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To tell you the truth I can't find a reason for you to also :/ But good luck figuring the skeleton thingers out.
Yeah, as far as the skeleton it just seems a the stuff that alters the .dats just haven't been taken to that level of depth. VRS has the potential just hasn't been done yet.
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Does that mean it's not possible to extend the side flaps of say a Seer's Tunic to knee length, and have them act properly? D=
Objects that move as a solid piece you can resize bigger and it'll move fine. It's objects that ruffle that is harder to get right without a skeleton for it.
For exampe if you extend the hair longer then say about shoulder width it will start to move less naturally because the hair skeletons are not enough to go longer then shoulder and have work right.
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Objects that move as a solid piece you can resize bigger and it'll move fine. It's objects that ruffle that is harder to get right without a skeleton for it.
For exampe if you extend the hair longer then say about shoulder width it will start to move less naturally because the hair skeletons are not enough to go longer then shoulder and have work right.
Well I'm trying to work on my first Dat and it's kinda complex, (at least for me). I think what I want will actually ruffle but I'm not 100% sure. Let me give you one of my reference pictures just to be sure we're on the same page. ^^
Well I'm trying to work on my first Dat and it's kinda complex, (at least for me). I think what I want will actually ruffle but I'm not 100% sure. Let me give you one of my reference pictures just to be sure we're on the same page. ^^
Without unique skeletons for the pant legs they are to long to move right. You can try to fake it by binding the vertex's of the pant leg to skeletons in the upper body. Problem is it will create some anomalies with certain motions.
If you bind the pant legs to the skirt skeleton that exist for the models the issue you'll have is that the PC skirt skeletons on the side legs are a set of 6 per leg. This should be enough to create the proper motion, with the exception with spell casts on the skirt. It might do some odd stuff to the side pant legs, same comes with sit motions (Heal motion the pant legs will likely clip through the ground.)
Still though your best bet to get closest to a proper motion for those would probably be the models skirt skeletons. The skirt skeleton is the section that controls the side flaps on most of the armors you see.
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Okay ive been laying with VRS all weekend and still cannot make the original request of the tail ribbon on the mithra model. I've trie and tried I now formally beg the community to fill it please.
Ehh, guess I can do it. Not sure why it would be so difficult, in VRS you just take the tail Ribbon mesh and copy it to the rest of the head mesh. Since both mesh are Mithra already there shouldn't be any skeleton weights or anything to mess with.
Just save it out and retexture to get rid of any image degrading and you are done.
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Theres already a tail ribbon + flower combo made, I thought it was in the pack on this website? I used to have it, might still if my friend hasnt changed it off his computer
Theres already a tail ribbon + flower combo made, I thought it was in the pack on this website? I used to have it, might still if my friend hasnt changed it off his computer
Think he's asking for the hair style and the tail ribbon together not the Corsage and Ribbon. I know that one exists already, it's in the FFXIDatCollection.
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Ehh, most of the stuff I've done so far in VRS I don't really see much of a tutorial on it. Probably the best that will just show you how to do use the program would be the www.credes.com website or www.ffximc.com and look for "Ye Old Grumpy Rarabs" tutorial (He explains other programs used pretty good, but best he does with VRS is give you info on how to use it's commands. Last time I seen he had no info about motions that I've been solely on my own credes website only pointed me in a direction).
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