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Richter BelmontHybrid HS head acc
#1
Almost simple as the Hybrid HS light thingy...

Ok.
You may have see these T/STransfrom group: item_group, glasses_group and bdsm_group
They will only exist in your game if you have hairSizer mod installed.
All object of your scene connected to the item_group will move while using the Hat Slider.
All object of your scene connected to the glasses_group will move while using the Glasses Slider.
All object of your scene connected to the bdsm_group will move while using the BDSM Slider.
But at the end, all these group are copy of the hair_group.(which relate to hair slider and is in all game version:HS or not)

So what is this hair_group exactly?
well, it's kinda weird...
TRS_group
root_main_group
  root_pivot_rotation_group
  root_rotation_group
    root
    spine_joint01
      spine_joint02
      spine_joint03
        spine_joint04
        spine_jointEnd
          neck_joint01
          neck_jointEnd
            head_joint01
            head_joint02
              hair_group
By looking at this tree, you can see that the hair_group is an T/STransform (empty object in blender) that use a bone (the head_joint02) from the root_rotation_group armature (which is part from the TRS_group tree) as parent.

There I have to do a parallel to my CollaTKane:
If blender (and other) allow to use bone as parent of non-bone object, this relation replaced by the armature object itself while exporting as a .dae.
So you may have an empty named hair_group and using the bone head_joint02 from the armature root_rotation_group as parent...
but the parent will become the root_rotation_group armature itself, which will cause scripts error for the game.


Of course, the TRS_group is not require at all for using the hair_group.
Not including the TRS_group prevent to use the bone from it...but you should not need them anyway.

I have seen hair using both the TRS_group and hair_group, but doing so will cause some "bug":
Let say I have an hair totaly connected to the hair_group: everything will be fine, hair slider working.
Now, If I connect some part of my hair to some bone of the root_rotation_group armature:
Some part of my hair will stay connected the the mesh and will no more move while using the hair slider.
Anyway...

Whatever what kind of HS item you want to make, always use the hair_group:

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If your addon is for exemple  a pair of glasses, dont go rename the hair_group of your scene to glasses_group = keep it named hair_group!

Blah, blah, blah....where is the magic trick? 

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AcFile + multiple AppSkeletonReplace
Code:
ppModel . {[/color]
[color=#000000].ComponentArray [ AppImportScene . {
.NodeName "Person" + :person + "R9Hat007";
.ParentPath "/Primary01";
.SceneFile "Shared/Cloth/R9Hat007";
};
AppReplaceSkeleton . {
.SourcePath "/Person" + :person + "R9Hat007/hair_group";
.TargetPath "/Person" + :person + "Anim/Model01:TRS_group/Model01:item_group";
.SourceRootPath "/Person" + :person + "R9Hat007";
.TargetRootPath "/Person" + :person + "Anim";
};
AppReplaceSkeleton . {
.SourcePath "/Person" + :person + "R9Hat007/hair_group";
.TargetPath "/Person" + :person + "Anim/Model01:TRS_group/Model01:hair_group";
.SourceRootPath "/Person" + :person + "R9Hat007";
.TargetRootPath "/Person" + :person + "Anim";
};
];[/color]
[color=#000000]};

If hair sizer mod is installed, the first AppReplaceSkeleton will be executed:
There the hair_group of your scene will be renamed to item_group (this is why I said to dont go rename in the scene = this is useless)
Because of the change made by the first AppReplaceSkeleton, the second one will not be executed (and this is exactly what we want).

If the hair sizer mod isn't installed, the game will be enable to execute the first AppReplaceSkeleton and to make the change caused by it.
So the second AppReplaceSkeleton will be executed.

Cannot really be more simple 

Btw, to all CollaTKane user, I'm adding a new resources/*.dae
It will contain:
An empty named hair_group, an another one named R9-XXX_group and a head mesh. (Do not require weighting)
Usage:
1.Create your mesh and ajust it to the head.
2.Rename the R9-XXX_group to fit your addon (exemple: R9Hat008_group)
3.Make the R9-XXX_group become of parent of the mesh you made.
4.Make sure everything is up axis and have default transform value (apply transform)
5.Export as .dae (do not forget to delete the head mesh provided as guide before)

Also, I'm adding some code to the Setting/Selection.txt and Setting/Scripts.txt:
BDSM, hat and eyewear line will be exported as HS hybrid.

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