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Help & Tutorials => Model Tutorials => Topic started by: BlackJax96 on February 23, 2012, 07:10:16 PM



Title: DAE Model Importing for Dummies
Post by: BlackJax96 on February 23, 2012, 07:10:16 PM
Parts I - IV by Beyond.

First off let me give you a basic rundown of what this tutorial covers. With the release of BrawlBox v0.65, it is now possible to import models from other games into Brawl, so I will be explaining how to import a model over an existing Brawl character and have it work as an single costume for that character.

This tutorial will cover importing a model and skeleton into max, basic rigging, proper import/export settings, various glitch fixing, and advanced model features for in-game such as metal textures, moving eyes, and changing faces.

*I will not explain where to get models from/how to rip models or where to get 3DS Max. :srs:

Things you will need:
- 3ds Max 2010, 2011, or 2014 (2012 and 2013 probably work too).
I recommend using 2014. You can download 3ds Max for free here (http://students.autodesk.com) if you are a high school student (or not).
*3DS Max 2010 and 2011 are used in this tutorial.*
Tutorial for Maya users: http://forums.kc-mm.com/index.php?topic=58027.0 (http://forums.kc-mm.com/index.php?topic=58027.0)
- BrawlBox v0.71 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35494)
- A model you want to import
- The .pac/.pcs of the character you want to port the model over. (https://www.dropbox.com/s/p01chjw1j1k4zuz/fighter?v=l)
- Script to detach objects by material ID (http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id)

NOTICE: Brawlbox v0.71 has a significant upgrade (the tristripper) that can optimize the data size of model meshes.
USE ONLY BRAWLBOX v0.71 to import your model, then feel free to edit the model with whatever Brawlbox version you want. If you imported the model using any older version, see below under "Part VII: More Information & Tutorials" - "Optimizing a model's mesh to reduce possible lag". This will allow you to fix the problem.

Basic 3DS Max Navigation Guide:
Zoom In/Out - Spin the scroll wheel
Panning/moving your view - Ctrl + Scroll Wheel Button and drag
Rotating your view - Alt + Scroll Wheel Button and drag
Also, pressing the Z key while an object is selected will auto zoom on the object into view.

Alternatively, in the bottom right corner of 3DS Max, are your navigation tools.
(http://i.imgur.com/DInYJ.png)
You can use this for basic viewport navigation, such as zooming in and out and panning your view. Rest your mouse arrow over them to see each ones function.


Useful Links:
Exchange Bone Weights Script (http://www.creativecrash.com/3dsmax/downloads/scripts-plugins/c/exchange-bone-weights)
BrawlBox Thread (http://forums.kc-mm.com/index.php?topic=17547.0)
Justin712's Rigging Tutorial (http://forums.kc-mm.com/index.php?topic=35239.0)
Compatible .DAE Plugin (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10204944)
If you absolutely cannot find a working DAE plugin, try using the ones I have (https://www.dropbox.com/s/bsf8vkmsgtn8fsv/3DS%20Max%20Collada%20Plugins.zip) for 3ds Max 2010 and 8.


Table of Contents:

Part I: Getting Stuff Set Up
Part II: Preparing your Skeleton
Part III: Preparing your Model
Part IV: Rigging your Model
Part V: Getting Your Model Into Brawl
Part VI: Advanced Features
Part VII: More Information & Tutorials

So lets get started!

Part I: Getting Stuff Set Up

*I will be showing my import of Yoko over Zerosuit Samus as an example in this tutorial (because it's already done).

1) Open up your character's .pac or .pcs in BrawlBox v0.71. You should see something like this:
(http://i.imgur.com/WORww.jpg)

2) Expand the ModelData[0], then the 3DModels(NW4R) folder and you should now see something similar to this:
(http://i.imgur.com/SKn7n.jpg)

3) Expand the MDL0. Then right click next to the gray box where it says Fit[YourCharactersName] and click "Preview".
(http://i.imgur.com/NZuNW.jpg)

4) The model preview window should pop up. Now take a good look at that model.  ;)
*Use the scroll wheel to zoom in and out, right click+drag to move the model, ctrl+right click+drag to rotate the model.
(http://i.imgur.com/imALT.jpg)

5) Close the model preview window. Now right click the MDL0 again, but this time click "Export".
(http://i.imgur.com/FFT7V.jpg)

A dialogue box should appear asking you to save your model. Name it whatever you want but make sure you save it as a .dae
(http://i.imgur.com/TknBo.jpg)

Depending on your Brawlbox version, it may ask you "Do you want to export weighted normals?" Go ahead and choose yes or no; it won't matter either way.

We're done with Brawlbox so you can close it for now.
Now the real work begins....


Part II: Preparing your Skeleton

1) Start up 3DS Max. You should see something like this:
Get used to looking at this. You'll be looking at it for a while. <_<
(http://i.imgur.com/HFpl4.png)

2) Click the button in the upper left hand corner. (http://i.imgur.com/EZjaL.png)

- In the drop down menu, go down to and click Reset.

- Now go down to and click Import:
(http://i.imgur.com/TUGtC.png)

- A dialogue box should appear asking what model you want import. Select the .dae you exported from BrawlBox earlier.
(http://i.imgur.com/c0IIy.jpg)

- This is important! Another dialogue box should appear similar to the one below, use the exact same settings as in the pic. The Cameras and Lights settings do not matter.
(http://i.imgur.com/1za2U.png)

 - *If you recieve an error similar to this, it's fine, and just click OK:
(http://i.imgur.com/C5hhF.png)


3) Your viewport should now look something like this:
(http://i.imgur.com/69yQN.jpg) (http://i.imgur.com/69yQN.jpg)
- Click within the bottom right preview window. And then in the bottom right corner of 3DS Max you should see this button (http://i.imgur.com/R0pRG.png), click it to expand your viewport.

Your viewport should now look something like this:
(http://i.imgur.com/UDdj9.jpg)

4) Now press the "H" key. This will bring up the "Select from Scene" dialogue box:
Dummy Bones are identified by this symbol (http://i.imgur.com/Nkcee.png), Polygons are identified by this symbol (http://i.imgur.com/NNEom.png).
(http://i.imgur.com/Qusx4.png)

- Scroll down and select all of the Polygons. Make sure you don't select any bones. Then Click OK.
(http://i.imgur.com/V0lci.png)

- Press the "Delete" key, this will delete the polygons and should leave you with the imported Skeleton.
(http://i.imgur.com/Hu9MA.jpg)


Your skeleton is now ready for a model to be rigged to it.
Now on to the hard part.....


This is the part of the tutorial where things may start to differ vastly between my examples and your actual workspace. I will try my best to explain the following concepts. If you are unfamiliar with working with 3DS Max, I would like to take this moment to draw your attention to the Basic 3DS Max Navigation Guide found at the start of the tutorial just in case you need it.


Part III: Preparing your Model

1) Click the top left hand button again (http://i.imgur.com/EZjaL.png), and go down and click Import again. And import your model.

*Note, that 3DS Max will only display models compatible with it. Certain model formats may need additional plugins installed or scripts to be imported.

2) Depending on your model and its format you may get a wide variety of results after it imported. It may be too large or too small, rotated the wrong way, or untextured.

*This is how my model imported:
(http://i.imgur.com/Ar7Sw.jpg)

3)  Now open this script (http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id) and drag it into 3ds Max.
Check "Bitmap" and then click DETACH.

4)  This step is not necessary but it is recommended.
In order to reduce MDL0 file size later on,
- click each object that has a different texture name,
- add an edit poly modifier,
- scroll down and click attach,
- and then select another object with the same texture in its name.
Attach any other objects individually the same way and then repeat for other objects with a different texture in their name. This process will make sure that there's exactly one object per texture.

5) Now that your model is all detached and fixed up, you can now apply the textures if they're not displaying correctly. The names of the objects should be the same as its texture's name with a few numbers at the end. Simply drag each texture onto each object.

6) Press the H key and make sure all of the polygons of your import model are selected and then click OK.
Your model will have a white bounding box(es) around it:
(http://i.imgur.com/T9Pyz.png)

7) Now that your model is selected, you have to position it so that it is relatively the same size and rotation as your Brawl skeleton.

These will involve using the Move (http://i.imgur.com/FlwuD.png), Rotate (http://i.imgur.com/RbpL4.png), and Scale (http://i.imgur.com/R245g.png) tools found in your menu bar.

Or alternatively you can Right Click and select it from the quick menu that appears:
(http://i.imgur.com/HzQg4.png)
(http://i.imgur.com/KvPC9.png)

Using them is pretty simple. After selecting the tool on the menu bar, just click and hold within the crosshairs that appear on your model and drag. I won't go into too much detail here, it should be self explanatory once you play around with it.

8.) You should have something similar to this, where your model is about the same size as your skeleton:
(http://i.imgur.com/EZxzc.png) (http://imgur.com/EZxzc)

As you can see, the arms aren't in T-pose. There are 2 solutions to this, I can either rotate the vertices of his arms into place or rotate his shoulder bones so that they match his current arms position. The same can be applied to other deformations your model may have. Do not MOVE or SCALE the bones!

I'll explain both for you. I recommend you read through both even if you choose one method over the other.

- Rotating the bone into place
1) To rotate the shoulder bone into place, I can can either press the H key and select the shoulder bone from the list or I can just click on it if I can see it within my viewport.
(http://i.imgur.com/bWK84.png)

2) Then with the rotate tool, rotate it into place.
(http://i.imgur.com/Q5nLz.png) (http://imgur.com/Q5nLz)

- Rotating the vertices into place
1) To rotate the vertices into place, select all of your model. Then to the right of your viewport is the command panel, click the Modify tab on the command panel.
(http://i.imgur.com/LrVuC.png) (http://imgur.com/LrVuC)

2) You should now see to your right something that says Modifier List. Click the drop down tab next to it and select Edit Mesh from the list.
(http://i.imgur.com/GcopG.png)

3) An Edit Mesh modifier will be added to all of your model. Now to your right under your modifer settings, Click what looks like 3 red dots to change your selection mode to Vertex.
(http://i.imgur.com/LnyXN.png) (http://imgur.com/LnyXN)

4) Your model should be covered in vertices. Now Click + Drag to select the portion of your model that doesn't quite line up. You can add onto your selection by holding Ctrl and subtract from your selection by holding Alt.

Then with your trusty move, rotate and scale tools; move the problems vertices into place. You can press Alt + X to make your model semi-transparent if that helps, press it again to undo it.
(http://i.imgur.com/H0Jhc.png) (http://imgur.com/H0Jhc)


Part IV: Rigging your Model

1) You should now have something similar to this, where your model and skeleton are relatively proportional to one another:
(http://i.imgur.com/GvnQV.png) (http://imgur.com/GvnQV)

- Now with your model selected, go drop down the modifier list again and this time scroll down and select Skin. This will add a Skin modifier to all your model.

2) Under the modifier settings, Click the Add button next to where it says Bones:.
(http://i.imgur.com/K7R9L.png) (http://imgur.com/K7R9L)

- A dialogue box should appear asking you to Select Bones. Go through and select ALL of the bones and then click Select.
(http://i.imgur.com/XvlqC.png)

3) You should now see the names of all your bones listed under the Skin Parameters to your right.

- Now click where it says Edit Envelopes and check the box next to where it says Vertices.
(http://i.imgur.com/EfMOs.png) (http://imgur.com/EfMOs)

4) Now to start rigging. Click + Drag to select a portion of vertices you want to rig.

*I will be selecting the area from his left elbow to the end of his left arm.
(http://i.imgur.com/MJLS7.png) (http://imgur.com/MJLS7)
* Remember you can deselect vertices by pressing Alt + Click and make your model semi-transparent by pressing Alt + X

- Now scroll down through the Skin parameters, and click the button that looks like a wrench. This will bring up the weight tool.
(http://i.imgur.com/BdyTA.png) (http://imgur.com/BdyTA)


5) Scroll back up through your Skin parameters to your list of bones and click the bone you want to weight your selected vertices to.

