Puppet Modding


Using the Puppet Editor

Here we'll go through the different tabs of the Puppet Viewer. You can reach this by going to the Debug Viewer and selecting Puppets.


In what follows, the update button always applies the changes, though you still need to press "Save" to actually save them.

Layers

This contains all the layers of the puppet in draw order, higher layers are drawn above lower layers. When you press "fillout" it will add all layers that exist in the folder of the Puppet name you're working with. However, you can use layers from all Puppets (as you can see here the Human is also used). This is also why all layer names need to be distinct, even if they belong to different puppets.


Puppets

This tab links each layer to a puppet. Fillout will try to do this automatically.


Skeleton

This is the underlying skeleton for puppet animations, moving a bone earlier in the tree moves all bones further down in the tree. For example, rotating hs_uparm1 also causes hs_downarm1 and hs_hand1 to move, but nothing else. Note that bones can have different names than layers.
Set Rests from PuppetSources allows the game to manually set the positions of each bones if it can. Here it can partially do this, since the Human puppet already exists, but you'll have to set the bone positions of the HugeSlime yourself.


Bonelinks

This links each layer to a bone in the skeleton. If that bone moves the linked layers move with it. Generally bones and layers are named the same (and Quick Fill will fill this out automatically), but that doesn't have to be the case. For example, the eyes, mouth, hair, and head, are all linked to the head layer.


Bones

This is the hard part. Here you have to set the positions of each bone. Click on a button to the left to be able to drag the bone to its new rest position, this should be the pivot for rotations. Once you're close, press the Tryout Animations button at the top, this will allow you to test it out.
Hold "Right Click" to rotate bones.



Dupes

This duplicates certain layers. For example, the right arm and leg of the Human are a copy of their left ones. A + in front of the line indicates that the target must be mirrored. If you drew a second arm layer yourself, you can remove the selected lines from here. You may have to press Update + Save for it to register, or may even have to reload the editor.


HideLayers

It hides the given layers, useful when you're setting bones in parts that are obscured by others. Hide bones also allows you to see the image more clearly.


Scaling

This allows rescaling individual bones. Here the HugeSlime is made larger while the Human is made smaller to fit inside of her more easily.


Grappling

These are the layers of the grapple target (mostly the Human). These are only shown when the target (mostly the player) is grappled. "Nude Grapple" means the player loses her clothing when grappled. Often these are left empty.


Visuals

This allows setting eye/skin/haircolor of the Puppet, it only affects the puppet in this editor.


Get Ero Slayers Mods

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