miraf001 0 Posted December 10, 2021 (edited) Hi, i was playing with KOTORmax and danglymeshes lately. They seems to work perfectly on head meshes, or items that have them in vanilla, but when i was trying to add athem to another model, they dont move at all. For example, Effixian's Dancer's Outfit: It has mdl file with dangly mesh, everything seems to be correct, but in game it doesnt work. Can you advise ? Thank you. Edited December 10, 2021 by miraf001 Quote Share this post Link to post Share on other sites
seedhartha 116 Posted December 10, 2021 Add them to another model how? I might be able to help you pinpoint the issue if you share the edited model. The way danglymeshes work, in theory, is that you assign to each vertex a weight between 0 and 255. This weight is how much a vertex is affected by character movement and wind. 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted December 10, 2021 Without seeing the model as seedhartha suggested, I'd take a stab in the dark that you are trying to apply it to a skinned mesh. 1 Quote Share this post Link to post Share on other sites
miraf001 0 Posted December 10, 2021 Thank you for your replies. I am not trying to apply it to a skinned mesh, I actually managed to make dangly meshes before without issues, just yesterday i tried to convert to danglymesh hair hrom your mod Handmaiden with Long Hair, and it worked like a charm. Well one of the first experiments I made was just to add dangly meshes from Attons jacket to basic female underwear model. I used the text editor and ascii models. And it didnt work, there is no movement in game. File in attachment. pfbam-kotormax.mdl.ascii Quote Share this post Link to post Share on other sites
Effix 531 Posted December 10, 2021 3 hours ago, miraf001 said: Hi, i was playing with KOTORmax and danglymeshes lately. They seems to work perfectly on head meshes, or items that have them in vanilla, but when i was trying to add athem to another model, they dont move at all. For example, Effixian's Dancer's Outfit: It has mdl file with dangly mesh, everything seems to be correct, but in game it doesnt work. Can you advise ? Thank you. ps the mod uses the vanilla Bastila model that was left in the K2 files. So it's as good or bad as Bastila's K1 model. Quote Share this post Link to post Share on other sites
seedhartha 116 Posted December 10, 2021 Hmm, the ASCII looks normal. Please attach exported MDL/MDX, unless DP beats me to it. Quote Share this post Link to post Share on other sites
miraf001 0 Posted December 10, 2021 Here they are. Exported with MDLedit v 1.0.3 PFBAM.mdx PFBAM.mdl 3 hours ago, Effix said: ps the mod uses the vanilla Bastila model that was left in the K2 files. So it's as good or bad as Bastila's K1 model. Well that's it, I think the mesh is perfectly fine, but the problem is that it replaces mesh, that doesn't have dangly mesh in vanilla, in this case the dancer outfit. Quote Share this post Link to post Share on other sites
Effix 531 Posted December 10, 2021 I'm sorry, maybe some miscommunication, the model in the mod has 0% to do with the vanilla Dancer's outfit. You can put any model in your override with a filename that the game expects there to be. There's 14, see the appearance.2da entry: Anyway, back to dangly things, and I'm far from an expert on these things. I noticed them on being on heads, and they work nicely for an old game like this. I can't say I have seen such mechanics on the body models, maybe it doesn't work on those, maybe someone more experienced can enlighten us on that. Quote Share this post Link to post Share on other sites
miraf001 0 Posted December 10, 2021 1 hour ago, Effix said: I'm sorry, maybe some miscommunication, the model in the mod has 0% to do with the vanilla Dancer's outfit. You can put any model in your override with a filename that the game expects there to be. There's 14, see the appearance.2da entry: Anyway, back to dangly things, and I'm far from an expert on these things. I noticed them on being on heads, and they work nicely for an old game like this. I can't say I have seen such mechanics on the body models, maybe it doesn't work on those, maybe someone more experienced can enlighten us on that. No miscomunication, i understand what you mean. What I ment was if there isn't some value outside of the mesh file (possibly in the. 2da file, i know very little of them) that determines if the dangle mesh moves or not. I haven't tried yet to replace mesh that has dangly bits in vanilla. If it's going to work, then i might be on to something. Quote Share this post Link to post Share on other sites
seedhartha 116 Posted December 11, 2021 @miraf001 I believe danglymeshes work in your case, but the effect is very subtle. Try increasing "displacement" property from 0.03 to something like 0.1. P.S. I'm using KotorBlender so no idea how to do that in KotorMax. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted December 11, 2021 KMax has a special UI for it: Quote Share this post Link to post Share on other sites
miraf001 0 Posted December 11, 2021 Well it seems that problem was caused by the old version of MDLedit. I discovered a beta version that i wasn't aware of and i have a much better results with it. Still weird that the head meshes worked ok with 1.0.3. Anyway, thank you all. Quote Share this post Link to post Share on other sites