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UNAGIFace can be used automatically for mod xenotypes.
(It will be displayed in the same way as the original Nals' facial animation mod.)
I believe that races with distinctive antlers, etc. will also be reflected as they are.
For example, if a race has an animal face and you do not want it to be UNAGI face, you can use the original mod's functionality to turn off FA.
The only function of this mod is fundamentally to change the textures to something that better matches the UNAGI face.
Basically, the content of this mod is complete and will rarely be updated, so if you do not need the Experimentals, please localize and erase them for your own use.
I am creating the animation pictures on the premise of Experimentals, and Nals is updating it at a high frequency. It is difficult to deal with the impact when I remove it from the requirements in the future.
I am too busy right now to deal with this, so if you want to make minor adjustments, I would appreciate it if you could handle it yourself, regardless of the above issues.
For some reason, it seemed that restarting the game and reloading the save a few time suddenly fixed the issue. I believe it may be a conflict with Dev mode? But I have no idea how to replicate it.
Either way, in the process of trying to figure out the issue, one of the reboots/reloads resolved it.
¯\_(ツ)_/¯
Again, thank you for your time!
・Genetic modifications were made.
・Genetic information was adjusted using something like a character editor.
When genetic information is modified, the character may no longer be considered a pure xenotype, which could prevent animations from being hidden in the facial animation settings.
I’m not very familiar with mods, so I apologize if I’ve made any mistakes.
In addition, each playing environment is different, so there are limits to what we can do here, and there are many things we don't know.
If anyone has had the same phenomenon and has been cured, I would appreciate it if you could let me know.
If I can find a mod that can hide each character individually later, I will post it here.
My UNAGI FACE is just a mod to change or add textures,
Please contact the original developer, not me, regarding the facial animation feature.
I have little knowledge of programming, etc., so it is difficult for me to solve this problem.
I had a question about the override options within the mod settings as you showcased with your comment here on Oct 30th. I have enabled these options for a custom Dragon race to great success! The heads of the dragon-people are unaffected by the mod as intended. However, for some reason a Dragon pawn's child suddenly switched to the UNAGI face for no reason that I could find. The child's race is a Dragonic, and was born with a dragon's head, they even aged up correctly at the age of 3 and still had a dragon head, I also tried to switch their race to another and then back to Dragonic, but none of this fixed the issue, they simply changed all of a sudden and I had to reload to a previous save to fix the issue.
Is there perhaps a way to manually disable UNAGI faces for a single pawn?
Thank you for your time!
First off, I wanted to say that your facial mods are the best I've ever found, and I really love the variation it adds to pawns and their character! Thank you for your contribution to the community!
I recorded how to set it up!
https://imgur.com/s7jhkr1
I hope this will be helpful.
As with many anime-style facial animations, it is difficult to provide individual graphics for the mod's custom xenotype heads here (there are too many), so I hope you will enjoy my mod in this way, using different ones for different species.
This mod is to turn off animation for mod xenotypes, right?
[NL] Facial Animation - WIP developer Nals has made “animation off per xenotype” a standard feature in the Facial Animation function itself in this year's update!
Please take a look at the Facial Animation settings page.
Facial animationの先生!
親切にありがとうございます!
私はXMLに関して本当に素人で初心者なので、アドバイスが無ければ何が問題かわかりませんでした。
次のアップデートで修正を試みます。
あなたの「UNAGI Facial Animation」はこのファイルを修正する必要があります
3268178647\1.5\Defs\FaceTypeDefs\Human\HeadType.xml
の中の
<shaderColorOverride>Map/CutoutSkinOverlay</shaderColorOverride>
変更後
<shaderColorOverride>Map/CutoutSkinOverride</shaderColorOverride>
I have also noticed that the faces of corpses are sometimes not displayed.
I don't think there are any instructions here to remove the face of a corpse, so this may be an effect of the original Facial Animation update.
I am not familiar with C# or XML, so it is difficult for me to solve the problem at present.
I and many Rimworld fans around me recommend Biotech as the best one, I hope you enjoy it!
Is that the girl with the elf-like bun in the upper left?
This is the genetic “pointy ear” implemented in the rim world! It does not exist in the Xenotype, but sometimes traders sell the gene so you can get it.
It can also appear by customizing the gene in the initial Xenotype Editor.
There are many great xenotype mods out there, but there are so many different types that it's difficult to check and support them all, and it's difficult with my technical skills because of the various processes required to adapt them to xenotypes.
https://imgur.com/a/8t8Pesp
The pigskin on the bottom left is displayed normally even in an environment with more than 50 mods, including the large mods I usually play with.
Sorry, but if it is not fixed by subscribing again, I am not an expert and it is difficult to resolve.
I'll check it out the next time I start RimWorld.
If there are images of pig ears and nose in my MOD folder, my suspicions are as follows:
If you have other retexture MODs installed, the texture of the MOD placed lower in the load order will be reflected.
It might be fixed if you change the FA settings?
アプデ後、こちらの環境でも正常に表示されるのを確認しました。
ご対応ありがとうございます!
私の知識は怪しいので、もしも誤った情報があったらすみません!
https://x.com/unagihaoisiiyo/status/1816557679822930153
ぽんぺこさんありがとうございます!!!!!!
アプデします!!!!!!!!!!!!!
わざわざコメント残して頂いてありがとうございます!
同じ問題抱えた人が参考にできるかもしれないし、本当に助かります!!!
ン応援もありがとうございます!
イータキンさんの横顔貫通について、何かお役に立てればと……!
虚ろな瞳のイータキンさんに胸を締め付けられて……気になって勝手に中身を覗いて検証してしまいました。
もしかすると<layer>タグと<offset>タグの相性が悪くて、同時には使用できないのかもしれません。
オフセットでレイヤー指定をリセットしているような……?
<offset>タグで位置調節する代わりにPNG画像自体をずらして出力すれば、なんか上手く行きそうな気がします!
UNAGIさんの作風ほんま大好きです。
ささやかながらご活動応援しています!
The beard is an exclusive texture included in the original UNAGI Facial Animation.
It will be out of position on other faces.
Hi, I looked into this for a while and could not confirm the phenomenon of fur being depicted on baseliners and other pawns in the minimum environment.
However, it seems that the fur on the eaterkin, in its current state, goes through the hat even after adjusting the values of the layers.
In my environment, for some reason, only the sides are penetrated.
https://x.com/unagihaoisiiyo/status/1815676834488660123/photo/1
[NL] Facial Animation - In the comments section of the WIP, there are reports of graphics being displayed under the face that should not be there, so we may have to wait for Nals to make adjustments.
(As well as the mustache display bug)
Or maybe there is a mod that is incompatible with Facial Animation.
Maybe if I could provide the fur as a new head instead of making it an attachment, the problem might be solved. I'll try different things.
But I'm a real amateur who started playing with XML in May, so I'm sorry if I can't solve the problem.😭
I have also seen the phenomenon of the fur going through the hat on my end.
I can't promise that I can fix it properly since I'm a complete amateur when it comes to XML, but I'll give it a try!