Snoopy
Smash Journeyman
- Joined
- Jan 3, 2010
- Messages
- 367
or you could ask me. Eternal Yoshi, i'll assume you know a bit about hexing. first, you go to the bone offset you want to change, and the bone index number is 16 bytes from the beginning of the bone, you should be able to recognize it by the number of the bone, like the 2nd bone would be 00000001, the 11th bone would be 0000000A. second, change the bone index to whatever you want, as long as it's within how many bones the model has, and that's the basics of bone hexing. i've also found that some bones can actually share index numbers, which i found out after i gave you back the Gray Fox model. what you should do with Gray Fox is hex is ThrowN back to what it originally was, and then hex his BodyM to be the same as the TransN, and that should ensure that the model is always shown. oh, and i'm pretty sure you can't hex models that have added bones, but i haven't been able to confirm this yet, so you may need to get a fresh Gray Fox model, hex it, then add the bones in and put the new model in.
and there is a program that can do it, FortWaffes made it, it's called 'bone mods', the thread for it is in the Workshop General, the thread name is 'lets tinker with the bone structure' or something like that, and someone bumped it so it's on the first page. it can re-organize entire bone structures, but i haven't been able to get it to work right, it's a bit confusing.
and there is a program that can do it, FortWaffes made it, it's called 'bone mods', the thread for it is in the Workshop General, the thread name is 'lets tinker with the bone structure' or something like that, and someone bumped it so it's on the first page. it can re-organize entire bone structures, but i haven't been able to get it to work right, it's a bit confusing.