RimWorld
[NL] Facial Animation - WIP
1,418 comentarios
SacePope 26 DIC a las 5:32 a. m. 
Got a weird bug being caused by this and I don't know how to fix it. Its doing something to mess with the textures of skeletons, with their head being on the layer behind their body making it look very weird and dumb. Can anyone help me with this?
Espiovvv 22 DIC a las 2:03 a. m. 
If I have the setting "Enable Facial Animation for All Pawns" disabled, then when pawns close their eyes when they go to sleep, the eyes stay closed and do not reopen until I either restart the game or re-enable the setting.

And I want to keep it disabled because I like the faces and eyes from this mod but not the unplayable TPS death from the animations.

Log: https://gist.github.com/HugsLibRecordKeeper/cf7ae64f96ded78f7c8f6d72dcf2ed9f
Mod list: https://rentry.co/hbergdv9
Arthur0412 19 DIC a las 3:29 p. m. 
same as fruity trump here
The Mother Hawke 18 DIC a las 6:57 p. m. 
So I've been using this mod with Mr Samuel Streamers Gen2 series, and the yellow eyes for Alpha stopped showing in my save, went through a few mods and disabling features/using the experimental option for eyes showed them.

The issue is, the experimental option just draws them on permanently, so when pawns are asleep they still show.
道初 15 DIC a las 7:38 p. m. 
Disabling 'Faster GetComp methods replacement' in the MOD "Performance Optimizer " resolved the issue of my character disappearing
Fruity Trump 4 DIC a las 9:55 p. m. 
@RastaCat82 Same things happened to me for DAYS!!!!! GOD I thought I could never play my game save again.

Detail:
①Exception drawing Bee: System.IndexOutOfRangeException: Index was outside the bounds of the array.
②Framerate drop to 0
③All the character textures disappeared.
④Reloading all the mods might fix it once, but after saving the game, the bug inevitably reappears the next time you load the save.

MORE: https://gist.github.com/HugsLibRecordKeeper/7abec09fd6d13af5baa953669c10bc11
RastaCat82 2 DIC a las 4:10 a. m. 
unfortuantly had to uninstall last night as was throwing an error on a caravan that came in and was dropping my framerate to 0.

Exception drawing Bee: System.IndexOutOfRangeException: Index was outside the bounds of the array.
Tuki Time 27 NOV a las 5:04 p. m. 
is not working for me
Saranthyr 24 NOV a las 1:58 p. m. 
@Воха ваше мнение очень важно для нас. Пожалуйста, встаньте вон перед тем расстрельным взводом и получите нашу обратную связь
tanyfilina 20 NOV a las 7:59 a. m. 
@Воха вас силой подписали на мод?
Воха 20 NOV a las 12:03 a. m. 
Или на русском: Невероятно слащавая анимэшная херня, я мужика от бабы при всём желании не смог отличить
Воха 20 NOV a las 12:02 a. m. 
Sugary to the point of madness, a very bad thing
Kinko 16 NOV a las 8:15 p. m. 
Same here, had to uninstall to in order to continue playing
Vroga 16 NOV a las 4:17 a. m. 
Same problem as reported below (see 14 Oct @ 6:51pm) - "all pawns became invisible" - error. Still no solution to the this bug.
telardo 29 OCT a las 4:42 p. m. 
If runtime accumulation is inevitable and can't be cached due to different states of each part, what about categorizing them based on def. We can accumulate related frames instead of all of them.
Unrelated thought: What about adding a setting where we only update the animation when Find.CameraDriver.CurrentZoom is close or closet (or custom threshold), so we won't have a huge slowdown when we can't see their face exactly by zooming out.
Kasa 29 OCT a las 1:20 p. m. 
anyone know a fix for pawns that have their eyes removed?