* I will be weighting my selection to Snakes LArmJ bone (his left elbow)
(http://i.imgur.com/TfKJM.png) (http://imgur.com/TfKJM)

- Then under your weight tool, click the 1 button. This will set the influence of your vertices to the bone you selected to 1, meaning that they will move only with that bone.
(http://i.imgur.com/X1l5m.png) (http://imgur.com/X1l5m)


6) Now to test your rig. Press the H key and select the bone you're currently rigging to from the list.

- With your rotate tool, rotate the bone. The portion you rigged and potentially other vertices that you haven't skinned yet should move with it.
(http://i.imgur.com/QWHJb.png) (http://imgur.com/QWHJb)
As you can see, there's some deformation around his elbow that needs some fixing so it bends smoother.


7) Make sure you undo any bone rotations you do. Then towards the bottom of 3DS Max, drag the timer a few frames forward.

* I will be moving it to frame 4
(http://i.imgur.com/OXQKx.png) (http://imgur.com/OXQKx)

- Then towards the bottom hit the Auto Key button, this will create a key frame. Then select your bone again and rotate it.
(http://i.imgur.com/Dweha.png) (http://imgur.com/Dweha)
- Then click the Auto Key button again.


8] Now press the H key and select all of your model. Then click the Edit Envelopes button again.

- Then select the vertices around the problem area.
(http://i.imgur.com/YB6Bb.png) (http://imgur.com/YB6Bb)

From the list of bones found under the Skin parameters, select the bone you're working with. Then under the Weight Tool, click the Blend button until it smoothes itself out.
You can also try selecting the bones before/after the one you're working with in the hierarchy and click the Blend button, *so for my example I could also blend with his Shoulder bone and his Wrist bone since I'm working with his Elbow.
(http://i.imgur.com/ZmdWH.png) (http://imgur.com/ZmdWH)


9) There may be a stray vertex/vertices that may need individual rigging to look right. Select those problematic vertices.

- Under the weight tool, it displays all the bones that this vertex or vertices are influenced by.
If you click one of these bones and click the top + and - you can increase and decrease it's influence.
You can also set a specific number by typing in a value in the box next to the Set Weight button, and then clicking that Set Weight button.
(http://i.imgur.com/QppjX.png) (http://imgur.com/QppjX)
Adjust the values until it looks right.
*Snakes arm shouldn't move with his BustN bone so I set its influence to 0.


10) Go through and rig the rest of the vertices in the same manner. When you're happy with it and done, drag the timer at the bottom of the screen back to frame 0.
Your model should be back to it's default pose:
(http://i.imgur.com/FQjfp.png) (http://imgur.com/FQjfp)

Now that you're all rigged, it's time to get your model ready for Brawl....

Part V: Getting Your Model Into Brawl

*I will be using a finalized model over Zerosuit Samus from here on.

1) Click the top left hand button one last time (http://i.imgur.com/EZjaL.png), and go down and click Export.
(http://i.imgur.com/1oZ6y.jpg)

2) In the dialog that appears, click the drop-down and select "Autodesk Collada (*.DAE)".
(http://i.imgur.com/rIc6D.jpg)
*Note, that 3DS Max will only display model formats compatible with it. Certain model formats may need additional plugins installed or scripts to be exported to.

3) Now navigate to the location that you want to export your model to and click Save. This is important! An export dialog similar to the one below will appear. Use the same settings as in the pic. Settings that are not visible do not matter.
(http://i.imgur.com/9DTpq.jpg)

 - *If you recieve an error similar to this,
(http://i.imgur.com/iqdC2.jpg)
It is NOT okay, but it is easily fixed. Repeat Step 2 under Part IV for any skin modifier and this error will go away.

4) Open up your character's .pac or .pcs in BrawlBox v0.71. You should see something like this:
(http://i.imgur.com/WORww.jpg)

5) Expand the ModelData[0], then the 3DModels(NW4R) folder and you should now see something similar to this:
(http://i.imgur.com/SKn7n.jpg)

6) Expand the MDL0. Then right click next to the gray box where it says Fit[YourCharactersName] and click "Replace".
(http://i.imgur.com/ubULJ.jpg)

7) Leave the options as they are and click Okay. It has also been known that "Remap Materials" can cause problems, so you might want to uncheck that. If you recieve an error, try the following:
- If the error says something like "DecodePrimitivesWeighted" then your rig is incorrect, meaning you didn't weight all the vertices to the bones correctly.
- If the error says something like "Object reference not set to an instance of an object" then you didn't include all the bones in a skin modifier.
- If the error says something like "Index out of bounds of the array" then try unchecking "Remap Materials" before importing.

8.) Texturing
After you imported the model in BrawlBox, right click on TextureData[0], and do Import > Texture.
Pick the same texture that was applied to the model in 3ds max, don't rename it.
Leave the options to default (should be CMPR) and click Okay.
You should see the texture appear in the Textures(NW4R) folder along with the original textures.
Delete (ctrl+del) all the unused textures from there.

If the texture looks all weird in-game after that, it's because you didn't uncheck Remap materials when importing the model in BrawlBox.

Part VI: Advanced Features

Metal Textures:

Use Brawlbox v0.65c or later for this.

1) Highlight the model in the tree view.
2) Go to the properties on the right and find the option that says "AutoMetalMaterials"
3) Change it to True and click Okay.
4) That's it! You're done.

Moving Eyes (http://forums.kc-mm.com/index.php?topic=43167.0)

Changing Faces:

VIS0 (Swapping objects):

When rigging your model and getting it ready to export, create/get seperate objects for the different faces (Blink, HalfBlink, etc).

Once you have your model imported into Brawlbox:

1. Locate the different face objects under the Objects folder
2. In the object properties, set the Visibility Bone to the corresponding bone (ex: the blink face has BlinkM as the visibility bone)
3. That's all you need to do.

SHP0 (Morphing objects):

1. Open your model in 3ds Max once it's ready to be imported.
2. Copy the normal face as a new object
3. Edit the new copy to blink, etc but DO NOT ADD OR REMOVE VERTICES. ONLY MOVE THEM.
(The reason for this is because each vertex is morphed to the corresponding vertex in the other face. If the vertices don't match exactly, it won't work)
4. Repeat steps 1 - 3 for each face morph

At this point, if you want to test if you did everything right, add a morpher modifier to the normal face.
Add the extra faces you made as morph destinations. If you can't, then you screwed up. Start over. If you can, and they work, delete the morpher modifier and continue.

5. Rig the normal face like usual
6. Copy the skin mod from the normal face and paste it on the other faces
7. Export model like normal
8. Import model like normal
9. Delete the objects of the extra faces (but DON'T DELETE THE NORMAL FACE) using v0.68b and a dialog will open asking you if you want to remove the vertex node for each one. Click NO every time.
10. Rename EVERY FACE VERTEX SET (even the normal one) to match the name of the original model's vertex sets. SHP0 uses the vertex set names of the normal face and the extra faces for morphing.
11. Save and that's it.

PAT0 (Switching textures) (http://forums.kc-mm.com/index.php?topic=46595.msg953411#msg953411)

Part VII: More Information & Tutorials

Model Exporting Rules:
- You will need 3ds Max. Blender does not work with this.
- Use the most compatible DAE exporting plugin! (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10204944) (2010 comes with the correct exporter already)
- Check "Triangulate" and "export as Single Matrix" on export.
- Each texture/material has to be assigned to its own object in 3DS Max.
- export Y-Up (or else your model will be face down on the floor in Brawlbox)
- Check Animation - Deformations - Skin.
- Delete all morphs. If you want to use face morphs for an import, make the faces into seperate objects.
- Do not use Physique to rig your model to a brawl skeleton, use the Skin modifier.
- Make sure everything is ungrouped. Grouped objects aren't exported to DAE.
- Make sure every single vertex is rigged, or you will get an import error.

Optimizing a model's mesh to reduce possible lag
http://forums.kc-mm.com/index.php?topic=65007.0 (http://forums.kc-mm.com/index.php?topic=65007.0)
Note: Unless you absolutely need to reduce influence count (which will result in a less accurate rig) to solve lag problems, it is not recommended to export an MDL0 to DAE and reimport it back to MDL0 just to optimize the facepoint count. This will most likely result in a reduction of float precision and may cause small changes in UV mapping, normals or vertex positions. Instead, right click the MDL0 itself and click "Optimize Mesh" from there. That will allow you to optimize all objects at once.

How to detach elements of an object based on its texture and keep your rig
1. Apply an "Edit Poly" modifier to the entire mesh you want to seperate.
2. Right click - copy the skin modifier, then click the light bulb to hide it.
3. Select the edit poly modifier.
4. Open this script (http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id). Check "Bitmap" and then click DETACH.
5. In order to reduce MDL0 file size later on, click each object that has a different texture name, add an edit poly modifier, scroll down and click attach, and then select another object with the same texture in its name. Attach any other objects individually the same way. Then repeat for other objects with a different texture in their name. This process will make sure that there's exactly one object per texture.
6. Now go click each new object, go to the modifiers, right click, and click paste. Then right click in the viewer and click "hide selected."
7. Repeat step 4 for each object until there are no objects left on the screen.
8. Right click in the viewer and click "unhide all."
9. You're done! Save if you haven't already. :srs:
Thanks to Justin712 for the skin copy trick.

How to get bones from a Brawl model in 3 steps
1. Export the model from Brawlbox v0.71 to DAE. Then import that DAE into 3ds Max. Make sure you change the unit conversion to centimeters (it defaults to inches, which will shrink your model).

2. Click each object separately and press delete. This will guarantee you don't delete any bones (because sometimes bones are selected with the objects if you use H to select them).

3. There you go, an MDL0 bone tree in 3ds Max.

How to use transparent textures (http://forums.kc-mm.com/index.php?topic=38135.0)

Video Tutorial by toonlink444 (http://forums.kc-mm.com/index.php?action=profile;u=4775):
Part one:
http://youtu.be/qBhMXvR79_o
Part two:
http://youtu.be/4cBCsYXTRyw

Semi-Outdated Video Tutorial by myself:
Part one:
http://www.youtube.com/watch?v=3L9_qXKYfr0#ws
Part two:
http://www.youtube.com/watch?v=JOrOUY0mY1U#ws

Model rigging tutorial by Justin712 (http://forums.kc-mm.com/index.php?topic=35239.0)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: TheLordKhon on February 24, 2012, 05:57:04 AM
My 3ds max can't open dae well "each time i import any format outside .3ds it look like paper" i don't know why it open only 3ds well and btw it export in any format,if you could make brawlbox export 3ds,it would save my life also nice tutorial


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 24, 2012, 06:22:09 AM
already asked this on the help board and im being completely ignored...

a good DAE importer plugin?
and i mean IMPORTER, cuz i continuesly have to work with 3ds max 8 to import stuff, and it cant handle brawlbox's DAEs...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on February 24, 2012, 04:11:00 PM
already asked this on the help board and im being completely ignored...

a good DAE importer plugin?
and i mean IMPORTER, cuz i continuesly have to work with 3ds max 8 to import stuff, and it cant handle brawlbox's DAEs...


I just tested my importer for 3DS Max 8.
Everything imported perfectly except for the bones on skin modifiers, so the skeleton can still be used for rigging models to. I also tested its exporter and it works fine with Brawlbox's importer.

Try this, it's my exact plugins for 3ds Max 8. http://www.mediafire.com/?1wrbxv8x2lvywpr (http://www.mediafire.com/?1wrbxv8x2lvywpr)

My 3ds max can't open dae well "each time i import any format outside .3ds it look like paper" i don't know why it open only 3ds well and btw it export in any format,if you could make brawlbox export 3ds,it would save my life also nice tutorial


Try using this plugin for 3DS Max. http://www.mediafire.com/?pspocaa6bfbbz2b (http://www.mediafire.com/?pspocaa6bfbbz2b)
If it still doesn't work correctly, it's most likely a problem with your computer.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 24, 2012, 06:32:02 PM
I just tested my importer for 3DS Max 8.
Everything imported perfectly except for the bones on skin modifiers, so the skeleton can still be used for rigging models to. I also tested its exporter and it works fine with Brawlbox's importer.

