ebmar 893 Posted January 6, 2019 (edited) Greetings, fellow Jedi! Hope y'all having a good time. I am here to ask; Are there any consequences for a model that is missing a letter(s) on its node? I'm pointing to the vanilla comm_a_m model which appeared in the game as Asian commoners head appearance. Particularly this variant: Big thanks to @Thor110 for referencing Simple Model Viewer on [WIP] Expanded Galaxy Mod thread; very helpful tool to provide quick-detailed screenshot for the model and its texture! Here's also a screenshot of the model's information, opened with MDLedit: As we can see there; usually in any other head models [including its counterpart comm_a_m2] they are written as eyeRA and eyeLA respectively, which leads me to asking the forum about the matter. I hope the information provided is sufficient, and many thanks for considering this. Edited January 6, 2019 by ebmar Added information to the program used for the model's screenshot 1 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 6, 2019 The eyes (and eyelashes) are effectively bones, so yes, any misnamed bone will not inherit animation. The eyeball trimeshes must be named eyeRA/eyeLA and the lashes trimeshes eyeRlid/eyeLlid. 1 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 6, 2019 (edited) 4 hours ago, DarthParametric said: The eyes (and eyelashes) are effectively bones, so yes, any misnamed bone will not inherit animation. The eyeball trimeshes must be named eyeRA/eyeLA and the lashes trimeshes eyeRlid/eyeLlid. Thank you for the insight! I noticed the differences soon after attempting to change the head trimesh of my requested "hi-poly L_commF and L_commM" model you posted here which is using the comm_a_m model as its head. But until the information above, I'm not really sure what is going on with the model with/without the change. Think now I'm convinced, thanks! Edited January 6, 2019 by ebmar 1 Quote Share this post Link to post Share on other sites
Thor110 485 Posted January 6, 2019 If you have an Xbox controller or a program to create macros you can use that to quickly extract the entire directory in that format to gain all the textures, split them into m01/m02 folders and then search for "*.*" let it finish searching and then cut and paste it into either the same directory ( end_m01 or dan_m13 ) for the corresponding module. I have been using Xpadder, it made extracting models for easy viewing with this program much less painful for me. Thor110 Spoiler 1 Quote Share this post Link to post Share on other sites