how would we go about adding the visibility bones? and make them work with model changer in psa?now im curious also so far you discovered how to triger lets say generate article X so we can generate the article but he doesnt have floating points yet im i right? also i think the floating points references might be in the rel or something
Ok, you asked for an explanation:
This is the model visibility section:
And this is the Model Changer 1:
When you change the Bone Group ID value, the other bone groups located in the switch will be turned off. If you set it to a number higher or less than the group count, all the groups will be invisible. Each switch contains groups of bones that control which polygons will be toggled on or off.
Model changer 1 uses the switches in Reference 1 while Model changer 2 uses the switches in Reference 2.
The default group value in each switch determines what group of bones should be visible at the start of every animation.
As for generating articles, there's an event for that. Each article has an ID so that's what the event calls. You can modify existing floating points but I'm just now sure how to add new ones that are attached to a new article yet. That's all. Just because I don't know how yet doesn't mean there's no way. ;O
WHOA! The title changed again.
Anyway, I am still hyped, can't wait for the new BB to come out. Please, HURRY UP!
this
man you are so freaking epic, with out you nothing would be possible
PS: please dont die
I'm going as fast as possible and don't worry I won't die.
Thread lurk oath broken. I'm here to give you an ultimately very generic yet brutally truthful exclamation of joy and hype that I detect may or may not be greater than or equal to the proclamations exclaimed before it.
All of my yes.
Keep up the good work.
Y'know, with this PSA stuff on the edge we're getting back to 4-5 pages a day, like back when model importing was in the same position. And now you drop the Article possibility on us?
The hype levels are maxed out lol.
Indeed