Do you want the nice animation of portraits but cannot mess with maya?
Here is the easy way: reuse the vanilla animation!
Also you can use all the clothes, phenotypes, hair and beards in a more dynamic way.
Prerequisite 1: you have to know a little of Photoshop/Gimp . The more you know, the better!
Prerequisite 2: you have to know a little of portraits modding. There is a great guide made by dskod1 right in the sticky section.
First of all you have to decide which base character better fits. In the following examples I will use the humans. Their animation is breathing and moving eyes. They are great for a custom humanoid race!
Complex part: you have to modify/repaint the original dds . Take a look at the separate parts in the dds, don't move it, otherwise the animation will result.. quite weird . Save it into gfx/models/portraits/myspecies directory with a custom name similar to : myspecies_female_body_01.dds
Every dds will eventually goes into a phenotype.
In the the gfx/portraits/portraits directory (yes, two "portraits" in the path) put this
In the sample I use the default clothes (mammalian_human_female_clothes_01) but I added a custom selector for hairs . You can try using default hairs (human_female_hair_01) before creating your own hairs/beards/scars ecc..
The "entity" parameters does the magic of animation. In fact you have to add into "gfx/models/portraits/myspecies" a .asset file like this:
And that's all ! Your animated portraits are ready!!
Here is the easy way: reuse the vanilla animation!
Also you can use all the clothes, phenotypes, hair and beards in a more dynamic way.
Prerequisite 1: you have to know a little of Photoshop/Gimp . The more you know, the better!
Prerequisite 2: you have to know a little of portraits modding. There is a great guide made by dskod1 right in the sticky section.
First of all you have to decide which base character better fits. In the following examples I will use the humans. Their animation is breathing and moving eyes. They are great for a custom humanoid race!
Complex part: you have to modify/repaint the original dds . Take a look at the separate parts in the dds, don't move it, otherwise the animation will result.. quite weird . Save it into gfx/models/portraits/myspecies directory with a custom name similar to : myspecies_female_body_01.dds
Every dds will eventually goes into a phenotype.
In the the gfx/portraits/portraits directory (yes, two "portraits" in the path) put this
Code:
portraits = {
myspecies_female_01 = {
entity = "portrait_myspecies_female_01_entity" clothes_selector = "mammalian_human_female_clothes_01" hair_selector = "myspecies_female_hair_01" greeting_sound = "human_female_greetings_05"
character_textures = {
"gfx/models/portraits/myspecies/myspecies_female_body_01.dds"
}
}
### add your other female_02, female_03 , male_01 or whatever you want..
}
portrait_groups = {
myspecies = {
default = myspecies_female_01
game_setup = {
add = {
trigger = {
ruler = { gender = male }
}
portraits = {
myspecies_male_01
myspecies_male_02
}
}
add = {
trigger = {
ruler = { gender = female }
}
portraits = {
myspecies_female_01
myspecies_female_02
}
}
}
### missing code here.. add your pop/ ruler/leader section
}
In the sample I use the default clothes (mammalian_human_female_clothes_01) but I added a custom selector for hairs . You can try using default hairs (human_female_hair_01) before creating your own hairs/beards/scars ecc..
The "entity" parameters does the magic of animation. In fact you have to add into "gfx/models/portraits/myspecies" a .asset file like this:
Code:
@humanscale = 0.8
entity = {
name = "portrait_myspecies_female_01_entity" #your entyty/dds ...
pdxmesh = "portrait_human_female_05_mesh" #...applied to a vanilla mesh
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
state = { name = "idle" animation = "idle2" animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
state = { name = "sad" animation = "sad" animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
state = { name = "sad" animation = "sad2" animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
scale = @humanscale
}
And that's all ! Your animated portraits are ready!!