Sunday at 07:12 AM2 days Author Localization 9 hours ago, stellium said:@id-daemon Sorry to poke you about this, are you still able to help? I still think both options are needed.I'm still not sure what you mean by those options. Exporting facial expressions (like mouth open, eye blink etc) is possible. But exporting heads from the character creator is NOT possible. So i have to guess that none of the options i could do would be useful to you. Because it seems the only thing you need is getting custom head from character creator.
7 hours ago7 hr On 7/5/2026 at 3:12 AM, id-daemon said:I'm still not sure what you mean by those options. Exporting facial expressions (like mouth open, eye blink etc) is possible. But exporting heads from the character creator is NOT possible. So i have to guess that none of the options i could do would be useful to you. Because it seems the only thing you need is getting custom head from character creator.Perhaps I should clarify what I'm hoping to do with the models. IceBuckets was able to port the DAI heads for use with the DAO Toolset by taking the morph targets and meshes. I'd like to help him make a DATV version of his ports.What we need from DATV is the ability to extract the game's placement of certain bones that line up with how they morph. I know that DATV does morphs via skeletons, but in other games they were done through actual morph targets. IceBuckets was able to extract the morph target resource files from DAI, which uses skeleton deformations like DATV does. We need to extract skeletons, apply on the mesh to make a morph target. Then from there we'd have to totally rerig and adjust every single one of those for a DAO/DA2 skeleton.As for the heads from the DATV character creator, I'm not sure how they work, but do you mind explaining why they can't be extracted? To my understanding, major NPCs like Solas can have their heads extracted, but your tools are still unable to extract minor NPCs' or Rook's head morph skeletons or the bone deformation settings for the CC. For the port process we would need both the mesh and the skeleton deformations for the CC heads. It's not ideal but would ripping it directly from an in-game Rook using NinjaRipper work? Edited 7 hours ago7 hr by stellium clarification
Create an account or sign in to comment