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Elora the Faun (Spyro Reignited)


Description

Update 1.1: Added facial flexes and alternate skin group for shinyness-control

Despite removable fur tuft does not contain any adult features yet.

Includes
\models\JawSFM\Spyro Reignited\NPC\Elora.mdl
\models\JawSFM\Spyro Reignited\NPC\Elora_withanimsequences.mdl

Features

  • rig_biped_simple compatible
  • eyeposing via viewtarget
  • Bodygrouped lower fur
  • 2 skin groups
  • Animation preview

Credits:

  • Toys For Bob, Iron Galaxy, Insomniac Games (Developers) / Fucking Activision® (Publisher)
  • Extract/Port: JawSFM



Comments

Serejko

the case smells of the future NSFM

Serejko posted 1 week, 6 days ago

Minitiv

Jaw are you using blender?

Minitiv posted 1 week, 6 days ago

JawSFM

@minitiv yes, still on old version 2.79 tho

JawSFM posted 1 week, 6 days ago

Hey Jaw, any chance you could make Kameo model(s) in the future ? :)

Olp posted 1 week, 6 days ago

I personally don't like Elora's Reignited model. I think they did a better job with the Fracture Hills fauns.

Colt Zero posted 1 week, 5 days ago

Minitiv

@Jaw same. How you bring animations. I still cant figure out how to do that

Minitiv posted 1 week, 5 days ago

Daviddv0601

Hey, does anyone know what happened to MMallow? The guy who uploaded the Life is Strange models?

Daviddv0601 posted 1 week, 5 days ago

JawSFM

(1/2) @Minitiv It's a bit complicated right now. There has to be a better way? First make sure to get the latest psk/psa importer from github (the 7-8 month old one now). Import faun or whatever, do NOT change bone names or rotations! Fixing bone positions/parenting is ok tho and neccessary even, e.g. Jaw bone children. Port the model as usual until everything is done and save project.

JawSFM posted 1 week, 5 days ago

JawSFM

(2/2) Now I rename all the bones using my spyro2sfm renaming script. Export the uosed body to dmx. 3xCtrl-Z so the bone names are back to original. Now select her armature, import all .psa files you want on your model (bone names HAVE to be original ones for this). Run renaming script again. Export all animations to .dmx - the exporter lets you switch between all anims individually. Don't(!) save blender project, so bone names are still ok in case future imports have to be made. Lastly, add all .dmx to your .qc file as $sequences. Like I said, maybe theres a better way?

JawSFM posted 1 week, 5 days ago

JawSFM

Hop on my discord if you wanna talk more about that. Oh right, the face flex update is out now, too.

JawSFM posted 1 week, 5 days ago


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