RimWorld

RimWorld

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Genetic Heads Framework for [NL] Facial Animation
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Mod, 1.5, 1.6
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234.754 KB
14 Jun @ 5:24pm
17 Sep @ 7:06pm
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Genetic Heads Framework for [NL] Facial Animation

In 1 collection by Sunshiney Days
Sunny's [NL] Facial Animation Mods
6 items
Description
Genetic Heads Framework for Facial Animation
Support for Facial Animation (FA) genetic head selection!

NOW UN-OBSOLETE FOR 1.6!

What This Mod Does
In 1.6, this mod adds logic to FA to correctly assign multi-gene heads, allow variation in heads like furskin, and adds eye color for vanilla Biotech.

In 1.5, this mod connects genes to Facial Animation parts. If you have the textures with the right code in your mods, this mod will automatically apply the appropriate parts to your pawns.

Requires Head Packs or patch mods to work!

Check out my Biotech Head Pack for vanilla Biotech heads edited to work with Facial Animation. Pairs very nicely with Vanilla Textures Expanded for Facial Animation.

Also check out my Mod Head Pack for some heads from mods, also in vanilla style (VRE, Roo's).

Features
  • Automatic face assignment based on genes
  • Supports multiple required genes per head (furskin and heavy jaw, gaunt and furskin, etc)
  • Fallback system assigns race/gender-appropriate heads if no genetic match
  • Supports multiple head textures for a single gene (like base game Biotech furskin's three textures)
  • Extensible design to easily add your own head packs

Known Issues:
  • Weird behavior with HAR
  • Default (anime) FA right eye color not working. Not something I know how to fix, sorry. Using EyeGenes2 bypasses the problem if a patch for the xenotype is present. If anyone knows how to fix this, let me know!

Modder-Friendly
Make your own head packs or patch existing Facial Animation heads! Make sure art is FA appropriate (no eyes, same folder system as Facial Animation, etc) and then add Defs with gene logic. In 1.6, use FA's native targetGeneDefs. In 1.5, use:
<Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Genetic Heads Framework for [NL] Facial Animation</li> </mods> <match Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.HeadTypeDef[defName="def_Name_here"]</xpath> <value> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>geneDefName</li> </requiredGenes> </li> </modExtensions> </value> </match> </Operation> </Patch>

To patch a mod that you've made FA compatible head art for in 1.5:
<Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Name of Mod to Patch</li> </mods> <match Class="PatchOperationAdd"> <xpath>/Defs</xpath> <value> <FacialAnimation.HeadTypeDef> <defName>FAHeadTypeDefName</defName> <texPath>example/folderpath</texPath> <probability>0</probability> <shader>Map/CutoutSkinOverride</shader> <!--CutoutComplex if using alpha masks --> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>geneDefName</li> </requiredGenes> </li> </modExtensions> </FacialAnimation.HeadTypeDef> </value> </match> </Operation> </Patch>

A Note from Me
I’ve been working on this mod for a long time, even started learning c# so I could make it.

Tips are in no way expected, but are very appreciated ❤️[ko-fi.com]

My hyperfixation has changed for the moment, though I will be back. If this mod needs to be updated in the meantime, feel free to do so. Hosted here on Github.[github.com] When I come back, I'll integrate it into the main mod! I'm happy to update with improvements and credit appropriately.

Have fun!
59 Comments
B flat 12 hours ago 
Man, the fact that there are 3 mods with slightly different names is just confusing.

To those who have issues with random white eyes:

Use the 2 other mods provided by the same author
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3501317734
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3501317537

Those two don't have any issues, for me at least. This one bugs out eyes.
There's another one by a different author - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3523477637 , but it doesn't work nearly as well.
The Crow 25 Sep @ 9:12am 
pawns don't have right eyes and color changing eyes feaure not woking
Sunshiney Days  [author] 23 Sep @ 5:39pm 
@JayBird, that's super frustrating, I get it. Are you on discord?
JayBird 23 Sep @ 5:35pm 
I've been trying to mod in support for Anthrosonae heads all day using your def XML files in your head mods as examples, but so far all I've done successfully is give all the pawns invisible heads. I can't even get the regular head packs to spawn, and I'm not sure what I'm doing incorrectly.
Sunshiney Days  [author] 18 Sep @ 6:57pm 
@Bodacious Cowboy, with the way my c# logic works, I'm not sure that's something I can fix, I'm so sorry. Using EyeGenes2 helps solve the problem, and the colors per xenotype are customizable via xml, if you're looking for other solutions.
Sunshiney Days  [author] 18 Sep @ 5:17pm 
@Bodacious Cowboy, that's definitely odd. I'll see if I can fix it!
Bodacious Cowboy 18 Sep @ 4:50pm 
Having this installed is making every pawn generate with a pure white right eye. Every slider in the FA menu for the right eye is at 0.
Deggial 10 Sep @ 7:40pm 
Don't worry, it's OK.

So I will keep subscribed to this mod, but not have it active until you increase its version number again. Don't stress out over it.
Sunshiney Days  [author] 10 Sep @ 2:41pm 
@Deggial, no worries. There’s been problems since FA updated, so for now, assume things are broken. I’m so sorry, and I’ll do my best to fix it soon!
Deggial 10 Sep @ 9:34am 
To be honest, I'm a bit confused. Sorry about that!

You wrote: 'For normal players, this mod doesn’t do anything on its own.'

I am definitely a 'normal player', as I (as many other players) use xenotype mods that utilise newly created biotech genes, which often come with unique head shapes.

So, despite using those mods, this mod isn't needed any more?