain Varghoss; It's a really good way to start.


Tutorials:

Title Description Link
Install and Setup How to install and setup VaM for the first time.
Load and Save Scenes How to load and save scene files.
VaM Hub How to use VaM Hub in-game to download and install content.
Working with Looks How to change the look of a model (person atom) in a scene.
Working with Clothing How to change the clothes on a person atom in a scene.
Working with Hair How to change the hair on a person atom in a scene.
Working with Assets How to add assets to a scene, including CustomUnityAssets (CUA).
Posing a Person How to pose and pose presets in a scene.
Using Plugins How to add and configure plugins.
Skins and Decals How to change skin textures and decals.

Koikatsu Party

Koikatsu Party

It's been a while since I've played this game, so it might take a while before I can write anything about it. But I know that the game has a very active community, and I believe that it is also possible to do some kind of integration with the game, let's see...

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Edit
Pub: 02 Feb 2023 13:29 UTC
Edit: 08 Feb 2023 19:32 UTC
Views: 1377