syasuker wrote:
bad news.I don't understand your tools.
Can you write a tutorial how to transfer the bones?
If you have the time

Sure, that's fairly easy. If you already figured out how to use MeshInjectorDual ... there is an option for the 'boneSubFile', set it to a text file of your choice...
boneSubFile = 'myBoneSubs.txt'
Inside of that text file add all of the substitutions you want to make. For example, if your source model has a wrist bone and the target model does not you may want to assign it to the bone that does exist. For all of these place them each on a new line in your .txt so that it looks something like this. Place the source bone followed by a pipe '|' then the target bone name.
OPT_L_Wrist_A|OPT_Left_Hand_Root
OPT_R_Wrist_A|OPT_Right_Hand_Root
OPT_whatever|MOT00_Hips
So you will need to know that actual bone names in order to replace them.
bbbmods wrote:@Protocol X27
Curious about your recent tool. I read the description you gave, but not quite sure I fully understand. It sounds similar to the tmc polygon tools which can swap and append parts without the use of blender or renaming. The only exception is special animated parts like skirts and scarfs and stuff cant swap properly if the tmc doesn't have those bones. does your tool swap the animated parts as well? also, by append, do you mean the same way tmc polygons tool appends, which adds a mesh to an existing slot without removing the original, or does it create a new slot? (eg. tmc has only wgt_body, wgt_body_1, wgt_body_2. will it create a wgt_body_3 along with a new texture slot?)
Welcome to Xentax
In a sense, my util sounds like it's doing the same stuff as the other one, but it can remap bones if similar bones are available. I have no idea/if when we'll reach the point of inserting bones so for now, a target costume with accessory bones can have original accessory bones updated to the new ones without weight painting. Since the names are so generic/numbered though, it could be time consuming still to identify skirt1A > coat72z.
I guess I wasn't aware that tmc polygon tool appends as well. Yes, when appending it will add the mesh the end of the current one, so wgt_body 8 will have it's original mesh plus the new piece.
I'm not sure what's needed to add a new slot. I attempted it once and kept Noesis from crashing, but I didn't find everything needed to make it work properly.
Edit:
Ummm #$%#%$@%$@#$ ... I think I just figured out how to insert a 'new' mesh object.
Thought, I'd try it again since it's been months, fresh eyes, and more knowledge of the containers. It took a bit, but I think I found all of the values. Only tried with the Xbox, so far but I got it work in Noesis. Now the trick'd be to automate the process. Just don't have much time over the next three weeks.
