Deleted2547005User Posted January 27, 2015 Share Posted January 27, 2015 (edited) I've created a new head mesh and want to add facial animations to it. I started out making a dummy TRI file in blender, setup like the vanilla head's TRI file. I only added blinking to the TRI file as a test to understand how this is all setup for the game. Loaded it both the GECK and the game, neither display the blinking animation. I've imported the TRI file and it indeed still has the blinking animation in it. I've even imported, modified, and exported the vanilla head's TRI file to determine if the script for blender is causing the problem. It works perfectly, the altered vanilla head TRI file worked in both the game and GECK. I've gone one step further and used the vanilla head's TRI and EGM file on my new head, which would cause horrible deformation. Nothing happened. I can use the face sliders and they will deform the head, but blinking still doesn't work - I figured out through the eye sliders were the EGM file thought the "eyelid" vertexes were.Another problem sprung up when investigating this one - I have an issue with EGM files. The blender script is broken, and any EGM file exported with it will instantly crash the GECK - not sure of the game yet, but most likely. Even vanilla EGM get corrupted when imported and exported with no data changes. EGM created using The Conformulator also crash the GECK.I'm at a loss as to what needs to be done. Most information I found is about helmets and hair EGMs, nothing about a custom head, and when I do find anything, it's limited information I already have learned. I know people have done this recently, but I do not wish to bother these people with my problems, but I may have to interrupt their time if my research continues to turn up nothing. Edited January 28, 2015 by Kuroitsune Link to comment Share on other sites More sharing options...
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