Try this, it's my exact plugins for 3ds Max 8. [url]http://www.mediafire.com/?1wrbxv8x2lvywpr[/url] ([url]http://www.mediafire.com/?1wrbxv8x2lvywpr[/url])

Try using this plugin for 3DS Max. [url]http://www.mediafire.com/?pspocaa6bfbbz2b[/url] ([url]http://www.mediafire.com/?pspocaa6bfbbz2b[/url])
If it still doesn't work correctly, it's most likely a problem with your computer.


32 bit, right?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on February 24, 2012, 06:33:28 PM
32 bit, right?

Yeah.
It shouldn't matter anyway.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 11, 2012, 12:53:33 PM
noticed thats the same i already have, so i guess its a problem of the model, im trying to export a mario kart wii skeleton...
to make a nice mkw mod...
but im already tired of that anyways so yeah... xDD


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 13, 2012, 11:26:53 PM
I keep getting that error mentioned at the end of your guide, where you say we need to repeat step 2 on part IV. What exactly do you mean by "for any skin modifier"? Do I need to individually select every bone and polygon, and add every bone to the parameters list? I don't think that's right, because I'll do this for a bone like TopN and the error will still include TopN in the list, saying it'll lose its geometric information.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 14, 2012, 04:08:28 PM
I keep getting that error mentioned at the end of your guide, where you say we need to repeat step 2 on part IV. What exactly do you mean by "for any skin modifier"? Do I need to individually select every bone and polygon, and add every bone to the parameters list? I don't think that's right, because I'll do this for a bone like TopN and the error will still include TopN in the list, saying it'll lose its geometric information.

Just click on any object, select its skin modifier, and add every bone in the scene to it. That will fix the error.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 14, 2012, 09:31:47 PM
This is gonna sound dumb, but what are objects? Are they the polygons or something? I'm trying to port SS Link over Pit, so would the objects be his shield or something like that? Also, when I select skin modifier on some of the bones, there are no bones to add on the list unless I select "skin" from the modifier list and create a new skin modifier on top of the old skin modifier. Is that what I'm supposed to do?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 14, 2012, 09:41:03 PM
This is gonna sound dumb, but what are objects? Are they the polygons or something? I'm trying to port SS Link over Pit, so would the objects be his shield or something like that? Also, when I select skin modifier on some of the bones, there are no bones to add on the list unless I select "skin" from the modifier list and create a new skin modifier on top of the old skin modifier. Is that what I'm supposed to do?

Objects are polygons in the terms you're using, yes. BUT, a "polygon" is actually a multi-sided face connecting vertices together. An object is a group of polygons that connect vertices, so calling an object a polygon is actually incorrect, because it actually contains many polygons.

Bones don't use skin modifier. You can't rig bones to bones, lol.

If you can't add any more bones to an object's skin modifier, they might be hidden or you're not exporting them with the object that uses it in the skin modifier. If the error persists on export, try adding all the bones to every object's skin modifier.

If the problem STILL persists, you're doing something wrong. :srs:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 14, 2012, 11:07:56 PM
So what's step 7? I'm assuming you replace the model with the dae collada file that you just exported. Brawlbox gives me a checkbox with a couple of options upon doing this. Since there's no instructions, I'll just go with the default settings. After I've gotten my model into the preview, what do I do from there? What do I do with the png, smd, and mtl files?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Chaos_Knight on March 15, 2012, 10:10:30 AM
My model ended up looking inside-out. How do you fix that? Is it the model or the fitmotion?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 15, 2012, 10:54:51 AM
its the model, just set the materials to cull_none

Post Merge: March 15, 2012, 12:10:31 PM
sry for double post, but this time i have a weird question and problem...

i imported hulk, and in brawlbox all his textures work perfectly, but in game his pants are solid white, like it has no texture aplied to it at all...

what can be causing this?
i planned on releasing him now, but i cant >.<


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 15, 2012, 05:24:43 PM
So what's step 7? I'm assuming you replace the model with the dae collada file that you just exported. Brawlbox gives me a checkbox with a couple of options upon doing this. Since there's no instructions, I'll just go with the default settings. After I've gotten my model into the preview, what do I do from there? What do I do with the png, smd, and mtl files?

You can't do anything with the SMD and MTL files at this point.
Import the PNG files into the BRRES containing the MDL0 the same way you imported the MDL0, but instead by choosing Texture instead of Model.

Wait a bit for the rest, I'll start working on it again.

My model ended up looking inside-out. How do you fix that? Is it the model or the fitmotion?

Just change the CullMode on each of the model's materials to Cull_None.

its the model, just set the materials to cull_none

Post Merge: March 15, 2012, 12:10:31 PM
sry for double post, but this time i have a weird question and problem...

i imported hulk, and in brawlbox all his textures work perfectly, but in game his pants are solid white, like it has no texture aplied to it at all...

what can be causing this?
i planned on releasing him now, but i cant >.<

Do the textures have palettes? If so, did you link them in the MDL0?
Are the lighting settings import default for the materials?
Are the texture's width and height exponentially divisible by 2?
Are the texgen settings default for each texture reference? What about the shader, is it default?

I need to get to working on this tutorial again... >.>


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 15, 2012, 07:54:32 PM
(http://i1142.photobucket.com/albums/n603/HkingN/uglySSLink.png)

WHAT HAVE I DONE????!!! lol it's pretty gross huh? Can someone help me troubleshoot this? There's 2 obvious problems: the png files I uploaded don't latch on to the appropriate areas, and there's pieces of clothing coming out of his arm-sleeves and boots.

I'll admit that I rushed through the rigging process only because I wasn't sure if I was making any progress. I didn't want to spend so much time working on something only to see some major error that would make me have to start over. Basically, I'd like to know if this abomination can be fixed through better rigging, or if its not supposed to look like this to begin with, even with bad rigging.

Speaking of rigging, do I need to weight parts of the model onto EVERY bone, or do I only need to weight the model onto certain key bones? How do I know which bones are crucial and which aren't? This is supposed to be SS Link with his non-hero clothing imported over Pit btw.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 15, 2012, 08:19:33 PM
([url]http://i1142.photobucket.com/albums/n603/HkingN/uglySSLink.png[/url])

WHAT HAVE I DONE????!!! lol it's pretty gross huh? Can someone help me troubleshoot this? There's 2 obvious problems: the png files I uploaded don't latch on to the appropriate areas, and there's pieces of clothing coming out of his arm-sleeves and boots.

I'll admit that I rushed through the rigging process only because I wasn't sure if I was making any progress. I didn't want to spend so much time working on something only to see some major error that would make me have to start over. Basically, I'd like to know if this abomination can be fixed through better rigging, or if its not supposed to look like this to begin with, even with bad rigging.

Speaking of rigging, do I need to weight parts of the model onto EVERY bone, or do I only need to weight the model onto certain key bones? How do I know which bones are crucial and which aren't? This is supposed to be SS Link with his non-hero clothing imported over Pit btw.


You didn't detach the objects by material ID, which is why you have those two errors.
Did you even read through the tutorial? Mmmm actually it isn't your fault, Beyond didn't mention it. I'll add that part in.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on March 16, 2012, 12:49:52 AM
On the first import it gives me an error that says things can't be detected and things aren't compatible. I used the dae plugin you provided and check to make sure that the settings were right. The only thing that I could think of that might be wrong is the version of the fbx importer. Yours says 2011.1 mine says 2012.2.
Edit: Here's the error.
While reading or writing a file the following notifications have been raised.
    -Warning: The transform of node "TopN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "CapM" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "EyeYellowM" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "FaceDmgM" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "FaceM" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "HairM" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "HairMb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "TransN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "XRotN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "YRotN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "HipN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LLegJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LKneeJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LFootE" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LFootJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LToeN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RLegJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RKneeJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RFootE" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RFootJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RToeN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "WaistN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "BustN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LShoulderN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LShoulderJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LArmJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LHandN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L1stNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L1stNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L2ndNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L2ndNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L3rdNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L3rdNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L4thNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "L4thNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LThumbNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LThumbNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LHandNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "NeckN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "HeadN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "HatN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "LHigeN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "MouthN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "NoseN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RHigeN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RShoulderN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RShoulderJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RArmJ" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RHandN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R1stNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R1stNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R2ndNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R2ndNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R3rdNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R3rdNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R4thNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "R4thNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RHaveN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RThumbNa" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RThumbNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "RHandNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "WaistNb" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ThrowN" is not compatible with FBX, so it is baked into TRS.
    -ERROR: No <image> element with ID "FitMario_BodyB" exists.
    -ERROR: No <image> element with ID "FitMario_BodyA" exists.
    -ERROR: No <image> element with ID "FitMario_EyeUpper" exists.
    -ERROR: No <image> element with ID "FitMario_EyeDmg" exists.
    -ERROR: No <image> element with ID "FitMario_Kage" exists.
    -ERROR: There is no joint element with SID "LLegJ"
    -ERROR: There is no joint element with SID "HipN"
    -ERROR: There is no joint element with SID "WaistNb"
    -ERROR: There is no joint element with SID "LKneeJ"
    -ERROR: There is no joint element with SID "LFootE"
    -ERROR: There is no joint element with SID "LFootJ"
    -ERROR: There is no joint element with SID "WaistN"
    -ERROR: There is no joint element with SID "BustN"
    -ERROR: There is no joint element with SID "RLegJ"
    -ERROR: There is no joint element with SID "RKneeJ"
    -ERROR: There is no joint element with SID "RFootE"
    -ERROR: There is no joint element with SID "RFootJ"
    -ERROR: There is no joint element with SID "HeadN"
    -ERROR: There is no joint element with SID "RShoulderJ"
    -ERROR: There is no joint element with SID "RShoulderN"
    -ERROR: There is no joint element with SID "LShoulderN"
    -ERROR: There is no joint element with SID "LShoulderJ"
    -ERROR: There is no joint element with SID "RArmJ"
    -ERROR: There is no joint element with SID "NeckN"
    -ERROR: There is no joint element with SID "LArmJ"
    -ERROR: There is no joint element with SID "R3rdNb"
    -ERROR: There is no joint element with SID "R3rdNa"
    -ERROR: There is no joint element with SID "RHandN"
    -ERROR: There is no joint element with SID "R2ndNb"
    -ERROR: There is no joint element with SID "R2ndNa"
    -ERROR: There is no joint element with SID "R1stNa"
    -ERROR: There is no joint element with SID "RThumbNa"
    -ERROR: There is no joint element with SID "RThumbNb"
    -ERROR: There is no joint element with SID "RHandNb"
    -ERROR: There is no joint element with SID "R4thNa"
    -ERROR: There is no joint element with SID "R4thNb"
    -ERROR: There is no joint element with SID "LHandNb"
    -ERROR: There is no joint element with SID "LHandN"
    -ERROR: There is no joint element with SID "L3rdNb"
    -ERROR: There is no joint element with SID "L3rdNa"
    -ERROR: There is no joint element with SID "LThumbNa"
    -ERROR: There is no joint element with SID "LThumbNb"
    -ERROR: There is no joint element with SID "L1stNb"
    -ERROR: There is no joint element with SID "L1stNa"
    -ERROR: There is no joint element with SID "L2ndNa"
    -ERROR: There is no joint element with SID "R1stNb"
    -ERROR: There is no joint element with SID "L2ndNb"
    -ERROR: There is no joint element with SID "L4thNa"
    -ERROR: There is no joint element with SID "L4thNb"
    -ERROR: There is no joint element with SID "LToeN"
    -ERROR: There is no joint element with SID "NoseN"
    -ERROR: There is no joint element with SID "LHigeN"
    -ERROR: There is no joint element with SID "RHigeN"
    -ERROR: There is no joint element with SID "RToeN"
    -ERROR: There is no joint element with SID "HatN"
    -ERROR: There is no joint element with SID "MouthN"


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 16, 2012, 01:44:02 AM
(http://i1142.photobucket.com/albums/n603/HkingN/SSLinkUnfinished.png)

I'm starting to see the light, but I'm still FAR from done. As of now, I've only rigged HeadN, NeckN, L/RfootJ, L/RtoeN, R/LlegJ, and R/LkneeJ. After weighting those parts, I ignored the problem areas and moved on, so most of it looks nasty except the head. lol

I'll get to the rest later, but for now how do I prevent the legs from fusing together as shown on the Brawlbox preview on the left? As you can see on the right, the legs are naturally close together so I'm guessing that's the problem. When I weighted the legs, I made sure I didn't get any of the vertexes of the left leg weighted onto the right leg and vice versa.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 16, 2012, 03:08:43 AM
lol, it was way simpler than that, the auto metal made the polygons check for the metal material always, instead of only when metal... so yeah, problem fixed


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on March 16, 2012, 04:39:14 AM
Solved I found a older version of mine but a newer version of yours and it works. :laugh:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 16, 2012, 07:06:37 PM
Still having problems with SS Link's legs getting mixed together. I'm still not sure if I understand the whole rigging concept. How do I know which vertices go with which bones? How do I know what weight I should set for each vertex?

