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报告翻译问题
1. oldManipulateBoneScale - [C]:-1
2. ManipulateBoneScale - lua/compositeentities/override/sh_entity.lua:1062
3. v - lua/autorun/client/cl_brutal_deaths.lua:38
4. unknown - lua/includes/modules/hook.lua:102
1. unknown - RunString(Ex):113
2. oldDrawModel - [C]:-1
3. DrawModel - lua/compositeentities/override/sh_entity.lua:520
4. Render - lua/includes/modules/halo.lua:76
5. v - lua/includes/modules/halo.lua:145
6. unknown - lua/includes/modules/hook.lua:96
1. unknown - RunString(Ex):106
2. oldDrawModel - [C]:-1
3. DrawModel - lua/compositeentities/override/sh_entity.lua:520
4. Render - lua/includes/modules/halo.lua:76
5. v - lua/includes/modules/halo.lua:145
6. unknown - lua/includes/modules/hook.lua:96
I'm trying to use it to make certain parts of a model glow in the dark but not others
As you mentioned, it wasn’t a bug but a feature. However, the Gmod developers updated the game in July and made some changes to the vanilla faceposer code, which caused LUA errors when CBT was used to bonemerge ragdolls with flexes. Unfortunately, I had to remove it.
How do it fix Face Poser?
I've also found a workaround by simply faceposing the separated model and then left clicking to "paste" the parameters on the bonemerged instead.
- If bonemerged models don't add new flexes (their flexes already exist in the parent model), the system still works as intended.
- Otherwise, LUA errors appear on model selection and the flexes aren't loaded.
I'll update the tool so that if bonemerged models add new flexes, those are not loaded. Consequently, the only way to modify those flexes will be to detach the bonemerged models and then select and manipulate them separately.
Also, keep in mind that SMH won't offer a list of bonemerged props to you, which I presume you'd expect. The bonemerged props' bones will be added to the bone list of the parent instead.
Damn, that sucks since I don't know what's up with that.
Can't seem to figure out how.