Darkest dungeon skin mods look weird1/21/2024 ![]() ![]() It’s good to do this before you rename them in step 2, as that makes this process so, so much harder then it needs to be. skel files through the converter, open the animations, delete the unwanted animations and rename the remaining one with the default name, for example ‘Combat’, ‘Defend’, ‘Death’… then run the altered files through the converter again, and move them back in. Non-transforming classes will get confused, as they look for specific animation names that do not exist in a transformation class… usually, some mod classes do indeed have their ‘human’ form use the default animation names and it just WORKS.The Dragonbones guide has more detailed instructions, but simply run the. They will have two sets of animations for anything they can do in both forms, so Combat, Defend, Heroic/Afflicted, and (if applicable) Riposte. All others are problem free so far.Obviously skip this if you’re not trying to port one. Also something’s clipping into the shield’s space and causing a black line that moves up and down with it around chin level in the same animation. I probably need to remove the spike from the helmet as it clips with the floor shadow in the combat animation. ![]() Incidentally I managed to get the Arbalest’s face (from the fringed reskin) and the Bounty Hunter’s helmet onto your female Man-at-Arms reskin. It should be possible to get it to work ‘though. The walking pose is almost identical to the idle one but with the components ever so slightly offset in different directions. I can probably copy the sword, boots & legs into the walking and combat pose. In the attached image that colour section behind her hip is the background wall. We need to add some black to the back of the torso so there won’t be a hole in the cloak. ![]() There’s a few issues with the standing pose. Haven’t made much of a start on the combat & walk poses (partial work done but nothing safe to show yet). ![]()
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