So far what I'll do is select a bone, look at which parts of the model turn red/yellow/blue, then I'll select the vertices that match the red/yellow/blue areas, then set the weight to 1. I have a feeling this isn't how you're supposed to go about it. I don't know what "problem areas" look like other than the elbow since that's the only thing shown in this tut. Does every bone need to have something rigged to it?

I wish someone would make a video tutorial from start to finish. I'd honestly pay money for that...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 17, 2012, 05:19:16 AM
basic rig notes:

Q:what vertices to what bone?
A:quiete simple, if you are rigging a leg, all the vertices above the knee should be rigged to the leg, and starting by the knee should be rigged to the knee bone.

Q:what influence should i put?
A: it depends, if it should move 100% together with the bone set it to 1, if it should be less, cuz its near to another bone (knee for example) play with the weights, start setting them to 0,5 on each of the two bones, and adjust as necesary...

Q:how do i know what vertice is from what leg? they clip in T-pose...
A: a solution is to select a part of a leg, and in the tools, there is a "grow" button, this will select all the vertices that are connected directly to your selection, so it wont select the other leg.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 17, 2012, 01:57:13 PM
basic rig notes:

Q:what vertices to what bone?
A:quiete simple, if you are rigging a leg, all the vertices above the knee should be rigged to the leg, and starting by the knee should be rigged to the knee bone.

Q:what influence should i put?
A: it depends, if it should move 100% together with the bone set it to 1, if it should be less, cuz its near to another bone (knee for example) play with the weights, start setting them to 0,5 on each of the two bones, and adjust as necesary...

About the first question, what about the other bones other than the leg? Is there a guide that tells me what bones correspond to which vertices, or is it supposed to be common sense (I don't have any)? If I'm doing an import over Pit, should I look at the original Pit model in 3DS Max and look at what vertices are weighted to which bones as a general guide? Speaking of the other bones, does every bone need to have something weighted onto it, or is it only certain ones? If so, how can I tell which ones?

About the 2nd question, this is gonna sound dumb, but how do I know which vertices are near which bone? I noticed when I open up the weight table, it lists different bones: is this supposed to be telling me which vertices correspond to which bones?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 17, 2012, 02:33:01 PM
dude, its common sense, rig the bust to the bustN bone, rig the shoulders and arms to the shoulder and arm bones... LOOK at the model and where the bones are located, that should already tell you:
HEY LOOK AT ME, I SHOULD MOVE *insert body part here*!

you wouldnt rig his arm to his neck bone, right?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 17, 2012, 02:59:52 PM
And where exactly is the bust supposed to be? Obviously, I have a general idea, because when I select the BustN bone, parts of the model light up. Is it the entire chest area, or is it only the front-half-chest area that lights up when I select the bustN bone? How do I know what influence to set for the bustN? The region that lights up when I select the bone is all yellow/blue, so after I finish setting the weight, the model should look similar to that, right?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Gamma Ridley on March 17, 2012, 03:05:01 PM
Is it the entire chest area, or is it only the front-half-chest area that lights up when I select the bustN bone?

Do you have a bone in your body that only moves the front half of your chest?

No.

Look at where the bones are placed. Where they are should offer a good indication of what you should rig to it. In this case, the BustN is located in the chest of the character (hence the name "Bust") so you should rig the chest to it, as well as the arms, head, neck, and everything else that would move along with it.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 17, 2012, 03:05:39 PM
And where exactly is the bust supposed to be? Obviously, I have a general idea, because when I select the BustN bone, parts of the model light up. Is it the entire chest area, or is it only the front-half-chest area that lights up when I select the bustN bone? How do I know what influence to set for the bustN?

You really just have to use common sense and logic.
Really, we can't tell you what bone to rig every vertex to.
If the BustN bone is in the middle of the body at the chest area, rig everything around the body near the chest area to it. The farther away from BustN the vertex is, the lower the influence of the bone. :srs:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 17, 2012, 08:29:27 PM
Alright, so what about the facial expression bones like "ouchM", "blinkM" and other bones that soundl ike that? What exactly are those, and what are they rigged to? It looks like they go somewhere around the foot area, but that sounds weird.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 18, 2012, 02:40:42 AM
dont rig those, but u'll need them in the skin modifier... those are used in brawl for facial expressions and stuff


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 18, 2012, 10:24:51 AM
I assume by what he said about "repeating the steps for each vertex", he means weighing it, blending, etc for each individual bone?  Do I have to rotate the bones to a specific axis or do I just rotate it until I see a problem area, and THEN weigh it? This is probably why the animations aren't working properly in BrawlBox (lots of distortion). Then there's exporting the textures from 3DS Max, which I still don't know how to do....

What I want to know is, do I need to repeat steps 1 through 10 in section 4 (model rigging) for EVERY single bone, or do I just select the vertices and change the influence and use the blend button?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 18, 2012, 11:01:31 AM
rotate the bones to logical positions, after making that perfect, check out for extreme locations, since some characters have rather extreme animations...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 18, 2012, 11:48:40 AM
So the answer to my question would be "yes", I need to follow all ten steps for all the vertices.....*sigh*. Such is life. I'm new at rigging polygons and the whole process of using/trying to understand 3DS Max is making my head on the verge of exploding (because I feel tremendously overwhelmed). What about the no. of frames (the slider)? Does that stay at zero or should be at a fixed frame for all the bones? It seems that no matter which vertices I select, it's never the bone I want to work on (I think it's on one,  but ends up being on another).  This is beginning to frustrate me to no end.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 18, 2012, 03:30:19 PM
^^^ You're not the only one, buddy. I feel the exact same way: I'm completely new to this as well and it's really overwhelming. My advice would be to take it easy: don't try to do too much in one day. I don't think EVERY bone needs blending, I think it's only the body parts that rotate like the elbow and knees. I dunno, I could be wrong since I'm just as new as you are. What I'm doing is putting other imports into 3DS Max so I can observe what vertices they rigged to which bones.

You're asking if the process has to be repeated for EVERY SINGLE bone, right? I've been asking the same thing, but nobody has answered that directly yet.

Post Merge: March 18, 2012, 03:39:25 PM
(http://i1142.photobucket.com/albums/n603/HkingN/linkLegs.png)

Gah, I can't seem to diffuse the rest of Link's legs. I know it's not complete because his squatting position looks like that. Is there an alternative solution besides weighting the vertices to the appropriate leg? Could I just delete the few questionable vertices (if so, please state how because I've already looked and I can't find that option) that are most likely causing the legs to intertwine? If I can't delete vertices, could I weight those few questionable vertices onto a different bone that will unfuse the legs but won't make the animations look TOO sloppy?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 18, 2012, 04:12:57 PM
You're absolutely right, I'm diving farther into this than I can handle right now, and this learning program, like so many things in life, needs to be done one step at a time. What program(s) did you use to rip the models from Skyward Sword?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 18, 2012, 04:20:24 PM
I actually got it from this topic: http://forums.kc-mm.com/index.php?topic=41328.0 (http://forums.kc-mm.com/index.php?topic=41328.0)

I've never ripped my own models yet, but I intend to some day. I've heard that you can use Wiiscrubber to rip models from iso's. Make sure you get a good iso, because I tried to use Wiiscrubber but all of my iso's were pretty much empty (though they still work on my Wii's backup launcher or whatever it's called). Maybe it's because I got "scrubbed" iso's when I needed the raw "unscrubbed" iso's? I'm not sure.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 18, 2012, 05:03:48 PM
I know some games use .mdl0 and others use weird formats. I have a program called Wii Backup Fusion or WiiBaFu which is like WiiScrubber, so I can use that..


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 20, 2012, 08:54:40 PM
This happens when I replace FitLucario00's mdl0 file with the .dae I exported in BrawlBox, which is in this case, Wolf.  Oddly enough, I don't get errors when exporting in 3DS Max, which I'd think would give me beforehand.  
I just wish pressing "H" in 3DS max didn't show both sets of bones.

Here's the picture. Should have posted it earlier

(http://img811.imageshack.us/img811/3018/importerror.jpg)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 20, 2012, 08:58:35 PM
This happens when I replace FitLucario00's mdl0 file with the .dae I exported in BrawlBox, which is in this case, Wolf.  Oddly enough, I don't get errors when exporting in 3DS Max, which I'd think would give me beforehand.  
I just wish pressing "H" in 3DS max didn't show both sets of bones.

Here's the picture. Should have posted it earlier

([url]http://img811.imageshack.us/img811/3018/importerror.jpg[/url])


Usually that error is caused when bones aren't included in the skin modifier.
If that's not the case, it's probably the model's rig that's got a problem.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 20, 2012, 10:14:05 PM
Yeah, there's a lot I need to learn (just started learning how to use 3DS Studio Max 2011) and I will eventually need to learn more about rigging and weighting vertices (which I know next to nothing about). I know there are tutorials on these forums, and when it comes to rigging, I REALLY need to pace myself, because if I don't, I will get overwhelmed.  It's just finding out what vertices influence what, what bones affect what bones, and so on. I really want to learn how to do everything I need to hack.

Should I post a video showing an example of what it is I'm doing?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 21, 2012, 12:39:45 AM
Yeah, there's a lot I need to learn (just started learning how to use 3DS Studio Max 2011) and I will eventually need to learn more about rigging and weighting vertices (which I know next to nothing about). I know there are tutorials on these forums, and when it comes to rigging, I REALLY need to pace myself, because if I don't, I will get overwhelmed.  It's just finding out what vertices influence what, what bones affect what bones, and so on. I really want to learn how to do everything I need to hack.

Should I post a video showing an example of what it is I'm doing?

What step are you on for this particular guide? It doesn't sound like you have the proper model data. Were you using the .obj file in 3DS Max? Were you following this guide or did you skip a few steps? If you can't get this particular step to work, choose a different model.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 21, 2012, 12:45:34 AM
Step IV, Rigging the Model, pretty much confused the entire section (since I've much to learn). I'm using .dae files (extracted from BrawlBox, save as .dae from the save as window). I would use the .obj files, but when I extract those from 3DS, they don't export with the textures.

My ultimate goal is, to learn how to hack Brawl, specifically models and vertices, and eventually be able to import them over another character without major distortions, using said character's FitMotionEtc.pac. I'll learn about PSAs later.

Don't get me wrong, I'm not trying to bug anyone by asking seemingly trivial questions.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 21, 2012, 01:23:18 AM
If you're not using the obj file, what are you using? I think you need to have the obj file, which would explain the error you're getting. When you say it doesn't come with textures when you extract it, do you mean it doesn't have colors on 3DS Max or it doesn't have colors when you export it from 3DS Max to Brawlbox? If it's either one of those, that's perfectly normal. BJ will update this guide later with instructions on getting the textures.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 21, 2012, 01:31:04 AM
No colors when importing a random to BrawlBox, but there are colors in when you import some random .obj in 3DS max. I don't know how to get .obj files from Brawl, as I've only seen options for .dae and .mdl0 exporting.

To better clarify what you said, I can't use .dae over .dae files if I choose to swap one Brawl model on top of another, therefore, I have to import an .obj over a Brawl .dae file, correct?
Previously, I used a .dae on top of a .dae, then I'm exporting it to a new .dae and importing that into BrawlBox. THEN I get the error I mentioned. Oddly enough, I don't get them when importing an .obj.  I guess that would make sense, it would certainly explain why.

