RimWorld

RimWorld

Anthro Race
Hornet Oct 23, 2021 @ 3:35pm
2
Body/Facial Animation mod compatibility. (suggestion)
It would be nice if this mod could have its own body textures or compatibility with other preexisting body mods, i.e Nal's compatible body mod. As well as making it compatible with Nal's facial animations mod to make the mod more immersive and give the anthro pawns more life.

Thoughts? If this gets noticed by the mod owner, please consider.
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Showing 1-11 of 11 comments
Kosher Pickles Oct 27, 2021 @ 4:06am 
+1
Scorpio Nov 18, 2021 @ 9:36am 
+1
Tsunamori Nanashi Jan 21, 2022 @ 10:02am 
+1
Edward Jan 22, 2022 @ 12:44pm 
+1
Parmesan Apr 7, 2022 @ 8:00am 
+1
Zoid Jun 12, 2022 @ 5:17am 
+1 work with mods like malibody
that would rule
Dax Jul 11, 2023 @ 8:51am 
I'd say that eye animations can work, but mouths will be very tricky to get to work with all the different mouth shapes on heads.
Arakk  [developer] Jul 16 @ 11:36am 
Please stop +1ing this, you're asking the wrong modder lol. Please ask the author of the animation mod in question if you want support for a race mod.

This is a race mod using Erdalf's Alien Races mod framework (usually abbreviated 'HAR'). Basically, it's all XML files and textures. Generally, if an animation mod isn't compatible with THIS mod, it won't be compatible with most mods using HAR as a framework.

Compatibility with an animation mod would entail adjusting the animation mod to understand that a pawn is a custom non-human shape, and adjusting its animations to fit the textures in this mod. For most 'animation' mods, it's also worth noting that they seem to just squish around the texture based on the default human pawns - meaning supporting a different pawn type would fall somewhere between rewriting and copy-pasting half the mod.

In other words, you're asking a modder who's mostly doing basic XML and art assets to learn how someone else's mod works, then inject new code into their mod via a patch, without breaking anything. On top of that, R-MK is an artist, not a programmer. I'm just the volunteer help, and despite (marginally) qualifying as a programmer, I have no interest in rewriting someone else's mod, nor in copy-pasting and tweaking that code for the dozens of unique head shapes and types in this mod.

It sounds harsh, but if a more complex mod isn't compatible with a less complex mod, it's a problem to be solved by the more complex mod's author.
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