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Dooku--with hair! (A Hex Quandary)

Posted: Thu Jul 17, 2008 12:57 am
by authraw
So I'm working on reskinning the Dooku model right now, and I wanted to give him the hair from the female model (used on Mara Jade.) This is the result:
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I added the hair as an addon mesh in dooku's odf, like so:

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// the cool bit - Mike Z
AnimatedAddon 		= "marahair"
GeometryAddon 		= "nightsister_hair"
AddonAttachJoint 	= "bone_head"
The question is, is there a way to tweak the place that the hair appears in the odf so that it fits a little better? Like, is there an addon offset attribute or something? I want to bring the hair forward a little bit on the model.

Re: Dooku--with hair!

Posted: Thu Jul 17, 2008 3:24 am
by DarthD.U.C.K.
this topic should help you: click me!

i dont know, if it works via odf too

Re: Dooku--with hair!

Posted: Thu Jul 17, 2008 1:24 pm
by authraw
Oh, I think that is exactly what I need to do. Unfortunately, I can't seem to figure it out. To bring the hair closer to the front of his head, I need to translate on the Y axis, right? But whenever I put something in that Trans chunk there, it doesn't seem to do anything.
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In all honesty, I have no idea what I'm doing. How do I figure out what number to put in there? Am I even putting the number in the right spot? Is that the wrong TRAN chunk?

Re: Dooku--with hair! (A Hex Quandary)

Posted: Thu Jul 17, 2008 1:28 pm
by Teancum
There's this old tool made by Nimlot (I forget the name of it) which is what I used to create the hair. It can move the hair around without hex editing, but hair boltons (they way they were set up) aren't very fun to work with. Just fair warning.

I can't recall the name of the tool, but I'm sure someone knows what I'm talking about.

Re: Dooku--with hair! (A Hex Quandary)

Posted: Thu Jul 17, 2008 6:26 pm
by DarthD.U.C.K.
you mean bconstructor? click me!

Re: Dooku--with hair! (A Hex Quandary)

Posted: Thu Jul 17, 2008 7:25 pm
by authraw
Ah! That makes the work much, much easier. Thanks a lot! :)