Recap:

.obj files have textures in 3DS max, but NOT in BrawlBox after exporting in 3DS (gourad shaded polygons only) so they must be extracted.
.dae files cannot be import into BrawlBox without having an error message.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 21, 2012, 10:43:04 AM
Since you're new, don't try to learn how to export until later. For now, I would recommend that you grab a model provided somewhere on this forum or some other website. Also, the colors aren't supposed to show up in Brawlbox after you export your file from 3DS Max. You put in the colors yourself by adding png files to the texture part of Brawlbox, or something like that.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 21, 2012, 05:18:44 PM
How can I avoid distortion, especially if I use an already existing FitMotionPac file? I know know how to properly import models into Brawl, the problem is when I imported Lucario over Wolf, using either characters' animation data results in major distortion. While I don't expect my first tests to be perfect, fixing the distortion is something I need to learn.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 21, 2012, 09:09:15 PM
How can I avoid distortion, especially if I use an already existing FitMotionPac file? I know know how to properly import models into Brawl, the problem is when I imported Lucario over Wolf, using either characters' animation data results in major distortion. While I don't expect my first tests to be perfect, fixing the distortion is something I need to learn.

That's what rigging is for. You're doing Lucario over Wolf, right? That means you'll be using Wolf's motion file, and you won't be doing any editing to the motion file. You'll be rigging Lucario's body over Wolf's bones (that's the definition of rigging) so that Wolf's  motion file will work on Lucario.

Don't over-think it. 90% of the work is rigging. Once you've gotten that down, it takes no talent, skill, or effort to do the rest. The rest is just putting things in the right file, blah blah blah.

I've already said this, but I don't think it's a good idea to try to import Brawl characters on your own unless you know how to properly rip/extract the proper model data. I could be wrong, but I don't think ripping Brawl models is any different from importing other game characters; you probably need the Brawl iso along with the appropriate tools.

Since we're just starting out, I think it'd be best if we just used models provided on this site or other websites that provide 3D models. Remember that Zelda topic I linked you to when you asked me how I ripped SS models? Download one of those and look at the files provided as a reference. Those are what you'll need to properly import models using this guide.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 21, 2012, 09:35:44 PM
You're right, I'm realizing that hard way that I'm getting too far ahead of myself.  I've already extracted the Brawl ISO image using Wii Backup Fusion so I know what some of the file types are (pac, pcs, common_en, etc). I found a website called models-resource which has many .dae and/or .obj files people ripped from games available for me to use.

I know that rigging involves clicking on edit envelopes and then clicking on "vertices". From there, you highlight the bone(s) you want to edit, then change their weight or influence the vertices have on other neighboring areas (hence the varying colors). Do you keep the arms in their T-pose, bend the arms/legs to look for deformations, reset their position and then weigh them?

Right now I'm experimenting with Golduck over Wolf and I even managed to get it into BrawlBox (albeit without textures for now), and by rigging it (which I assume is the same as weighting or changing the influence), then it'll animate properly with Wolf's animation data, right?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 22, 2012, 12:48:49 AM
I'm so close to separating the legs entirely, but I just can't get this last part done. I've been stuck on it for a really long time.

First, I went to the wireframe view and moved/rotated the bones a lot so that I could find the last problem areas:
(http://i1142.photobucket.com/albums/n603/HkingN/problem2.png)

You see the single vertex I have boxed? That's gotta be the last problem vertex that's causing my legs to intertwine. If you look at the stretching, it looks like it belongs to both the right and left legs. As of now, I have it rigged to the right leg, but rigging it to the left leg still has both leg wireframs stretched out wrestling for that vertex like you see above.

I've confirmed that rigging that vertex to either leg still causes the legs to be fused together in Brawlbox when I'm in the squatting animation.  I'd appreciate any advice.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 22, 2012, 09:55:54 AM
Heh, I thought I was the only one having problems with distortion. So right now, I won't focus on putting Brawl models over Brawl models, but I will now focus on other .obj/.dae files from other games.  I take it I just need to mess around with the vertex weights until I get acceptable results, and I also assume that I need to use the frame slider in 3DS?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 22, 2012, 02:20:48 PM
^^^ yes to all. You'll use the frame slider when you need to do some blending or something like that (it's in the guide). I wouldn't call it "distortion", it's just rigging. Just about everyone who views this topic is gonna have rigging problems, as that's the main part of this guide, and it's the hardest part of importing. lol

What I'm doing is concentrating on one body part at a time. After I rig something like the foot or head or arm, I'll export the dae and preview the animation in Brawlbox. If the animation looks off, I'll keep adjusting the weights until the animation looks smooth. Make sure you save often, and maybe make different save files so that if you messed up somewhere, you can go back to a previous save.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 22, 2012, 04:38:23 PM
That's actually a very good idea that I will apply, and I'll probably name them and the part of the model I'm working on (like "Lucario over Mario_RShoulderN" or something like that, so I can keep track.  I know the tutorial says the frames need to be at about 5/100, but does it really matter as long as it isn't at frame 0?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 22, 2012, 05:48:58 PM
Yeah, I have a text file that I use as an update log that keeps track of everything I did for all of my saves. For example:

Rig1 save: fixed the head
Rig2 save: finished rigging the left arm

As for your other question, I don't think it matters since the tutorial doesn't mention it. Just experiment with it and you'll figure it out.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 22, 2012, 06:13:05 PM
Makes sense. I'll try keeping track using a similar method! Now if there was only an easier way to select the vertices I want to work on instead of clicking and dragging....

Edit 7:01PM Well, I'll be darned.... So, if this picture is to be interpreted correctly, I bend the arms, legs, etc, rig the vertices by changing the influence, weight and so on, and import it into BrawlBox....I'm officially scared by the fact I got perceptible results this quick. It ain't much to look at, and the textures are a mess, but all I can say is "wow".  Also, as for resetting the bones (the ones I alter to remove the clipping/bending) is there an easier way to reset them back to their T-pose without losing the altered vertex weight values (like pressing Control+Z)?

Here's a pic, not much, but it is progress (Golduck over Wolf)

(http://img96.imageshack.us/img96/1038/gettingcloser.jpg)

Post Merge: March 22, 2012, 08:32:07 PM
Shouldn't the bones move back to their default position after sliding the frames back to 0?  Because they're not.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 23, 2012, 11:12:52 PM
Can someone explain how to put in the textures properly? When I tested out my import during gameplay, the eyes don't show up (they're constantly closed), and the hand is colored green like the pants. Here's a pic of how I have my textures set up:

(http://i1142.photobucket.com/albums/n603/HkingN/texture1.png)
(http://i1142.photobucket.com/albums/n603/HkingN/texture2.png)
(http://i1142.photobucket.com/albums/n603/HkingN/texture3.png)
(http://i1142.photobucket.com/albums/n603/HkingN/texture4.png)


Sorry that took up so much space, but that shows just about everything I have set up on Brawlbox. The preview has Link's hands and eyes perfectly, but when I actually play the game on my Wii, that's when his hand gets discolored and his eyes refuse to show up.

The only thing I did for textures is open the "Texture Data[0]" BRRES, deleted the default "textures" and "palettes" NW4R folders, right clicked, clicked "import folder", and I imported the folder with all of SS Link's png files. They automatically imported 2 folders titled "textures" and "palettes". What did I do wrong?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 24, 2012, 09:35:52 AM
Still perplexed as to why I can't easily return the bones I adjust to their original positions once I'm finish blending/weighting the influence. Sure is a pain in the neck having to slide the frame back to 0 and readjusting then.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 24, 2012, 01:33:44 PM
That doesn't really sound like a problem to me, as long as you can get it to work, that's all that matters. Please try to refrain from asking the same question twice in a row. Don't worry, ppl aren't gonna ignore your post just because someone else posted. Lol


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 24, 2012, 07:02:40 PM
Sorry, I haven't been feeling good all day and my patience levels aren't at their highest. What I can do is note the axis the rotation is at (let's say we move an arm to the left by Y:-50, I simply do the opposite and go +50).


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 29, 2012, 08:18:15 PM
Almost all of the models I download get this error when I try to import into Brawlbox:

(http://i1142.photobucket.com/albums/n603/HkingN/Rhorerror.png)

It even happens when I export an untouched DAE model of the non-brawl character (Thor in this case). That is, I import the model without the brawl skeleton, and I immediately export the model as a new DAE file. Then, I'll try to import it into Brawlbox and I'll get that error. Thing is, this doesn't happen every time. It worked for SS Link and X23 from UMVC3. Am I just getting bad models? I'm downloading from models-resource.com.

Maybe some of my importing options are set incorrectly?

(http://i1142.photobucket.com/albums/n603/HkingN/defaultThor.png)
(http://i1142.photobucket.com/albums/n603/HkingN/RaichuPic0.png)

EDIT (SOLVED): turns out, my import settings were off. All I had to do was uncheck "remap materials". lol


Damn, I thought I solved the problem, but the model only shows up on Brawlbox. Like I said, I unchecked "remap materials", and it successfully previews on BB with animations and everything. When I try to play it on the Wii, it freezes up after the character selection screen.

I'm trying to import Thor on Ganondorf. All I did was replace the textures in the texture file, and replaced Ganon's model with the Thor model as I'm supposed to. I did this for both the pcs and pac file. Is there something else that I need to do?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on March 30, 2012, 11:15:37 PM
Will you please make a one-slot mod tutorial for DAE imports?
I mean one that works even if you move the bones of a character around. :/


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 30, 2012, 11:17:08 PM
Will you please make a one-slot mod tutorial for DAE imports?
I mean one that works even if you move the bones of a character around. :/

You can't move the bones around for a one slot import. At all.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on March 30, 2012, 11:20:42 PM
You can't move the bones around for a one slot import. At all.

So I could just rig them normally and leave the character's bones where they are?
IE: Rig them to suit the character but leave the bones in the same place?
That would be difficult to animate, but I'll try that on my next import.

If I added bones to the model on the X Rot bone would it still be one slot?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on March 30, 2012, 11:24:18 PM
If I added bones to the model on the X Rot bone would it still be one slot?

No. It would either offset the bone index of every single bone in the tree or offset the bone index of ThrowN.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on March 30, 2012, 11:26:01 PM
*Sigh* I'm going to need to do that for the nunchucks, no one slot for guy :(
But I can make Lee and Neji one slots now that I think about it.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: E-scope12 on April 04, 2012, 01:58:33 PM
I have idea's for Character hacks, Code Lyoko Aelita over Peach, Code Lyoko Odd Della Robia over Shiek & Lucario, Beyond Good & Evil Jade over Zero Suit Samus, Coraline Jones over Zero Suit Samus, Ulirch over Ike & Marth, Yumi over Zero Suit Samus, & K-ON Ritsu over Zelda.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on April 04, 2012, 05:05:03 PM
I have idea's for Character hacks, Code Lyoko Aelita over Peach, Code Lyoko Odd Della Robia over Shiek & Lucario, Beyond Good & Evil Jade over Zero Suit Samus, Coraline Jones over Zero Suit Samus, Ulirch over Ike & Marth, Yumi over Zero Suit Samus, & K-ON Ritsu over Zelda.

I would import Code Lyoko models, if I had any.
And this thread is not the place to post that. :srs:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Enigmatic on April 04, 2012, 07:37:53 PM
If I have two virtually identical models, is there a way to make it so that you can speed up the process a ton for the second one? Say, for example, if I found a Konata model and a model of Konata dressed as Haruhi.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on April 04, 2012, 07:45:33 PM
If I have two virtually identical models, is there a way to make it so that you can speed up the process a ton for the second one? Say, for example, if I found a Konata model and a model of Konata dressed as Haruhi.

Lol, you should import both of those models. :P

But yes, I believe there is.

1. Right click the skin modifier of an object from the rigged model.
2. Copy it.
3. Now open the un-rigged model that's similar.
4. Make sure the objects are detached in the same way and paste the skin modifier onto the same object as the rigged model.
5. The object on the new model should now be rigged in the same way. Repeat for all the other objects that are similar.

