Download: http://www.mediafire.com/file/me32vev6f ... ckage/file
Youtube preview of update: https://www.youtube.com/watch?v=x_4gX6uFkJA
For a preview of the other parts and downloads of previous versions see the changelog below.
Updated 4 heads with animations and morphs (names tabbed in are morphs of the nontabbed name above them)
Utahraptor (model has also been updated to more closely match skull shape and have lips)
- Pteranodon female
Geosternbergia male and female
- Triceratops prorsus - Adult, adolescent, juvenile, hatchling
- American Alligator
Gharial male and female
All parts with morphs only animate in the creature editor
Only the downward morph handle on the Utahraptor skull works properly, the other two are just partial duplicates of the downward one (they were meant to alter the skull shape, but I was not able to figure out how to get multiple morphs to work)
For those of you updating from version 1.2 or earlier, you might see the head size of creatures you've made with the 4 old heads that were updated change. Since I was unable to open the original files for these parts I had to remake them and just guess at model scale. I have not checked all models but I have confirmed that the Pteranodon head will grow on old creatures.
Download: http://www.mediafire.com/file/jmxn3zdcb ... ckage/file
Youtube preview of new parts: https://www.youtube.com/watch?v=f5o6pVC ... e=youtu.be
For a preview of the other parts that were already in this mod see version 1.1 below.
4 new heads, all of which animate:
The Pachycephalosaurus head also includes morphs to turn into 4 other species. Here are the rough values of where you should drag the handle to match the species:
25%- Stygimoloch (or young Pachycephalosaurus depending on whether or not you believe it's a juvenille Pachy)
50%- Dracorex (or very young Pachy)
The Pachycephalosaurus head only animates in the editor, not sure why since the other 3 heads work just fine outside the editor
For known issues for the older parts see the changelog below.
Also, for those who are wondering, since I figured out how to animate heads now I might go back and animate the other older heads if I can. That's not a promise though, since I am busy with real life and I am unable to open the rw4 files for them (I do have the original model files, but I have no idea how I scaled any of them when I was working with them in Blender). Also since many of the heads were very quick edits of other heads (such as all the raptors), some of them probably have stuff like warped teeth that I didn't bother fixing before since they were hidden from view.
Download: http://www.mediafire.com/file/qy3b6z4uq ... .1.package
Youtube preview v1.1: http://www.youtube.com/watch?v=k8_OeNR8BOw&t=15s
I was planning on waiting to release v1.1 until I had all the heads I have planned made, but since it'll probably take a few weeks or even months to finish them all at the rate I've been going, I'm releasing a portion of the heads early.
Updated to now have 36 dinosaur heads of the following species:
Edmontosaurus Male (crested version)
Edmontosaurus Female (non-crested version)
Only four of the heads animate (T. rex, Spinosaurus, Carnotaurus, and Giganotosaurus). I made these 4 heads over a year ago, so I don't remember exactly how I got animations to work properly on them (I can get the new heads to animate, but I'm also getting a bad bug where the heads spin backwards randomly). Since it's way faster to make new parts without animations anyways, I'm just leaving the rest without animations.
Animations for the 4 heads for the most part work, but sometimes the mouth doesn't close all the way when it should (for example when biting). Doesn't look too bad, and since I can't figure out animations anyways I don't plan on trying to fixing it.
Textures will show up blurry in the creature editor if you have a lot of parts. They show up fine for me in game, although I do have a 4k texture mod.