RimWorld

RimWorld

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Genetic Heads Framework for [NL] Facial Animation
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Mod, 1.5, 1.6
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236.802 KB
Jun 14 @ 5:24pm
Nov 6 @ 4:33pm
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Genetic Heads Framework for [NL] Facial Animation

In 1 collection by Sunshiney Days
Sunny's [NL] Facial Animation Mods
6 items
Description
Genetic Heads Framework for Facial Animation
Expanded gene support for Facial Animation (FA)!

What This Mod Does
In 1.6, this mod adds logic to FA to correctly assign multi-gene heads, allow variation in heads like furskin, and adds eye color for vanilla Biotech.

In 1.5, this mod connects genes to Facial Animation parts. If you have the textures with the right code in your mods, this mod will automatically apply the appropriate parts to your pawns.

Requires Head Packs or patch mods to work!

Check out my Biotech Head Pack for vanilla Biotech heads edited to work with Facial Animation. Pairs very nicely with Vanilla Textures Expanded for Facial Animation.

Also check out my Mod Head Pack for some heads from mods, also in vanilla style (VRE, Roo's).

Features
  • Automatic face assignment based on genes
  • Supports multiple required genes per head (furskin and heavy jaw, gaunt and furskin, etc)
  • Fallback system assigns race/gender-appropriate heads if no genetic match
  • Supports multiple head textures for a single gene (like base game Biotech furskin's three textures)
  • Extensible design to easily add your own head packs

Known Issues:
  • Weird behavior with HAR
  • Default (anime) FA right eye color not working. Not something I know how to fix, sorry. Using EyeGenes2 bypasses the problem if a patch for the xenotype is present. If anyone knows how to fix this, let me know! FIXED! Added a toggle feature for patches! All except Eyeball are enabled by default. This won't fix already-spawned pawn's eyes when using anime-style eyes (fix those in the FA menu by setting the eye color), but new pawns should have both eyes accounted for.

Modder-Friendly
Make your own head packs or patch existing Facial Animation heads! Make sure art is FA appropriate (no eyes, same folder system as Facial Animation, etc) and then add Defs with gene logic. In 1.6, use FA's native targetGeneDefs. In 1.5, use:
<Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Genetic Heads Framework for [NL] Facial Animation</li> </mods> <match Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.HeadTypeDef[defName="def_Name_here"]</xpath> <value> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>geneDefName</li> </requiredGenes> </li> </modExtensions> </value> </match> </Operation> </Patch>

To patch a mod that you've made FA compatible head art for in 1.5:
<Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>Name of Mod to Patch</li> </mods> <match Class="PatchOperationAdd"> <xpath>/Defs</xpath> <value> <FacialAnimation.HeadTypeDef> <defName>FAHeadTypeDefName</defName> <texPath>example/folderpath</texPath> <probability>0</probability> <shader>Map/CutoutSkinOverride</shader> <!--CutoutComplex if using alpha masks --> <modExtensions> <li Class="FacialAnimationGeneticHeads.FARequiredGenes"> <requiredGenes> <li>geneDefName</li> </requiredGenes> </li> </modExtensions> </FacialAnimation.HeadTypeDef> </value> </match> </Operation> </Patch>

A Note from Me
I’ve been working on this mod for a long time, even started learning c# so I could make it.

My hyperfixation has changed for the moment, though I will be back. If this mod needs to be updated in the meantime, feel free to do so. Hosted here on Github.[github.com] When I come back, I'll integrate it into the main mod! I'm happy to update with improvements and credit appropriately.

Tips are in no way expected, but are very appreciated ❤️[ko-fi.com]

Have fun!
70 Comments
Sunshiney Days  [author] Nov 8 @ 5:27pm 
@Dante Mundus, HugsLib is a separate mod that generates helpful logs for modders with a link so other people can see them
Dante Mundus Nov 8 @ 12:50pm 
If i disable eyeballs patch, the baby will lose its right eye when it is born.Is Player.log a HugsLib log? I am really not good at it.
Sunshiney Days  [author] Nov 8 @ 10:33am 
@Dante Mundus, oof, ok. maybe go into the genetic head settings from the mod settings menu and make sure eyeballs are disabled? sorry, wish this just worked the way we want. could you send a link to your HugsLib logs as well?
Dante Mundus Nov 8 @ 6:56am 
Older pawns are fine, but newer pawns are having problems.
Dante Mundus Nov 8 @ 6:42am 
Sadly, keep coming in with the opacity and color of the eyes set to 0.:steamsad:
Sunshiney Days  [author] Nov 6 @ 4:40pm 
added a toggle feature for patches! all except Eyeball are enabled by default. this won't fix already-spawned pawn's eyes (fix those in the FA menu by setting the eye color as MeatBeatMarv says below), but new pawns should have both eyes accounted for. thanks, @DanZinagri, for reminding me that patches can be disabled
MeatBeatMarv Nov 5 @ 1:04pm 
@KingsMan_ I'm having the same issue with the eye disappearing. What's actually happening is all of the color sliders, and the opacity slider are moved to zero. If you select a pawn and open the Facial Animation menu on the right side of your tabs bar, you'll find an option to copy the right eye settings over to the left.
Dante Mundus Nov 3 @ 8:07am 
I really want to use this mod, but when I use this mod, my right eye disappears...:steamsad:
DanZinagri Oct 24 @ 10:28am 
Nevermind, it was working then suddenly xenotypes started spawning again without an eye, i think the solution is just to delete the patch for the eye segment, and i don't think thats really assisting in the head spawning at all, and my tests allowed this to work without it.