If you selected all the objects and added one skin modifier to all of them at the same time before rigging, you can just copy that skin modifier, open the unrigged model, select all the objects that are detached in the same way, and paste the skin modifier onto them at once.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Enigmatic on April 04, 2012, 08:35:29 PM
Awesome, I'll try that out this weekend (assuming that I can get at least one model finished and in high quality by the end of it).


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 08, 2012, 12:41:12 PM
I think I'll hold off trying to import .dae models for quite a while yet. Why? For starters, moving the joints to blend/weight the vertices is frustrating the he** outta me off, especially when you need to have everything in their T-pose before you export.  Attempting to remember their exact default coordinates is a real PITA.  Never mind that getting them to weight properly is tedious in and of itself.  If there was a way to reset them to their default positions more efficaciously and somewhat quicker all the while maintaining one's vertex changes, I'd consider continuing.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 10, 2012, 12:50:49 AM
I think I'll hold off trying to import .dae models for quite a while yet. Why? For starters, moving the joints to blend/weight the vertices is frustrating the he** outta me off, especially when you need to have everything in their T-pose before you export.  Attempting to remember their exact default coordinates is a real PITA.  Never mind that getting them to weight properly is tedious in and of itself.  If there was a way to reset them to their default positions more efficaciously and somewhat quicker all the while maintaining one's vertex changes, I'd consider continuing.
Still perplexed as to why I can't easily return the bones I adjust to their original positions once I'm finish blending/weighting the influence. Sure is a pain in the neck having to slide the frame back to 0 and readjusting then.

Are you sure you're using the animation frame properly? If you followed the instructions, then the model should be back to its default position when you slide it back to 0. You shouldn't have to do any further modifications to reset the model to its t-pose once you slide the frame back to 0. If you are, that defeats the purpose.

When I use the animation slider, I usually only move or rotate the bone in one direction at a time. This means that when I want to reset it back to normal, I only need to remember one coordinate. Better yet, I never actually physically try to remember it. That would be stupid. I always keep a notetab minimized so I can take notes, update my save log and to-do list, and keep track of coordinates if necessary.

Like I said earlier, you shouldn't have to remember any coordinates if you're using the slider properly. There are some times where I just want to make an easy rotation and I don't need to use the slider. That's the only time I need to write down the coordinates.

When rotating bones, a lot of times the coordinates are something easy to remember like (90, 0, 0). No big deal imo. The most annoying and challenging part is the rigging, not rotating the bones back to normal. lol


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 10, 2012, 05:23:30 PM
Not sure what I'm doing wrong. When I tried 3DS Studio Max 2010, the slider worked fine when resetting the positions but not in 2011 (also a recommended version according to various guides on these forums). I guess one can assume that I slide the frame to maybe 5 or 5, adjust the bone, blend it/weight it and once I'm done, slide it back to 0. Maybe I should take a gander at that guide again.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 10, 2012, 06:13:30 PM
You can set it to whatever slide # you want. If you set a key frame at 5, you'll notice that sliding it to frame #'s 1-4 will put your model in a pose between 0 and 5. That's why it's called an animation frame. If you want the animation to move from one position to the next at a slower pace, use a higher numbered frame # to set to the key frame. If you already knew this, my bad. I remember you asked this before, but I didn't know what it was then.

If moving the slider back to 0 doesn't reset the model to it's T-pose, you probably just forgot to hit the AutoKey button before rotating the bone. That's what happened to me several times, and I noticed that forgetting to hit AutoKey would really mess up the other frame #'s. The animation slider is purely optional, it's only intended to save time. I'm using 2012, but I'm this works for every version of 3DS Max.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 10, 2012, 07:59:08 PM
Weird. The UI settings just got jacked up, I no longer can select the skin modifier (the modifier window list disappeared). Happened right after the program crashed, too. How do I reset the settings?

Post Merge: April 11, 2012, 07:38:51 PM
Fatal error, huh? Wonderful...

Hopefully this picture can explain better...

(http://img710.imageshack.us/img710/7707/brawlbox066error.jpg)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 12, 2012, 07:21:32 PM
I don't think I had that exact same error, but I had an error somewhat similar, so I'm not sure if these solutions will help. This is a pic of the default settings when importing a model into Brawlbox:

(http://i1142.photobucket.com/albums/n603/HkingN/defaultThor.png)
What I do is uncheck "remap materials" and keep everything else the same. I kept getting this one particular error until I unchecked "remap materials", then the problem was fixed.

Sometimes, I also get errors for no apparent reason. It would happen after I replaced the brawl model with my rigged model in Brawlbox, and the error would pop up immediately after I tried to open the "ModelData", then Brawlbox would automatically close.

My solution to that was to simply get a fresh pcs/pac file and replace the brawl model with the rigged model exactly like I did before.

Maybe the model you downloaded is bad? Did you try to import the model into Brawlbox before doing any rigging? I always do this to be sure the model will work, since I don't want to waste any of my time rigging something that will never import.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 12, 2012, 07:35:12 PM
I don't think I had that exact same error, but I had an error somewhat similar, so I'm not sure if these solutions will help. This is a pic of the default settings when importing a model into Brawlbox:

([url]http://i1142.photobucket.com/albums/n603/HkingN/defaultThor.png[/url])
What I do is uncheck "remap materials" and keep everything else the same. I kept getting this one particular error until I unchecked "remap materials", then the problem was fixed.

Sometimes, I also get errors for no apparent reason. It would happen after I replaced the brawl model with my rigged model in Brawlbox, and the error would pop up immediately after I tried to open the "ModelData", then Brawlbox would automatically close.

My solution to that was to simply get a fresh pcs/pac file and replace the brawl model with the rigged model exactly like I did before.

Maybe the model you downloaded is bad? Did you try to import the model into Brawlbox before doing any rigging? I always do this to be sure the model will work, since I don't want to waste any of my time rigging something that will never import.


That's the funny thing, this particular model was imported over Fox by a user named Naruto2000Man (link right here - http://www.mediafire.com/?md3r6o6hpg9y2r5 (http://www.mediafire.com/?md3r6o6hpg9y2r5) ).  When I saw this, I thought to myself "if he can import Krystal over Fox, why can't I do the same to Wolf?" That's exactly what I did, and unfortunately, there is no mention as to where or how Naruto2000Man got the Krystal model in the first place. 

This was done by using 3DS Studio Max 2011, loading up the Krystal model, deleting the bones (leaving just the polygon) and then I export it as a .dae file.  From there, I opened up the FitWolf00.dae I extracted from BrawlBox, deleted his polygons leaving the bones, merging them with the FitFox00.dae (Krystal) and I went from there to weight the vertices and then I exported the final product.  That's when it got FUBAR.

Obviously, this is probably the most asinine noobish way of exporting and importing, isn't it?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 12, 2012, 07:47:39 PM
I'm not sure if I read correctly, but did you try to rip your own model? Model ripping isn't something that you can instinctively learn (at least I don't think). Ask around or find a model ripping tutorial, as it's probably not as simple as you think.

The two mistakes you made was assuming that ripping models was that simple (maybe it is, I wouldn't know lol) and assuming the model would work properly. Always try to import your model into Brawlbox ASAP so you don't waste your time working on something that will never import properly.

Go here for models: http://www.models-resource.com/ (http://www.models-resource.com/)

*note: that website has more models if you actually search through the "index" on the upper left hand corner. Not everything is displayed on the homepage.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 12, 2012, 09:39:03 PM
Yeah, that's something I learned the hard way, but that Model Resources has a lot of good ones I can use. The only issue is applying their textures in BrawlBox.  They show up fine in 3DS  Max however.  What about extracting Brawl models and placing them over other characters?  Is that an overwhelming difficult task?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on April 12, 2012, 09:50:44 PM
The two mistakes you made was assuming that ripping models was that simple (maybe it is, I wouldn't know lol) and assuming the model would work properly. Always try to import your model into Brawlbox ASAP so you don't waste your time working on something that will never import properly.

As long as you can get the model into 3ds Max you can always get it to import into Brawlbox, as long as you have enough experience to know what to do to fix any problems.

I personally don't like to use the models resource because I don't know what the user who ripped the model has actually done to it. Sometimes UVs could be gone, normals are all messed up, etc or they used a program like 3D Ripper DX (which I only use as a last resort) to rip a model that I can get in T-Pose with a program specifically for its file format.

I rip all my models myself so that I know all the changes I've made to their original state.



Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 12, 2012, 09:53:26 PM
Yeah, that's something I learned the hard way, but that Model Resources has a lot of good ones I can use. The only issue is applying their textures in BrawlBox.  They show up fine in 3DS  Max however.  What about extracting Brawl models and placing them over other characters?  Is that an overwhelming difficult task?

When you download the model, it should come with all the texture files you need to be able to easily import into Brawlbox.

It's very simple: just delete all the current texture/palette folders currently in the pac/pcs file. Next, right click TextureData[0], choose "import", then select "folder" and select the folder that contains all your texture files. All the textures should pop up on the screen and ask for your permission to import. Select OK until it's all imported.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 12, 2012, 09:59:51 PM
When you download the model, it should come with all the texture files you need to be able to easily import into Brawlbox.

It's very simple: just delete all the current texture/palette folders currently in the pac/pcs file. Next, right click TextureData[0], choose "import", then select "folder" and select the folder that contains all your texture files. All the textures should pop up on the screen and ask for your permission to import. Select OK until it's all imported.

I would rip my own models, but the only half-decent program that does that doesn't even work with anything (3DX Ripper or whatever it's called). Nope, nothing I use it with loads up with it, so, I'm damned if I do damned if I don't.

Aren't there any good 3D ripping tools that don't suck and are free?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 12, 2012, 10:27:54 PM
Why are you quoting me? I didn't suggest that you rip your own models, lol. As a fellow beginner, I think it would be best if we just stick to importing for now. We can learn to rip later, because it's just too overwhelming to learn several things at once. There's a ton of hackers here that only import, so don't be ashamed of it.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 12, 2012, 10:31:57 PM
Alright, and I didn't mean to quote you like that, I tend to put things out of context.  Sorry. I'll give the Model Resource a shot.  Either that or swap Brawl models over others (already know how to extract/replace models and textures in BrawlBox).


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 12, 2012, 10:47:06 PM
I could be wrong, but I don't think swapping Brawl models is that simple. You'd probably want to rip their models from a Brawl iso just like you would for any other game. Also, the Model Resource has brawl models ready for importing. I'm currently putting Pkmn Trainer onto Snake.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on April 12, 2012, 11:33:02 PM
Good point. Just trial and error, but I don't expect any hacks to be good at first, these things take a lot of time, like learning Japanese.  And like learning that, I expect it to be a challenged while feeling satisfaction as I learn.


Edit 4/14/12: This is what's been happening

Video: 3DS Max Capture Test (http://www.youtube.com/watch?v=9ppopCfNm30#)



Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: pie6nin on April 14, 2012, 10:44:06 PM
Followed this tutorial and managed to get a model imported into brawlbox properly, and its textures as well. However, whenever I try to load the model on my Wii, the game crashes shortly after I select the character.

Do the vertex counts need to match the original character?
What about the number of vertex sets?
What about materials, textures?

(and beyond that, where do I find this stuff out other than asking?)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 15, 2012, 02:46:35 AM
^^^ Had the same problem, and for me it was because my filesize was too large. What's the size of your pac/pcs files?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SSJ Is Clueless! on April 15, 2012, 09:47:44 AM
ok i need some help

(http://i.imgur.com/Wtv75.png)

see the right of the screen where its supposed to say like "bones:add remove" it doesnt have that on there and idk how to get it


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on April 15, 2012, 10:13:08 AM
have u set the skin modifier?
do you have the skin modifier selected?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SSJ Is Clueless! on April 15, 2012, 10:15:31 AM
im so noobish *facepalm*

i dont know how do i select that


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: pie6nin on April 15, 2012, 12:19:19 PM
^^^ Had the same problem, and for me it was because my filesize was too large. What's the size of your pac/pcs files?

They're 2,346 and 1,665 KB, respectively. I'm trying to replace Link.

I'll downsize the textures and see what happens, because I just now looked at the resolutions and 2048x1024 is probably a bad idea.

