RimWorld

RimWorld

Face Addon Framework
18 Comments
CrackaJack 15 May, 2024 @ 2:41pm 
i second what mercury said, it´d be awesome if this gave face animations to vanilla pawns without extra mods
Eoral Milk  [author] 9 May, 2024 @ 12:18am 
@XYM04689733 原版脸型太多了,不好做例子。
XYM04689733 8 May, 2024 @ 10:18am 
希望能出个原版的例子
Eoral Milk  [author] 21 Apr, 2024 @ 9:18am 
@Kiyoshi Senpai We are working on a mod "Kurin Meow Edition" which will use this framework.
Kiyoshi Senpai 20 Apr, 2024 @ 6:04pm 
so what mods use this?
Eoral Milk  [author] 13 Apr, 2024 @ 5:05pm 
@megabot framework only.
megabot 13 Apr, 2024 @ 8:14am 
apologies for asking, is this a facial animation mod or is it just a framework?
MercuryRiver 12 Apr, 2024 @ 8:43pm 
I know only basic xpath patching, but ty for suggestion. Hopefully someone else will make an option like this someday then, because I don't see myself figuring it out ha
Eoral Milk  [author] 12 Apr, 2024 @ 7:28pm 
@MercuryRiver The 'requireHeadTypes' here is used to restrict Comps from deciding if a FaceTypeDef can be selected at random (the current Pawn will use a HeadTypeDef, If a FaceTypeDef has content in requireFaceType and not contains the HeadTypeDef that pawn is using, then it will not be randomly selected.)
Kyu 12 Apr, 2024 @ 3:45pm 
@MercuryRiver, - Wouldn't the process be to configure the FaceAddon definitions, then apply to whichever ThingDefs you want via xpath operations? That would allow you to selectively or blanketly apply to whichever pawns you want.
MercuryRiver 12 Apr, 2024 @ 12:24pm 
Thank you for the response, but I'm afraid I don't understand any of it. I wasn't asking about making textures or anything, just like, if theres a way to have a default face load over every face instead of having to be done individually per mod, that's how it seems it works now?
I did try reading the github, but maybe still I don't quite get how this works.
There's a part that says
"If you not set 'requireHeadTypes'. this FaceTypeDef can be apply to any headtypes"
And so I'm wondering if there could be a default that does that. Applies to all unless overwritten or toggled off.
Im not sure I can explain any better so don't worry about it if that still doesn't make sense
Eoral Milk  [author] 11 Apr, 2024 @ 10:32pm 
@MercuryRiver The framework is completely independent, you can use it for HAR or the original Human. As for how to make faceAddon textures, just make them like hats or hair. It will be perfectly aligned with the head position, and as long as you FaceAddon it in accordance with the position of the head map, it will look exactly like you want it to look in the game.
MercuryRiver 11 Apr, 2024 @ 10:01pm 
Is there any way to make a version where it just applies automatically to all heads at standard vanilla position? With maybe toggle off option? I find nearly all the heads except very odd ones have eyes around the same place. I like this concept, but to have each mod need their own update using this I'm not sure it will ever have as much compatibility as I'd like to ever be able to use.
Toast64 11 Apr, 2024 @ 6:16pm 
will there be a more simpler way to apply faces eventually later in time?
I'm not used to simple coding or what this stuff is so I'm not sure what to do.
Eoral Milk  [author] 11 Apr, 2024 @ 4:36pm 
@Belisar As mentioned in the introduction, this is a Framework that allows modders to add face addons to any pawn who has a head. These Addons can switch images based on Pawn status, which can be used to make facial expressions or other things.
Eoral Milk  [author] 11 Apr, 2024 @ 4:33pm 
@YariMurai Please check README.md in the mod, or you can go to github repo for more informstions.
The Mod I'm working on:"Kurin Meow Edition" which will be released in the near future, will use this framework.
Klokke 11 Apr, 2024 @ 3:56pm 
I would like to know what this is about if you would :D Thanks very kindly for your time in any case.
Raymond 11 Apr, 2024 @ 12:55pm 
how does this mod works and which races are compatible?