This is REALLY good work. Thank you so much for this. It's worth mentioning the reason the MorphFeatures collection doesn't do anything is because it is used to build the LOD collection on load or during the character creator.woodbyte wrote...
Thanks.Pheonix52gx wrote...
This attempt looks great. I'm having trouble with finding issues with yours. In regards to eyebrows, if you're using the correct style, I don't know what to say; its a texture, the only way to change it would be to change which texture you're using (but I think you're using the correct one) or change the texture itself.woodbyte wrote...
Still nothing?
My result from messing around with gibbed's editors:
AWESOME
Still not looking quite like my old char, but it is getting there. Anyone know how to tweak eyebrow thickness?
Anyway, my thanks to all who have taken the time to document the available methods, wouldn't have come this far without their help. (Pheonix52gx, ELE08, jkthunder & others).
The eyebrows aren't a big deal. I ended up just changing one of the members of VectorParameters (HED_Brow_Tint_Vector) back to ME3 values, which seems to have made it slightly darker and more defined.
By the way, while I was going through all the different variables I took some notes. These were my findings (only included the differences I found between ME2/3 along with which of the values I decided to use):
(right click open/save image for original size)
(link to original table: i1132.photobucket.com/albums/m566/woodbyte/Diff.png)
It's the decision table that lead me to the face I showed earlier.
Although the differences are substancial between games, there were quite alot of values that were dead on (using a margin of .005 for floats). Now maybe the differences I found are unique to my Naomi, but the CC should be more or less consistent on how it changes the features, no?
If so, this table might be useful to those willing to try the gibbed method but feel overwhelmed by the amount of tweaking involved.
EDIT: I just realised the sheer size of the table might just put people off trying in the first place... Oops!
I'm also a little confused as to what you're trying to show. For example, you make reference to headBase_Y as a variable, but not the rest of the vector. Were the two values very different and thus not worthy of mention? I'll assume the ticks mean it got closer to your Shep than the alternative variable (mostly ME2
Modifié par Pheonix52gx, 16 mars 2012 - 08:25 .




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