RimWorld

RimWorld

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Genetic Heads Framework for [NL] Facial Animation
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.768 MB
14 Jun @ 5:24pm
1 Aug @ 2:00pm
9 Change Notes ( view )
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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
Seamlessly match your pawns’ faces to their genes! Automatic storytelling with dev mode override control.

Now compatible with Facial Animations Xenotype Compatibility! It'll replace 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:
  • Head assignment via Character Editor menu doesn't work. Use the dev mode gizmo or the Facial Animation menu for now!
  • Possibly weird behavior with HAR?

Modder-Friendly
Make your own head packs or patch existing Facial Animation heads! Make sure it's Facial Animation appropriate (no eyes, same folder system as Facial Animation, etc) and then add Defs with this XML:
<FacialAnimation.HeadTypeDef> <defName>HeadType_ExampleHead</defName> <texPath>ExampleTexture</texPath> <probability>0</probability> <shader>Map/CutoutSkin</shader> <shaderColorOverride>Map/CutoutSkinOverride</shaderColorOverride> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>Example_Gene1</li> <li>Example_Gene2</li> </requiredGenes> </li> </modExtensions> </FacialAnimation.HeadTypeDef>
Also be sure to add this mod as a dependency!
<modDependencies> <li> <packageId>sd.fa.geneticheadsframework</packageId> <displayName>Genetic Heads Framework for [NL] Facial Animation</displayName> <steamWorkshopUrl>https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498759997</steamWorkshopUrl> </li> </modDependencies>

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!
27 Comments
Reel 14 hours ago 
Thanks for the quick fix!
tomono2 19 hours ago 
このMODはパッチがあればHAR種族でも自動的に適用されるということは、aya raceで発生していた顔パーツの位置ズレバグを修正
Sunshiney Days  [author] 20 hours ago 
@Reel, ok, put a setting in for both gizmos
Reel 31 Jul @ 9:03pm 
Can you hide the Clear Head Override gizmo under a mod setting? I always have to play with devmode enabled incase I need to troubleshoot anything in my runs.
Sunshiney Days  [author] 31 Jul @ 1:10pm 
@Nowhere, yeah, having trouble with that. Use the Facial Animation menu or the dev mode gizmo until I figure it out!
Nowhere 31 Jul @ 12:38pm 
Unable to change head types with character editor with your mods installed :(
Yefreitor 29 Jul @ 11:28pm 
Thank you for making this mod! :steamhappy:
GetUrAssToMars 26 Jul @ 12:52pm 
So what I'm getting at is ghoul shaped heads for Baseliners etc would be a nice enhance. They don't look like ghouls so much as they look like they dressed up as ghouls for Halloween? I guess lol
GetUrAssToMars 26 Jul @ 12:49pm 
Yup using all your face packs so everything looks amazing. And yes I'm using VTE should have clarified.

Your Genetic framework enhances everything over nl anim vte AND vanilla by making the xeno ghouls retain their genetic phenotypes which as I mentioned previously looks pretty cool imo. But when it's a race with more baseliner-esque phenotypes the VTE default look jarring in comparison.

Again I'm just nitpicking. It would be awesome if it's a quick tweak otherwise don't worry. Just haven't seen anyone touch down on this stuff since facial anims have been lacking dlc support for so long.
Sunshiney Days  [author] 26 Jul @ 11:50am 
@GetUrAssToMars, I actually only just recently got Anomaly and don't have much experience with ghouls and creepjoiners and such (if that's what you're talking about). It's not genetic based, so i'm trying to figure out a way to make it work. Are you using the Biotech Head pack and Vanilla Textures Expanded for FA? I'm not sure why it would use the default NL head for anything