
If you guys are relatively old Hongfire comrades, you’ll probably know that I’m the author of translations like the one for “Ore ga Shujinkou” (“I’m the Hero”) and “Ren’ai+H” (the route of Nana).īut, with so many hidden treasures still awaiting a translation from Japanese language, I thought it would be nice to give it my shot. After thinking about it for a while, I decided to immerse myself in the wonderful universe of visual novels and other related games as a translator. each lines of this file is formatted as follow:īone_name local_position(Vector3) local_rotation(Quaternion) local_scale(Vector3) When you save your character the new head id will be saved too (no need to redo this operation at each launch, you don't need the plugin anymore).īonus: by pressing F a new file named pose.txt is created in the base folder which stores, for all bone which are not in their rest position, their transformations. Then launch the maker and select Facial preset in the left list and you should see a new panel with a list of buttons for switching of head.
#Artificial academy 2 hongfire male personality install
Now you can install the plugin, you will need the Illusion Plugin Architecture (that you can get with the translation), You just need to copy the dll in the plugins folder. If you create an asset from scratch you will loose the script which controls the shapekey. I have added a new head in the file cf_head_test.unit圓d by copying then modifying using the SB3Utility the initial head asset (cf_head_00.unit圓d). P_cf_head_01 name of the head prefab in the asset (no need to change it except if you plan to have multiple prefabs head prefabs in the same asset) 200000 0 default chara/cf_head_00.unit圓d 0 p_cf_head_01 1 0 0 0 0 0 0 <- original headĢ00001 0 Test chara/cf_head_test.unit圓d 0 p_cf_head_01 1 0 0 0 0 0 0 <- additional headĬhara/cf_head_test.unit圓d is the path to the asset which contains the new head with custom base shape and custom keys.
