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Post by thyagom on Jul 3, 2021 17:26:09 GMT -5
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Post by o19 on Jul 4, 2021 4:01:02 GMT -5
Warehouse > Rig > Bones > Edit... Edit the bones to have a 0,0,0,1 orientation (Identity).
S4S usually adds 0,0,0,0 which is invalid and may lead to strange results. (The calf bones have an offset of 0.49/0/0 and are still below the thigh bones because of their orientation.)
Not really an issue: b__Tongue__3 and b__Tongue__2 could be parented to b__Tongue__1 and b__Tongue__1 could be parented to b__Tongue__0. The tongue has two unused vertex groups "b_L_Mid0__" and "b_L_Toe__" which may be deleted.
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Post by thyagom on Jul 4, 2021 11:01:55 GMT -5
Warehouse > Rig > Bones > Edit... Edit the bones to have a 0,0,0,1 orientation (Identity). S4S usually adds 0,0,0,0 which is invalid and may lead to strange results. (The calf bones have an offset of 0.49/0/0 and are still below the thigh bones because of their orientation.) Not really an issue: b__Tongue__3 and b__Tongue__2 could be parented to b__Tongue__1 and b__Tongue__1 could be parented to b__Tongue__0. The tongue has two unused vertex groups "b_L_Mid0__" and "b_L_Toe__" which may be deleted. It worked, I have to leave the custom rig package in the mods folder to work too, right?
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Post by o19 on Jul 4, 2021 13:37:19 GMT -5
As far as I can tell: Yes, there is only one rig supported by TS4. So it may collide with other mods which override the rig. With the 180 bones limit it's often impossible to merge rigs with additional bones.
Adding the tongue as a rigged prop instead of a CAS part would allow to work around this limitation. Depending on the material the tongue may look like plastic. Also creating animations becomes more complex at the prop has to be loaded separately and the animation player must support to spawn it.
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