They texture for the stitch is floating off the face instead of right against the eye.
Suevis 27 OCT a las 6:25 p. m. 
Shambler spawned with no visible eyes is there a fix
Toby 27 OCT a las 8:38 a. m. 
i have a question with big and small combatabilaty when i use the no Facial animatons gene the person still has a Facial animation another mod i use with it is Vanilla Textures Expanded - [NL] Facial Animation
Chel 23 OCT a las 7:39 a. m. 
Hi ive got an issue if anyone can help me. The face shapes of the pawns are different, as in there are two distinct shapes that the pawns switch between and I only like one of them. Is this as intended? and if so is it possible to delete one?.
andrius319 23 OCT a las 6:26 a. m. 
never mind. everything is in mod settings.
andrius319 20 OCT a las 12:36 p. m. 
would it be possible for new faces to not apply to xenotype from pphhyy BoneReapers mod, so original skeletal head stays skeletal?
702982 14 OCT a las 9:51 a. m. 
not sure where to post bugs but... all pawns became invisible, after taking your mod out it worked. main issue other than pawns invisible is the amount of error logs caused the game to lag and crash after a few moments. happened when i Loaded a save. trying to do some testing on my part to figure out why but I didn't get much luck other than that this mod was the primary issue. taking it out allowed me to load my game in. I will be heading to college classes and won't be back to continue up on this in about 9 hours but ill make sure to look here for any responses.

https://gist.github.com/HugsLibRecordKeeper/5d871e90696de347d8156e2839b3cb81
WJSabey 4 OCT a las 1:51 p. m. 
Is it possible to disable this on a per-pawn basis? I love it for most pawns, but some xenotypes shouldn't have normal heads, and this overrides that.
CHRISTIE MONTEIRO 3 OCT a las 1:06 p. m. 
some helmets are worn sideways, for example: from the obsidia fashion
tanyfilina 28 SEP a las 5:15 a. m. 
Any hope for making this mod compatible with different xenotype heads and corresponding mods, like More Yttakin face by Akke ?
Laff 27 SEP a las 4:09 a. m. 
Pawns are closing their eyes whil relaxing socially, even whilst walking to the social relaxation spot, must be a bug.
Daddy Engi 26 SEP a las 11:18 a. m. 
The mod is only working on male pawns and not female ones. Is there any change you know what causes this?
Evennacht 25 SEP a las 11:20 p. m. 
Faces animate while in bio sculptor pods. They should use sleeping animation instead.
Dlitz 17 SEP a las 9:37 a. m. 
Using Vanilla Factions Expanded - Pirates and Facial Animation-WIP together will cause constant errors in the foundry.
Fruchtgummi 14 SEP a las 7:27 a. m. 
Just a heads up: The recent update seemingly fixed some problems with eyes being invisible. It does not appear that it fixes my issue with shamblers and other special entities (unnatural corpse. Don't know if there's more) spawning without eyes. Or rather the eyes being drawn below the head layer it seems?
Soloquin 13 SEP a las 10:54 p. m. 
Can you bring back the eye makeup for Lidgirly01 and lidgirly02? They made my character look quite good.
Fruchtgummi 13 SEP a las 12:12 p. m. 
Hi there! I seem to have a strange problem that I don't really see here in the comments I THINK.

Problem is that some entities spawn with hidden eye textures. More specifically I can't see the Lid and Eye textures. Everything else shows up as intended.

When fiddling around with the head types I can see a "NOT_Head" option which makes the head - and only the head - invisible. All the other textures remain visible and even the missing Lid and Eye textures become visible. This makes me think that those specific textures are drawn BEHIND the pawns head layer.

