Deleted Member
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Post by Deleted on Apr 7, 2016 23:32:01 GMT
I want to replace Videl's costumes with different androids (16,17,18). I swapped the models successfully so I replaced videl's 1st costume waith Android 17, 2nd costume with Android 16, 3rd costume with Android 18. But the problem is the skeleton. Can I assign to each costume a proper .esk file? so every costume has its proper skeleton? I think this is related to bcs? thanks for helping me
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Lord of Disruption
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Post by Val E Ryon on Apr 7, 2016 23:55:10 GMT
No, the bcs is drawing info from the .esk, not vice versa. The file that is assigning skeletons to each and every slot is charasele.iggy. How to modify slot info is not known to us yet, so what you want to do is not possible at this time.
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Warrior
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Post by Vlad The Imapler on Oct 23, 2016 2:56:30 GMT
How did you get different models over different costumes in the first place?
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Lord of Disruption
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Post by Val E Ryon on Nov 2, 2016 6:27:28 GMT
No, the bcs is drawing info from the .esk, not vice versa. The file that is assigning skeletons to each and every slot is charasele.iggy. How to modify slot info is not known to us yet, so what you want to do is not possible at this time. Did I really say that? I'm sure I never said that... maybe I was drunk. Anyway, the bcs does indeed apply an esk to a slot, but ubfortunately, unlike a character model, it doesn't have the capability to put a different one on each costume. It is handled seperately and does not have slot info.
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God of Destruction
Komodo
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This is where the fun begins
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Post by komodoxeno on Nov 5, 2016 12:57:34 GMT
Anyway, the bcs does indeed apply an esk to a slot, but unfortunately, unlike a character model, it doesn't have the capability to put a different one on each costume. It is handled seperately and does not have slot info. I see becks already knows this but I'll just let any lurkers know.
Okay, I think val jumped the gun a little here, it was possible to create a multi-skeleton that could, in theory, activate different animations for different rigs thanks to duplicate bone entries. We can do this using olganix 's animation tools. However, we found that any outsourced animations such as charging, holding dragon balls, skills, etc would completely break the character's animation, even if we added the multi-skeleton to every possible ean. It just wouldn't work with the character's body. This could still be used as I made use of it, to create a single costume of Trunks (GT) who only uses his sword during attacks. This works because of a duplicate bone entry for the sword of that slot, as opposed to an entire duplicate body, which rests -1000 meters below the pelvis location (really ****ing far) and only comes back up to normal height during specific attack animations. However, as awesome and perilous this discovery was for me and Xan , we couldn't make much use of it, and it was recently made obsolete by actionscript roster editing, which can let you assign a different Character Code ID to any slot. For example you could have GKG and GK4 (GT Gokus) on one slot in the roster, without touching any character files.
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Lord of Disruption
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Post by Val E Ryon on Nov 5, 2016 21:40:20 GMT
Soooo... basically, what you're saying is that I failed to mention the multiskeleton thing that does not help in this particular situation because it breaks more than it helps and thus is completely unusable for what Becks was trying to do... Sorry, I can't see where I jumped the gun then.
However, we can do what becks wanted NOW ^^
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Post by Deleted on Nov 5, 2016 22:02:14 GMT
Yes thanks to iggy tool we no longer need custom skeletons for costumes. Btw good discovery Komdodo but that trick is now outdated XD. But srsly I am surprised how you set its coords to -1000. I thought model size has certain coords limit. XV engine must be really good and that's why they keep it for XV2.
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