Renamon Posted January 25, 2017 Share Posted January 25, 2017 I understand that skins current state is DO NOT MOD OVER, but my characters new model has some...issues with some skins... do we have a way to adjust the existing skins so they can display correctly or fix such issues or are all skins off limits? custom animation also exhibits issues Link to comment Share on other sites More sharing options...
Cunning fox Posted January 25, 2017 Share Posted January 25, 2017 I'm afraid not. Klei said, that skins will be compatible only with wilson-like characters... 1 Link to comment Share on other sites More sharing options...
Renamon Posted January 25, 2017 Author Share Posted January 25, 2017 3 minutes ago, makar5000 said: I'm afraid not. Klei said, that skins will be compatible only with wilson-like characters... hmm, well that's fine! does anyone know a way to block character skinning (essentially disabling the function?) I just want to put out this character without any bugs Link to comment Share on other sites More sharing options...
. . . Posted January 25, 2017 Share Posted January 25, 2017 That running animation looks amazing. Link to comment Share on other sites More sharing options...
PanAzej Posted January 26, 2017 Share Posted January 26, 2017 23 hours ago, Renamon said: It looks like that, because you probably changed hand's pivot in the animation, and the proper one, that the skin uses, is in a different place. 23 hours ago, Renamon said: I understand that skins current state is DO NOT MOD OVER, but my characters new model has some...issues with some skins... do we have a way to adjust the existing skins so they can display correctly or fix such issues or are all skins off limits? And this here is because your character's symbols just don't fit the standard dimensions that regular characters use. The best you can do is to make the skins not appear on the character. Or you could make a slightly different character build that would switch when you're equipping/unequipping a skin. Or you could redraw every skin and switch them just after the skin was equipped... Nah, I'm kidding, lol. Link to comment Share on other sites More sharing options...
Renamon Posted January 26, 2017 Author Share Posted January 26, 2017 (edited) 17 minutes ago, PanAzej said: It looks like that, because you probably changed hand's pivot in the animation, and the proper one, that the skin uses, is in a different place. And this here is because your character's symbols just don't fit the standard dimensions that regular characters use. The best you can do is to make the skins not appear on the character. Or you could make a slightly different character build that would switch when you're equipping/unequipping a skin. Or you could redraw every skin and switch them just after the skin was equipped... Nah, I'm kidding, lol. *IF* klei would let me redraw every skin and swap when equipped I would- work is not really my weak side; I'm basically redoing all the games animations anyways. the piviots are not the same at all; even the build and names for the builds are different which makes me laugh that its still appearing! as for not allowing skins, I've been looking for the code to do such to add it to the character. Edited January 26, 2017 by Renamon Link to comment Share on other sites More sharing options...
Renamon Posted January 26, 2017 Author Share Posted January 26, 2017 22 hours ago, SuperDavid said: That running animation looks amazing. good to hear; I worked long and hard making it frame by frame then converting it into a format dont starve could use Link to comment Share on other sites More sharing options...
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