Now the thing that confuses me the most: This issue does exclusively happen with shamblers (and a unnatural corpse) from the Anomaly DLC. And even then it doesn't always happen. Whenever there are shamblers approaching some of them work perfectly fine and some just...miss their Lid and Eye textures. Aside from that I failed to se a pattern thus far.

https://gist.github.com/HugsLibRecordKeeper/824f99f8ca6739e4cc77aef9353cb7a6
Kaschey 13 SEP a las 9:13 a. m. 
Sure, I can try. Just don't call me "san" please
Nals  [autor] 13 SEP a las 8:51 a. m. 
@Kaschey-san
I was chasing a different glitch and hadn't found a good fix. Your comment helped me find a solution. Thanks. Maybe the issue you pointed out can be fixed as well. Could you try changing 'CutoutSkinOverlay' to 'CutoutSkinOverride' and check if it fixes the issue?
神说万岁 13 SEP a las 8:11 a. m. 
The newly added option to disable xenomors may cause bugs in some mods' built-in head genes when disabled, resulting in misalignment between the head and torso,
Kaschey 11 SEP a las 8:00 p. m. 
Since the latest update, I've got an issue: Motz from "Outland - Motz Coalition" have their portraits broken. They have their fluff always rendered in front of their faces which completely covers them. If anyone has the same issue, here's the solution I discovered so far:

Go to Steam/steamapps/workshop/content/294100/1635901197/1.5/Defs/FaceTypeDefs/Human/HeadType

Open this file via notebook and delete 3 identical lines: "<shaderColorOverride>Map/CutoutSkinOverlay</shaderColorOverride>"

That fixed it for me.
pyrobladeich 11 SEP a las 7:09 p. m. 
Request: Would it be possible to interoperate a facing direction control much like the "lying face" mod? This would allow the player to pick what position a pawn would sleep in their bed.
AJarOfDirt 10 SEP a las 12:30 p. m. 
Why do you have a release notes section when there is a dedicated change notes section?
󰀒Ave󰀒 9 SEP a las 12:35 p. m. 
Thanks for fixing this issue that quick, everything works like a charm ^^
Mega 8 SEP a las 4:25 p. m. 
@Arkalon I'm on the same boat. Strange... I wonder what changed? Hopefully somebody figures out a way to fix this.
󰀒Ave󰀒 8 SEP a las 1:58 p. m. 
There is an issue with color of "head skin overlay" - it is always red hue no matter what, and it just doesn't work for unnatural xenotype skin colors like gray, white, purple itp.

It looks really odd when shadow on you waster's head is pink while shadow on its body is gray as it shoud be on whole body ;/

(I know that it is possible to disable this mod for certain races, but that simply is not an option)
Hobo Boi 6 SEP a las 5:28 p. m. 
@Ridge - Not sure if you are using the "[NL] Custom Coordinate Offset" mod but I got mine to work by disabling it.
Arkalon 6 SEP a las 6:36 a. m. 
completely broke, I don't know what happened, custom xenotypes just don't render body + parts anymore, no tails no horns nothing
SILVERIII 5 SEP a las 7:24 p. m. 
Ask question here,why my facial animation mods does not work?It seems some mods will turn off the function.Or place mods wrong order?
Ost Spellman 5 SEP a las 2:31 a. m. 
if using the performance optimizer mod and this mod together, go into performance optimizer mod setting and turn off "faster GetComp methods replacements" that solved the invisibility problem for me :)
Kasa 4 SEP a las 12:02 p. m. 
You should do what @Ridge did and link to a error log. Saying you have this invisibility error that only some people are experiencing without a log doesn't really help the mod author.
Cado 4 SEP a las 10:43 a. m. 
Loaded a save and everyone is invisible + 1 fps
神说万岁 3 SEP a las 7:18 a. m. 
Conflict with certain mods can result in disabling dynamic expressions for a certain race, causing the head texture to be placed after the torso texture
Mister Buisness Mann 31 AGO a las 11:01 a. m. 
The settings that are supposed to disable facial animations in the modsettings and restore the original vanilla head do not work as they keep redrawing the head behind the body of the pawn, as well as those heads always being completely blank. Should be an easy fix I hope
Ridge 29 AGO a las 1:44 p. m. 
Same issue here - pawns are inivisible. Unsure what the conflict is, but here's some logs: https://gist.github.com/HugsLibRecordKeeper/96694db5c160f2319231d6f4a4622947