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Post by Re-Play games on Jan 1, 2020 7:07:29 GMT 10
I tried to make facial expressions for my re5 mods using the traditional method (skinwrap) but my game crashed ... I used the Re5 mod tool v0-31e script ... does anyone know a functional method for making facial expressions and which script is better to do this?
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Currently out of business.
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Post by zakizakizaki on Jan 1, 2020 8:53:40 GMT 10
I tried to make facial expressions for my re5 mods using the traditional method (skinwrap) but my game crashed ... I used the Re5 mod tool v0-31e script ... does anyone know a functional method for making facial expressions and which script is better to do this? Well, it's a bit diffrent, from what I know. You can't really mod cutscene heads, the way you mod gameplay, but there is a few ways, such as: Sheva's head can be stable modded by using her "business" cutscene heads. Every bone is supported, but there might be a bug with the eyes (it's should be 1/1 to Sheva's, or you'll get crossed eyes in some cutscenes). From what I remember, Felix said, this can be fixed by editing files with HEX editor. You can swap the modded cutscene head to any other cutscene head of Sheva. Jill's cutscene head can be modded by using Jill boss cutscene file, but only using tongue part for the whole head model. Some bones are not supported (such as teeth bones). For avoiding tongue effect, just copy-paste numbers of MatID of the face parts. Chris'es cutscene head can be modded the same way, as Jill boss cutscene, by using tongue part and changing MatID. Also, some bones are not supported too. Not sure about Wesker/Excella/Josh. Last thing - You can use gameplay hair parts for cutscene's, by setting lodgroups of meshs to 0 and leaving hair to 255, and swapping it to cutscene hair. It worked for me (while modding Sheva), but some bones didn't work (such as ponytail). Same can be done with other meshes, but they'll be static during cutscenes.
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Posts: 257
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Post by Re-Play games on Jan 1, 2020 9:49:40 GMT 10
I tried to use the head of jill boss, my custom model had two parts (head and teeth) separate, I will try again using only one mesh, and replace the mesh by the mesh of the language, as you said there .... thanks for the help
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