Edit:

They're now 819/586. Crashes on stage select.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 15, 2012, 01:23:28 PM
What exactly did you do to reduce the file size? I'll give you more detailed instructions later, but I got homework now. In a nutshell, you need to add the "proOptimizer" modifier above your "edit mesh" modifier and below the "skin" modifier (so you'll need to delete the skin mod and re-do your rig). You'll use this to reduce the amount of vertices on your model.

Also, you need to use a png editor to reduce the size down to 128x128 for the ones that have a square shape but are oversized like 512x512. When I had to do this to my Thor import, I never did anything to the resolution. Also, delete any png files that don't make a difference to your model.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: pie6nin on April 15, 2012, 01:31:19 PM
What exactly did you do to reduce the file size? I'll give you more detailed instructions later, but I got homework now. In a nutshell, you need to add the "proOptimizer" modifier above your "edit mesh" modifier and below the "skin" modifier (so you'll need to delete the skin mod and re-do your rig). You'll use this to reduce the amount of vertices on your model.

Also, you need to use a png editor to reduce the size down to 128x128 for the ones that have a square shape but are oversized like 512x512. When I had to do this to my Thor import, I never did anything to the resolution. Also, delete any png files that don't make a difference to your model.

I downsized a bunch of textures (all four of them! exciting stuff.) to get to the lower size. I'll see about lowering the vertex count with the proOptimizer modifier. I haven't done any important rig work, seeing that I'm more concerned with the model loading properly first, so it shouldn't be much of an issue.

Edit- ProOptimizer is bugging out on me, won't let me change a single field properly. Thinking of throwing the model over to Blender and decimating it, usually a bit easier than grappling with a software I'm not familiar with yet.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on April 15, 2012, 01:58:13 PM
They're now 819/586. Crashes on stage select.

The dimensions need to be a power of two or the game will crash.
Ex: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024.
The image dimensions can't be over 1024 too or it will crash.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Ninka_kiwi on April 15, 2012, 02:03:31 PM
I dunno if this has been figured out yet but what exactly is the most verts that a model can have before crashing in brawl?
I'm just curious since I have some models around 7000 verts I wanna import but dunno if they will work with out optimizing them a little.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Boygos on April 15, 2012, 02:13:23 PM
I dunno if this has been figured out yet but what exactly is the most verts that a model can have before crashing in brawl?
I'm just curious since I have some models around 7000 verts I wanna import but dunno if they will work with out optimizing them a little.
My M.O.D.O.K. had around 8000 and he worked fine ingame after resizing textures


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: pie6nin on April 15, 2012, 02:16:23 PM
The dimensions need to be a power of two or the game will crash.
Ex: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024.
The image dimensions can't be over 1024 too or it will crash.

No, the pac/pcs file sizes. not the texture resolutions.
I have a feeling lowering the vertex count will fix this promptly.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on April 15, 2012, 02:21:05 PM
No, the pac/pcs file sizes. not the texture resolutions.


lol ok but still check the textures, it's a common mistake :P
Those file size sound like they would work... you didn't change the bone tree at all and all the vertices are rigged correctly?

I dunno if this has been figured out yet but what exactly is the most verts that a model can have before crashing in brawl?
I'm just curious since I have some models around 7000 verts I wanna import but dunno if they will work with out optimizing them a little.

There's techically not a real limit. The main factors that determine success or failure are really just the file size and the amount of facepoints that need to be called to render the model, which is a LOT considering Brawlbox only uses Triangles (3 points to each individual face) to draw the model atm.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Brandondorf9999 on April 15, 2012, 02:29:41 PM
I've had issues trying to export the batreaux model so that i can use that over ganondorf. Could someone please help me get the batreaux model over ganondorf so that i can use him please?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 15, 2012, 03:37:05 PM
I've had issues trying to export the batreaux model so that i can use that over ganondorf. Could someone please help me get the batreaux model over ganondorf so that i can use him please?


You gotta be more specific. What kind of issues are you getting, and when are you getting it? If it's difficult to explain, use pics.


Edit- ProOptimizer is bugging out on me, won't let me change a single field properly. Thinking of throwing the model over to Blender and decimating it, usually a bit easier than grappling with a software I'm not familiar with yet.


I accidentally said to lower the textures to size 128x128 earlier. It's actually 256x256. My bad, lol. So yeah, if you have a square png file that's over size 256x256 (for example 512x512), reduce it to 256x256.

These are the settings DSX8 told me he uses for ProOptimizer. It worked perfectly for me:
(http://i.imgur.com/wVoG6.png)

Reduce it to whatever percentage you think is necessary. My Thor import had to be reduced to 50% to work (though I was told it still had too many vertices, lol). When you click the "calculate" button, that will reduce the vertices. It doesn't LOOK like it does anything, but it does. Because ProOptimzer is above the edit mesh modifier, you'll still have all the vertices if you go back to vertexing, but you'll notice less vertices when you go to the skin modifier (which should be above the ProOptimzer mod).

Post Merge: April 15, 2012, 03:44:56 PM
im so noobish *facepalm*

i dont know how do i select that


I believe it was in the original instructions. Simply click on that drop-down arrow on that modifier list you see in your pic, and select "skin".... or was it "edit skin"? Well, it's something like that. Check the instructions. lol


Edit 4/14/12: This is what's been happening

Video: 3DS Max Capture Test ([url]http://www.youtube.com/watch?v=9ppopCfNm30#[/url])




Whoa dude, that's a 9 minute video. I'm sorry to say this, but I don't think most people here have that much time to help you out. In the future, please try to make help request videos as short as possible. I'll skim through it and try to find the problem, but first you need to narrate specifically what's going on in the video and tell us what you need help with. Tell us what we're supposed to be looking for.




Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: pie6nin on April 15, 2012, 03:58:48 PM
crapload of text goes here


My issue isn't finding the right settings, it's that none of the options work. When I click calculate, it just prints "optimization invalid"

I'll just do it in Blender, I know exactly what to do there.


Fixed it. Just have to do 'em one at a time.

For some reason, the ProOptimizer modifier is not surviving export. What did I do wrong this time...

Fixed that too. Forgot to set editable mesh... I'll just keep quiet for now.

Well, it now plays in the game, but, I couldn't stop laughing after seeing what happened to it:
(http://i.imgur.com/SgxKS.jpg)

I'll check my rig, but could anything else cause this?
It's the rig. Definitely the rig.
Apparently his back was bound to link's cap :/


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SSJ Is Clueless! on April 15, 2012, 05:22:01 PM

I believe it was in the original instructions. Simply click on that drop-down arrow on that modifier list you see in your pic, and select "skin".... or was it "edit skin"? Well, it's something like that. Check the instructions. lol


oh ok thnx


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Boygos on April 15, 2012, 07:04:01 PM

My issue isn't finding the right settings, it's that none of the options work. When I click calculate, it just prints "optimization invalid"

I'll just do it in Blender, I know exactly what to do there.


Fixed it. Just have to do 'em one at a time.

For some reason, the ProOptimizer modifier is not surviving export. What did I do wrong this time...

Fixed that too. Forgot to set editable mesh... I'll just keep quiet for now.

Well, it now plays in the game, but, I couldn't stop laughing after seeing what happened to it:
([url]http://i.imgur.com/SgxKS.jpg[/url])

I'll check my rig, but could anything else cause this?
It's the rig. Definitely the rig.
Apparently his back was bound to link's cap :/

Also, before you rig it, you may want to use the welder tool. It looks a little boxy. The weld tool can fix that;)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: pie6nin on April 15, 2012, 07:12:51 PM
Also, before you rig it, you may want to use the welder tool. It looks a little boxy. The weld tool can fix that;)

That was the shading. I've fixed it.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 16, 2012, 08:40:20 PM
I'm having problems with making metal textures. When I set the autometalmaterials to "true", it says "property value not valid". When I click the "details" tab, it says "Object reference not set to an instance of an object".


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on April 17, 2012, 04:28:33 AM
save, close, open again and try again, it fixes itself sometimes >.<


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Brandondorf9999 on April 17, 2012, 09:07:53 PM
You gotta be more specific. What kind of issues are you getting, and when are you getting it? If it's difficult to explain, use pics.


I accidentally said to lower the textures to size 128x128 earlier. It's actually 256x256. My bad, lol. So yeah, if you have a square png file that's over size 256x256 (for example 512x512), reduce it to 256x256.

These are the settings DSX8 told me he uses for ProOptimizer. It worked perfectly for me:
([url]http://i.imgur.com/wVoG6.png[/url])

Reduce it to whatever percentage you think is necessary. My Thor import had to be reduced to 50% to work (though I was told it still had too many vertices, lol). When you click the "calculate" button, that will reduce the vertices. It doesn't LOOK like it does anything, but it does. Because ProOptimzer is above the edit mesh modifier, you'll still have all the vertices if you go back to vertexing, but you'll notice less vertices when you go to the skin modifier (which should be above the ProOptimzer mod).

Post Merge: April 15, 2012, 03:44:56 PM
I believe it was in the original instructions. Simply click on that drop-down arrow on that modifier list you see in your pic, and select "skin".... or was it "edit skin"? Well, it's something like that. Check the instructions. lol


Whoa dude, that's a 9 minute video. I'm sorry to say this, but I don't think most people here have that much time to help you out. In the future, please try to make help request videos as short as possible. I'll skim through it and try to find the problem, but first you need to narrate specifically what's going on in the video and tell us what you need help with. Tell us what we're supposed to be looking for.





It is found in page 1 of this thread.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: frogger200 on April 19, 2012, 02:07:34 PM
so I followed the tutorial and imported my character into brawl. but when I go to start a match my Wii beeps and freeze's. model comes up just fine in brawl box


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 20, 2012, 01:25:59 PM
^ You're file size is probably too big. What's the file size of yoru pac and pcs files? Check the previous pages for advice concerning reducing file size.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: frogger200 on April 23, 2012, 09:09:09 AM
my .pac is 404 kb and my .pcs 197

Post Merge: April 23, 2012, 09:33:07 AM
and my textures are all 128x128 except one that is 128 x 256


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: DSX8 on April 23, 2012, 02:11:12 PM
so I followed the tutorial and imported my character into brawl. but when I go to start a match my Wii beeps and freeze's. model comes up just fine in brawl box
ur model might be corrupted then


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 23, 2012, 02:46:03 PM
^ wait, why'd you quote me? lol


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: DSX8 on April 23, 2012, 02:47:24 PM
^ wait, why'd you quote me? lol
oops.. didnt notice i did.. i meant to quote that other guy.. xD
my bad


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: frogger200 on April 24, 2012, 06:22:04 AM
ur model might be corrupted then

so start over and try again??? I got the the model from model resource,does it matter if I use the .obj or the .smd file???


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on April 24, 2012, 07:41:54 AM
as long as you export as DAE... >.<


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on April 24, 2012, 08:36:41 AM
so start over and try again??? I got the the model from model resource,does it matter if I use the .obj or the .smd file???

That's why I recommend you test the import in brawl ASAP, so that you don't waste time on a model that may never work. You don't have to be finished rigging in order for the import to work in the game.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: frogger200 on April 26, 2012, 11:02:00 AM
That's why I recommend you test the import in brawl ASAP, so that you don't waste time on a model that may never work. You don't have to be finished rigging in order for the import to work in the game.

Thank so much for the advice.actually have my king mickey working in game now. just have to get him rigged good


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 01, 2012, 06:03:36 PM
Is this supposed to work with 3ds max 2012?
I try to import the .dae and right after I click OK on the dialogue box, 3ds max freezes.
http://i.imgur.com/eOWDK.png (http://i.imgur.com/eOWDK.png)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 01, 2012, 06:14:38 PM
Usually, you have to run 3DS Max as an administrator for it to import models.
Right click, 'Run as Administrator'.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 01, 2012, 06:55:45 PM
Usually, you have to run 3DS Max as an administrator for it to import models.
Right click, 'Run as Administrator'.

Nope that didn't work. The default dae plugin makes it crash when I try to import, and the one given in the op just gives me an error when I launch 3dsmax.
Did 3dsmax 2012 work for anyone in the thread? Because if not I'll just download 2011.

