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Genetic Heads Framework for [NL] Facial Animation
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Mod, 1.5, 1.6
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20 Ağu @ 19:04
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Genetic Heads Framework for [NL] Facial Animation

Sunshiney Days tarafından 1 koleksiyonda
Sunny's [NL] Facial Animation Mods
6 öğe
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Genetic Heads Framework for Facial Animation
Match your pawns’ faces to their genes! Automatic storytelling with dev mode override control.

Now compatible with Facial Animations Xenotype Compatibility! It replaces the patch logic of Xenotype Compatibility with the C# logic of the Genetic Heads Framework for supported races, and all other races supported by Xenotype Compatibility will be unaffected.

What This Mod Does
This mod connects genes to Facial Animation head types. If you have the head textures with the right code in your mods, this mod will automatically apply the appropriate head to your pawns.

Requires Head Packs or patched-in gene xml 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.

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)
  • Gizmos for dev mode control–assign or clear any pawn’s head regardless of genes, can toggle gizmos off in settings
  • Lightweight, extensible design–easily add your own head packs

Known Issues:
  • Weird behavior with HAR

Modder-Friendly
Make your own head packs or patch existing Facial Animation heads! Make sure art is Facial Animation appropriate (no eyes, same folder system as Facial Animation, etc)

To patch a mod that is already FA compatible:
<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:
<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/CutoutComplex</shader> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>geneDefName</li> </requiredGenes> </li> </modExtensions> </FacialAnimation.HeadTypeDef> </value> </match> </Operation> </Patch>

A Note from Me
I'm open to feedback! I've tested this mod on my own game of 731 mods (not even joking about the number XD) and I didn't notice any slowdown or performance issues beyond what I'm used to in a heavily modded game.

And just a heads up, this is my first C# mod, so I'm almost entirely sure I've done something that isn't as efficient as it could be. If anyone who knows their way around the language wants to check it out, I've posted the framework code on GitHub. I'm happy to update with improvements and credit appropriately.

A little support goes a long way! If you’d like to help me keep creating, you can do so on Ko-fi![ko-fi.com] Also updating on what mod heads I'm working on next, so come check it out!
41 Yorum
Lythical 4 saat önce 
Okay I see how the mouths and eyes will work, technically you could get the intended of offsetting the locations of the eyes and mouths if you modify the location eyes and mouths in the texture images to offset them if I'm understanding correctly and then assign those offset eye and mouth textures to specific genes, thanks for the reply!
Sunshiney Days  [yaratıcı] 6 saat önce 
@Lythical, make sure that the FacialAnimation.HeadTypeDef includes <shader>Map/CutoutComplex</shader> if you're using alpha masks.

also, as of what I'm working on now, genes will assign a specific eye/mouth texture if the defs with FARequiredGenes are there, and will otherwise use default. FA has eyes as set textures, so I can't manipulate one eye placement at a time. getting fairly close with genetic eyes and mouths, so you'll be able to see examples soon!
Lythical 6 saat önce 
Also how will your genetic eyes and mouths work? Will you be able to offset the locations or eyes and mouths for xenotypes or is it something else?
Lythical 6 saat önce 
Hello, I tried making a patch for this and anthrosonae but the alpha masks that make the faces have two tones of color seems to default to only one single color and completely ignore the alpha masks in the files for the faces, I saw that your modded xenotypes have roo's fauns that have an alpha mask with it's texture that seems to work for it however when I tried to apply anthrosonae's masks in the same way it didn't work, idk if there's any fix for this or if I'm doing something wrong or if it could just be an incompatibility with how anthrosonae's alpha masks work
Lemniscate_Mike 18 Ağu @ 3:32 
@Sunshiney Days, oh I see. Okay great! Thanks for the response and keep up the good work!
󠀡󠀡 17 Ağu @ 22:35 
could you make a patch mod for alpha genes please
i'm also using Reel's Facial Animation
Sunshiney Days  [yaratıcı] 17 Ağu @ 20:00 
@Lemniscate_Mike, I am planning on it, but the Anomaly faces aren't based on genetics, so it would actually take a whole new system! Right now I'm working on genetic eyes and mouths, but after that, Anomaly support will be my focus
Lemniscate_Mike 17 Ağu @ 16:04 
Would you be planning on updating this to support leathery faces and such(I'm asking for each mod, as I dunno who needs to do it)?
Grey 14 Ağu @ 16:43 
>changing package.id was a bad idea
>so I'll change them again :lunar2019grinningpig:

jk, love your mods ❤️
KaosityReign 14 Ağu @ 12:04 
The mod author changed the package ID which caused the game and mod managers like RimSort, to not recognize the mod anymore.
The author then changed the package ID back. So if you updated your mod list with the new package ID then it would have not been recognized again.

You can see this in the Change Notes log.