I also suspected mod thread rules are not that strict. In the end, it's just about 'setting it up', I guess. I might look in it then there's enough stuff to share at once.
You see, like with everything graphics related, there are 3 points of interest for MBM-modding: scripts in data.unity3d, graphics in asset bundles/streaming assets and Assembly-Csharp.dll. I could've tweaked quite a lot of things myself if only dnspyex could've handle recompilation better.
So, we're still quite limited in this aspect. BepInEx does help, sure, but I don't know how to write my own code for it.
- Or the other way around: Maybe you can make a dll that gives me access to the animation/figures and I can set the right animation in BepInEx... somehow?
Not sure if I understand it... animation/figure file is a .skel, binary spine file for each pose in the game which I'm editing with licensed spine editor. Once I add new slots for new assets, I save that file, repack it to .bundles and adding new lines/slots to both SpineData config and character's config files (Human, Dragonian, Dwarf etc. if necessary).
As for animations, I just find it strange how animation states works. I believe it's mostly hard-coded in Assembly-Csharp.dll, since changing Spine .skel file and adding new animation state isn't enough, as well as editing SpineData config file doesn't seem enough to get it work either.
Well, it's still something to think about. Maybe I'll figure it out one day, maybe not.
- I also like the way you currently implemented it as cum inflation.
You know... I think it's actually a better way to handle it, all other limitations considered.
A better aspect of it, of course, it works without Assembly tweak and it doesn't use unique graphics asset. It's just a copied pregnant belly sprite copied above normal pregnant state at first creampie, and then it just adds slots to increase that sprite size x1.1 for second state and then x1.2 for the third state. Yeah, every affected skeleton (about 60, IIRC) needs to be tweaked individually. But it can be done and I'll work on it after Tits V2 gets a release.
Some fun with editor, consider it as another joke edit, I'm mostly just learning spine with MBM edits anyway:
View attachment 2639615
On another thought: I probably can make monsters to have tits as a random applied asset. As posted before:
View attachment 2639634
Since I learned a bit about setting up additional graphics slots/conditions to turn them on, maybe I'll be able to implement that abomination