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[Mod]FungGirl Katress


FungiFungisson

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Posted (edited)

This mod is so close to being perfect, but the "heal" / heal->paw distance looks like it's too long. if that was moved down a bit it would be 100% perfect replacement for the PoD one

Edit: Thoroughly appreciate the different versions! Having the option for which cloak to use is a very welcome touch :D

Edited by zileteh
Posted
2 hours ago, zileteh said:

This mod is so close to being perfect, but the "heal" / heal->paw distance looks like it's too long. if that was moved down a bit it would be 100% perfect replacement for the PoD one

Edit: Thoroughly appreciate the different versions! Having the option for which cloak to use is a very welcome touch :D

I know that, but those are the proportions of the skeleton. Without retargeting animations (I do not know how to do it) i cannot change skeleton proportionsimage.png.4adcf1b4f70311b3020cee4553953bf7.png

Posted
2 hours ago, FungiFungisson said:

I know that, but those are the proportions of the skeleton. Without retargeting animations (I do not know how to do it) i cannot change skeleton proportionsimage.png.4adcf1b4f70311b3020cee4553953bf7.png

Yeah that's probably going to be an issue on our mod :(

Posted

Have you thought about making the model swaps compatible with the One of a Kind Framework Mod? You could make the cloaked version the base model, and have each progressively more exposed model be a variant that you get at 2 and 4 Stars.

Posted
On 2/19/2024 at 4:50 AM, FungiFungisson said:

I know that, but those are the proportions of the skeleton. Without retargeting animations (I do not know how to do it) i cannot change skeleton proportionsimage.png.4adcf1b4f70311b3020cee4553953bf7.png

Ok interesting. Maybe it's the "bump" on the heal that makes it look so weird. It could be that moving the bump down or making it less obvious would visually fix the issue, even if there's no way to fix it mechanically.

  • 4 months later...
Posted

sadly does not seem to work with the big mesh mod, understandable, but unfortunate. (unless it is not mesh mod fault but update).

 

(some skins do work with them very well/even keeping their gender, some work slightly well/lose gender or have small graphical poking through bits, and some don't work at all ie really make a mess of the pal)

Posted
On 2/19/2024 at 8:50 AM, FungiFungisson said:

I know that, but those are the proportions of the skeleton. Without retargeting animations (I do not know how to do it) i cannot change skeleton proportionsimage.png.4adcf1b4f70311b3020cee4553953bf7.png

You cannot change the offset height of the skeleton, but you can change the position, using blueprint in UE, create bones like: calf_Fix, Foot_Fix, Toe_Fix go to vertex groups and change the names of Calf, Foot toe to the names of the new bones so that the new bones are the new active deform and in Blender even use copy rotation to test.
I've used this a lot and some mods, the original characters had a very low tail which looked strange with the new butt shape, so I pull the tail up and create new bones to do the deformation, making these new Tail_Fix bones copy the rotation of the original tail bones.

Posted
On 7/10/2024 at 5:30 PM, zileteh said:

Oh so you like,make a fake skeleton that gets puppeted my the original skeleton, and attach things to that new skeleton instead?

Yes basically this, If you want I'll show you how I do it, it's not that difficult, I can record a video showing it.

Posted

I'm not quite good enough for it to be helpful for me, but it could be helpful for other people who are better at modeling than I am.

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