Hop on my discord if you wanna talk more about that. Oh right, the face flex update is out now, too.
(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?
(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.
@minitiv yes, still on old version 2.79 tho
@Ahilmas To quote the ancestor from Darkest Dungeon: *Women and men; soldiers and outlaws; fools and corpses. All will find their way to us now that the road is clear.*
...yes. Yes that is spot-on.
I know the past few weks have been very bulky-male-lizard heavy, but please bear with me just a little while longer. Great things with tiddies are on the horizon, I just have to finish this first.
Get into mah swamp! [Muffled all-star playing in the distance]
Yo Nicobay, my old account got trolled2death and I lost all my DM contacts. New invite link here: discord.gg/tWAPjF3
I absolutely agree with everything said above ^