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Re: Tentacles/Dreads in SWBF1 Trick

Posted: Sun Aug 08, 2010 1:05 am
by jedikiller32
You have to model them onto the unit. There is no way to do it without modeling work. That's how all the existing ones were done.

Re: Tentacles/Dreads in SWBF1 Trick

Posted: Sun Aug 08, 2010 1:56 pm
by Culvar
ModTester wrote:
jedikiller32 wrote:You have to model them onto the unit. There is no way to do it without modeling work. That's how all the existing ones were done.
So the MSH for the dread addon has to be combined into the regular one? There is no way to trick it into placing a cape onto a different addonjoint?
BF1's capes were static addon meshes.

Re: Tentacles/Dreads in SWBF1 Trick

Posted: Mon Aug 09, 2010 4:16 pm
by giftheck
In the case of Aayla, the model worked with the standard skeleton but her tentacles sunk into the floor as Aayla uses a modified skeleton to animate the tentacles in SWBF2. So the BF1 version removed these bones from the model.