dunde said:
My mods have several sizes of races using skin scale. It leads to some bugs so I decide to change the methods to skeleton based. Thanks to make skeleton-modification mesh and modify from skeleton-modification mesh , and also reskeletonize armors features of openBRF, the process is much easier. The only problem is that when I reskeletonize the armors, and select to put the result into new vertex-ani frame, it always put the result to frame #1. I want it to be placed to a new frame after the last frame of the mesh so I don't need to put it into a new mesh and then manually copy-paste the frame back into the original mesh.
And is it possible to batch the reskeletonization?
That makes perfect sense... done (in next version, that is).
I confess that for the TLD mod (lots of races) I automatized the process much further, for our internal use.
I wonder if a similar option should be allowed for the general case
(also, in TLD, speaking about different skeletons for different races, game-engine mechanisms are hijacked, to achieve the intended purposes, in really fantasious ways... but that's a different story)
Mandible said:
Is there a way for OpenBRF to mimick the (frankly annoying) way that Mount and Blade mirrors the face mesh and applies the second half of the texture to it?
I see what you mean.
there is a way to do that in current version of OpenBRF:
1- duplicate the face mesh
2- select the copy you just created, [mirror] it
3- In the copy, also mirror the UV coordinates. Here is how:
Use [transform texture coords], and...
...oops, this part is a bit bugged (in current version)...
well, in current version, you just need to click on "Flip U", then click OK.
(When it will be fixed, in next version, this part will be a bit different).
4- Select both original and copy,
set multi-view mode as "combo" (bottom of window), to see them combined: done
(or, if you prefer, select the two and do [combine meshes], to merge them into one mesh)
The mesh copy (or the combined mesh) is just for previewing purposes, not to be used by the game.
But, if you save it, it can be used later to preview any retouch of the texture.
Also, remember that with F5 you make OpenBRF reload any texture, after you changed them on disk.
(also, remember that the "helmet" view-mode can be useful to preview the face as standing vertical, instead of laying flat)
PS: I see that the above method (steps 1 to 4) can be a bit time consuming if you want to repeat it several times (e.g. to tune facial shapes). I wonder if a one-click tool should be added. What I fear is to clutter the interface with tools which are useful only in very rare occasions, and potentially confusing at any other time.