Custom Mimic Head Replacement

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Custom Mimic Head Replacement

Hello

I am trying to import a custom head model that supports facial animation into the witcher 2 however the face bones collapse to the "head_face" bone for some reason.

Ive worked hard to examine every possible cause to no avail the only hint is that the Skeleton ID may not match and causes the engine to collapse the mimic face bones. this also happens when you try to interchange other mimic models from different skeletons their IDs are the only unique factor, but i'm only speculating.

there is no documentation on this anywhere so i was curious to know if anyone had any experience on the subject it would help me alot.

double thanks in advance
ps : i have pictures Offical to the left custom to the Right
ps+: also i noticed the model format is different I only have access to the red engine model format .RE but the official work used a .MMM file this format is unknown.
 

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Update!

I was ready to give up thinking i've hit a dead end, but it seems my theory has checked out!
by carefully selecting and assigning bones in a specific order you can match the ID's with the skeletal IDs of the mimic heads even with the .Re format I did a reimport and now the deformations are congruent with the change of the bone axis and those vertices no longer collapses to one central bone!

now I have the task of aligning the bone axis as they appear in the editor shame there is no option to highlight individual bones its like trying to find a constellation in the sky -- but ill live

once i manage this I want to move onto making custom cloth ragdolls for capes.
PS: for anyone out there interested in modding the witcher2 the mesh import fails once the .RE file size reaches 9MB or rather a model >= 124,000k polygons ive yet to meet a material/texture cap.
 

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