RimWorld

RimWorld

Genetic Heads Framework for [NL] Facial Animation
27 Comments
Reel 1 Aug @ 8:01pm 
Thanks for the quick fix!
tomono2 1 Aug @ 3:13pm 
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] 1 Aug @ 2:01pm 
@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
GetUrAssToMars 26 Jul @ 10:44am 
Any thoughts on whether theres a way this can manage "ghoulified" effects better as well? Inadvertently I think your framework makes xenos like pigskins and neanderthal ghouls look so much better, but races like baseline and Yttakin seem like they fall back on the default NL face anim head. Not the worst thing but also kind of comical looking.
тетеря, блин 25 Jul @ 8:17pm 
yeah, I know these are retextures, that's why you can only choose one. And I find it sad, because they could be used together, I imagine. Like, different nations with different looks. Don't know how to make the patches, I'm too unaware of how it works… would highly apprectiate if someone who know the game and coding better would make this happen…
Sunshiney Days  [author] 25 Jul @ 8:13pm 
@тетеря, блин, the genes have to be added with a patch, since normal FA heads haven’t needed genes before now. And of course that gene has to exist in game to be applied to a pawn. It looks like the mods you’ve linked are retexture mods—they’re all replacing the same core FA textures and won’t play nice with each other without some patching to make them all separate heads. Just a guess, though. I don’t use anime textures myself, but there’s lots of tutorials on the wiki for learning to patch if you want to figure it out!
тетеря, блин 25 Jul @ 7:58pm 
do you mean that you can actually have, let's say, all these mods…

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2682310477
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2889716301
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3268178647

…at the same time, and the genes will be automatically generated for each look? if so,

1. freaking awesome, thanks
2. is it possible to bind not only specific look of a face, but a global gene that will define which retexture will be used?
Sunshiney Days  [author] 25 Jul @ 7:47pm 
@тетеря, блин, pawns heads will change with genes—if pawns change xenotype, their head type can change, after all. You can manually set their heads with the Facial Animation in-game menu or with the dev mode gizmo on each pawn, though, and that won’t change with new genes.

As for the other mod, I’m not sure how to make something like that work with the FA system. I’m really new to c# coding and this mod took the better part of six months for me to make, but if I learn how, I’ll keep that concept in mind!
тетеря, блин 25 Jul @ 7:13pm 
would be great to have something like this to be implemented for for animated faces:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2063838726

it would be super cool to have an ability to use many different face animations retextures in the same game. they could have a gene that would spawn an alternate variations from a different texture pack. this way you could give some gene to some faction and make them look differently like they're from another lands, so they look differently. please, if this possible within your framework, make this happen somehow, I beg.
GetUrAssToMars 24 Jul @ 2:21am 
I have been waiting for an actual solution to xeno facial mods since biotech came out lol. This is incredible. Have you posted this and your headpacks up on Rimworld's discord? There is absolutely no reason why this is being slept on.
тетеря, блин 22 Jul @ 2:54pm 
already born pawns will switch their heads if you mess with their genes? (I hope not).

thanks.
Sunshiney Days  [author] 21 Jul @ 3:04pm 
@arget03, yes, it should work just fine
arget03 21 Jul @ 2:48pm 
Does it work with Eye Genes 2?
Sunshiney Days  [author] 20 Jul @ 10:29am 
@Sepghy hm, that definitely shouldn't happen. I'll see what I can do about it!
Sepghy 20 Jul @ 10:24am 
I really like the concept of the mod, but I don’t like that I can’t switch between head types — it always sets the square-shaped head for all colonists. Once this bug is fixed, I’d love to try it again.
Sunshiney Days  [author] 24 Jun @ 12:06pm 
@塔洛斯_Talos for the first issue, I created the dev mode override gizmo. I’ve been trying to link the override feature to the various editors, but I haven't had any success so far.

For the second, I don't use HAR, so I haven't tested it. But I'll see what I can do!
塔洛斯_Talos 24 Jun @ 7:32am 
There are two reported issues:
1.After installing this mod, it becomes impossible to use the FA editor or character editor to change to other head types.

2.If you install FA mods specifically made for HAR races, such as "Tinimar the Harfling Facial Animation", it causes an abnormality where humans are also assigned the FA head types meant exclusively for that race.

Thank you for creating the new feature!
Last_Misadventure 22 Jun @ 7:28pm 
A great contribution. Thanks :)
The Buttcracker 20 Jun @ 10:06am 
very very nice
JoeOwnage 18 Jun @ 1:41pm 
This looks solid dude