Author Topic: Blockhead with Original Bones  (Read 6327 times)

I have yet to see someone make an add-on that can use custom animations for the blockhead.

I have yet to see someone make an add-on that can use custom animations for the blockhead.
Well now they can.

Thanks for sharing, Greg


Well now they can.

Prove it, then, without replacing any default shapes.

Prove it, then, without replacing any default shapes.
Key, give me 24 hours.

« Last Edit: September 27, 2009, 11:15:45 PM by Jimmg »

Now I don't completely hate you :D

http://www.youtube.com/watch?v=_xMqhuy0isk Ahem.
0:25.
No tard :(
That's just a player type with the ripped model.

He meant adding dsqs while still using standard player model.

No tard :(
That's just a player type with the ripped model.

He meant adding dsqs while still using standard player model.
You don't have to replace shapes to add dsq's anyhow. Baddy just needs to opensource the player.cs for the blockhead :c
« Last Edit: September 28, 2009, 08:11:07 AM by Jimmg »


http://www.youtube.com/watch?v=_xMqhuy0isk Ahem.
0:25.

No. You're doing it wrong. Its not how its supposed to be. I'm sorry. Try failing some other time?

No tard :(
That's just a player type with the ripped model.

He meant adding dsqs while still using standard player model.

This.

You don't have to replace shapes to add dsq's anyhow. Baddy just needs to opensource the player.cs for the blockhead :c

No, you do not know what you're talking about. Even if Badspot did, we can't do the stuff we do with the standard player.
« Last Edit: September 29, 2009, 12:03:02 AM by Jaydee »

I made a function that adds sequences without overwriting any, but it seems the TSShapeConstructor datablock's sequences are loaded when its made, and there is no way to load new stuff :(


Did it earlier, materials get forgeted over.

No. You're still not getting it. "Using" the standard model, not "copying-it-over-to-a-separate-add-on-that-you-think-is-'using'-the-standard-model"