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It is currently Tue Sep 07, 2010 6:45 am
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daetinuviel
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Post subject: Ears... Posted: Thu Jul 29, 2010 5:18 am |
Joined: Thu Jul 29, 2010 5:06 am Posts: 2
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I'm trying to make large, erect ears that move. I am using the sheepdog as my base file and I tried sticking the dane ears on it, but it's not working exactly as I thought it would. They're only quasi-erect. I went through and I nulled out all the original sheepdog ear info (just in case I needed to reverse my changes) and inserted all the dane ear info into the sheepie in the respective sections.
At this point I'd prefer not to reveal what my project is, however, if it is vital in order to help with these blasted ears then I will have to share...albeit very prematurely. Thanks!
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Nova
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Post subject: Re: Ears... Posted: Thu Jul 29, 2010 4:39 pm |
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Joined: Sat May 23, 2009 12:32 pm Posts: 359
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Moving ears are really tricky, I think that you're using the sheepdog file might make it even tricker since its movements are floppy-ear based. What you can try is to omit all ear balls except one and make "half addball" ears, that retain some movements due to being based on the ears rather than head, but without doing the most extreme flying around?
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daetinuviel
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Post subject: Re: Ears... Posted: Fri Jul 30, 2010 3:28 am |
Joined: Thu Jul 29, 2010 5:06 am Posts: 2
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Hmm. I will have a try with that. But if that doesn't work, how do you edit the way balls move? I'm pretty sure there's no way from LNZ, but is there a way in ResHack or similar?
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Nova
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Post subject: Re: Ears... Posted: Fri Jul 30, 2010 8:49 am |
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Joined: Sat May 23, 2009 12:32 pm Posts: 359
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No way you can do that, as far as I know... You can sometimes affect how balls move by changing Body area, but I don't think that's going to help you here (and will probably mess up breeding lol). Body area changes which body group a ball is part of, f.ex. one with the body area of the neck will move when the neck does, one with the head group will move when the head does etc
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