I'm using the student version if it matters. It shouldn't though, it's practically the same.

edit
I found this
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855 (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855)
and downloaded the 2012 version, imported, got a huge error window (http://i.imgur.com/1TAHm.png) but it went trough anyway.

Is this supposed to be like this? This doesn't look like Lucas's bones :|
(http://i.imgur.com/ZLAZU.png)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 02, 2012, 01:06:51 PM
That error happens every time, it's perfectly normal. This is mentioned on the first page on the instructions. As for the bones, that's not what Lucas's bones are supposed to look like. Here's a pic of Lucas's bones:

(http://i1142.photobucket.com/albums/n603/HkingN/LucasBone-1.png)

I'm running 3DS Max 2012, and I think it's the student version. It works just fine for me, and I've finished a couple of imports already all using 3DS Max 2012. I'm using the 32x version, but I don't think that makes a difference. When I first downloaded 2012, it had some problems, so I downloaded this and everything worked:

http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17210608&linkID=9241178 (http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17210608&linkID=9241178)

I think I'm using the default dae plugin.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 02, 2012, 03:07:48 PM
The error I get with 2012 isn't the same as the one in the op.

I installed 3dsmax 2010 and tried importing, and I get weird results.
First, I get an error window (http://i.imgur.com/5LOa8.png) that looks much closer to the one in the op.
Then I get a weird fighting polygon team-esque Lucas.
(http://i.imgur.com/jCoHE.png)

Can you check if it really says Student Version at the top of the screen?
(http://i.imgur.com/PjSMd.png)
I'll try to install the 32x version and see if it changes anything.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 02, 2012, 05:49:32 PM
What do you know, I DON'T have the student version. lol

I can't remember precisely where I got it, but I used thetorrentbay, and it took a long time to download the torrent for 2012. If you're gonna take the time to download another version, don't get 2012, everyone seems to recommend 2011 for Brawl hacking. I only use 2012 because it took forever to download it, and it works for me.

The error you linked to in your last post matches the one in the OP, but the one you currently have for 2010 is something I've never seen.

Walk me through everything you've done to get the model into 3DS Max. Maybe we can troubleshoot.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 02, 2012, 06:25:11 PM
One last thing you can try: uninstall everything and then install either 2011 or 2010. I would think that having two versions installed would probably cause problems. I use Student Version 2010 x64 and it works perfectly for me.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 02, 2012, 06:39:07 PM
Walk me through everything you've done to get the model into 3DS Max. Maybe we can troubleshoot.

alright, I'll explain from the beginning.

I downloaded BrawlBox 0.65b, and FitLucas00.pac from here (https://www.dropbox.com/s/p01chjw1j1k4zuz/fighter?v=l).
I extracted the dae from the pac (with and without weighted normals, I tried both).
I went in the Import menu in 3ds max 2012 x64 Student version, selected the dae, made the same options as in the op, but when I hit ok it crashes every time.
So I downloaded this (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855).
Now it lets me get past the OK, but I get this error (http://i.imgur.com/1TAHm.png) like I said on last page and I only see bones shaped like a cross (http://i.imgur.com/ZLAZU.png).

So I downloaded 3ds max 2010 64bits/32bits Student version.
When I import the same .dae I get this error (http://i.imgur.com/5LOa8.png) and Lucas looks like this (http://i.imgur.com/jCoHE.png).

Now I uninstalled 3ds max 2012 x64, reinstalled it, but the results were still the same.

Then I installed the 32bit version of 2012 since you said that's what you are using.
It froze like the 64bit version. I downloaded the FBX thing for the 32bit version, tried again, and got the cross shaped bones. So 32bit or not, it's the same thing.

It would help me if you (or anyone) could send me a working dae.. I could confirm if it's the dae the problem or the software.

One last thing you can try: uninstall everything and then install either 2011 or 2010. I would think that having two versions installed would probably cause problems. I use Student Version 2010 x64 and it works perfectly for me.

alright, that's an idea, thanks

edit: nope, no luck :/


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 02, 2012, 09:36:10 PM
Here ya go: http://www.mediafire.com/?d5aakrcok3mv5d2 (http://www.mediafire.com/?d5aakrcok3mv5d2)

I've confirmed that it imports on my 3DS Max. If I had to guess, I'd say that it's most likely a problem with your 3DS Max, not your dae. The only difference between our versions would be that I don't have the student version, but that shouldn't make a difference so I dunno.

The "baked into TRS" error that you first described is the same error I get every time, and it's the same one mentioned in the OP. That error is supposed to happen as far as I know. I don't know why you'd get the cross-shaped bones though. I don't know about that other error though.

Have you tried to download the service pack that I linked to earlier? That solved my problems when I was having a hard time rigging.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 02, 2012, 11:37:09 PM
There's a bug: Lucas looks like Tails :P

The import works with 3ds max 2010
(http://i.imgur.com/OyreZ.png)

With 3ds max 2012 well.. I get the big weird error, then this:
(http://i.imgur.com/rOrgX.png)

and yes I installed it
I guess for now I have to rely on someone to give me the dae files...
I'll compile a random character as a test tomorrow and see if everything else works with 2010.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 02, 2012, 11:46:36 PM
Oh yeah, I forgot to mention it. I just grabbed a random pac file from my SD card, exported the dae, tested it on 3DS Max, then gave it to you. I didn't wanna download the original Lucas dae, since you only need his bones to do an import.

You're going to have to delete Tails's polygons, and the bones left behind would be the same as if I'd given you the original dae.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 05, 2012, 08:27:36 PM
When trying to delete Tails' tails in 3ds max 2010, the skeleton would go away with it.
But not in 2012, so I worked with 2012.

I ported Veigar from League of Legends on Lucas, rigged it (didn't bother with the fingers for now) and exported it. It was almost too easy.

Everything seems to work, except the texture. What do I do now? It's not written in the op.

When I first spawned:
(http://i.imgur.com/5wENE.jpg)

When I respawned after 1 death:
(http://i.imgur.com/MxsaO.jpg)

In BrawlBox when I preview the model, it's textured properly but looks dark.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on May 05, 2012, 08:41:54 PM
Try importing all the textures in CMPR format. and changing all the non-metal materials to Cull None.

I had that same/similar problem getting Little Mac to work, that fixed my problem.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Boygos on May 05, 2012, 08:50:08 PM
You have to mess with the textures a little. Amy V1 had the same problem. Also, when importing to BBox, make sure "Remap Materials" isn't checked.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on May 05, 2012, 09:53:24 PM
You have to mess with the textures a little. Amy V1 had the same problem. Also, when importing to BBox, make sure "Remap Materials" isn't checked.

Yeah, that one too :P


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 06, 2012, 09:39:36 PM
(http://img135.imageshack.us/img135/7547/veigaruuuuuu.png)
Dear god Brawl hacking is easy now. Back in my days...
I'm gonna work some more on the rig now that I know everything works.

Thanks guys!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on May 07, 2012, 03:16:31 AM
that looks damn epic!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: DJ Lowgey on May 08, 2012, 04:37:48 PM
There's a bug: Lucas looks like Tails :P The import works with 3ds max 2010 ([url]http://i.imgur.com/OyreZ.png[/url]) With 3ds max 2012 well.. I get the big weird error, then this: ([url]http://i.imgur.com/rOrgX.png[/url]) and yes I installed it I guess for now I have to rely on someone to give me the dae files... I'll compile a random character as a test tomorrow and see if everything else works with 2010.


How did you fix that?
I´m having the same error with 3ds max 2010 and 2011.
I downloaded the service packs and the plugin from the op.
But always If I try to import my dae´s I get the same errors you got.

Please help


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 08, 2012, 08:14:51 PM
How did you fix that?
I´m having the same error with 3ds max 2010 and 2011.
I downloaded the service packs and the plugin from the op.
But always If I try to import my dae´s I get the same errors you got.

Please help
oh I didn't fix it, FallenKing gave me a working dae instead. I guess you should PM him asking for the dae of the character you want.
I made it through the whole process normally with 3ds max 2012 after that.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on May 08, 2012, 08:18:51 PM
Hey, they say DAE importing is for dummies can do now? D:

(http://i50.tinypic.com/rhpcfc.jpg)

I guess so :D


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: DJ Lowgey on May 09, 2012, 04:33:18 AM
oh I didn't fix it, FallenKing gave me a working dae instead. I guess you should PM him asking for the dae of the character you want. I made it through the whole process normally with 3ds max 2012 after that.

Oh I don´t know that the dae was the problem :D
Do you know why brawlbox export "not working dae´s" for some people?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 18, 2012, 04:22:40 PM
Ok I tried this again after a break. Everything went fine until the deleting polygons part. (not far at all) I deleted them and the bones turned invisible. I tried deleting all but one polygon and the bones stayed visible but when I deleted that polygon the bones vanished. I have done this before and the problem never occurred so what's up?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: DemonBoy on May 18, 2012, 04:25:56 PM
Ok I tried this again after a break. Everything went fine until the deleting polygons part. (not far at all) I deleted them and the bones turned invisible. I tried deleting all but one polygon and the bones stayed visible but when I deleted that polygon the bones vanished. I have done this before and the problem never occurred so what&#039;s up?

That's normal. The bones like to be invisible when there are no polygons showing.
 Just import your model and the bones will show up again.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 18, 2012, 04:34:03 PM
It worked thanks. And thanks for the very quick reply


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 19, 2012, 04:07:57 PM
I am constantly getting an application error whenever I try to import a .dae file. I am trying to import pikachu but I am getting no where. I also tried selecting opencollada but when I do nothing shows up. I've been trying to get this for hours and I need help. (Using 3DS max 2010)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 19, 2012, 06:26:25 PM
Did you download the plugin in the OP?
Also, sometimes you have to run 3ds Max as the administrator to get it to import correctly.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 19, 2012, 07:39:30 PM
Did you download the plugin in the OP?
Also, sometimes you have to run 3ds Max as the administrator to get it to import correctly.
Thank you so much! Running as administrator fixed it. Thank you!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 19, 2012, 09:29:34 PM
No problem, happened to me at first. Looking forward to your hacks, whatever they may be.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 20, 2012, 11:14:37 AM
New problem. I finished rigging and now I exported and the mdl0 had all my textures into one big texture. So I went back and found that the materials were assigned in one slot. I deleted this slot and started adding the correct texture to each object, but the put material to scene button was grayed out. I tried it again, same thing. I created a new object and tried to assign one of the included textures, it was STILL grayed out. What's the matter? Google isn't helping.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 20, 2012, 10:12:40 PM
New problem. I finished rigging and now I exported and the mdl0 had all my textures into one big texture. So I went back and found that the materials were assigned in one slot. I deleted this slot and started adding the correct texture to each object, but the put material to scene button was grayed out. I tried it again, same thing. I created a new object and tried to assign one of the included textures, it was STILL grayed out. What's the matter? Google isn't helping.

click that button on the left to assign a texture, then click that button on the right to make it show up in viewport.
(http://s13.postimage.org/8e8ic2b93/greyed.jpg)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Albafika on May 20, 2012, 11:55:35 PM
Segab, if you still need help with that Tails, send me the file, I'll have a look.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 21, 2012, 05:15:28 PM
click that button on the left to assign a texture, then click that button on the right to make it show up in viewport.
([url]http://s13.postimage.org/8e8ic2b93/greyed.jpg[/url])

I know that, it's the assign texture button that's not working. It's unclickable.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: DemonBoy on May 21, 2012, 05:17:26 PM
I know that, it&#039;s the assign texture button that&#039;s not working. It&#039;s unclickable.
well you could always just drag the textures onto the object


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 22, 2012, 03:56:10 PM
I have become completely lost as of step 3. I am new to 3ds max though but it just becomes gibberish to me at that point. Are their videos to show the steps or something cause I honestly don't know what to do next.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 22, 2012, 05:06:11 PM
Step 3 is alinging and editing the model to fit the bones. If the model is too small, scale it bigger, and if the arms are down, vertex them so they are straight in a t-pose.
If you still are confused, then post a picture of your model with the bones and I could try to help you more.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 22, 2012, 09:24:28 PM
well you could always just drag the textures onto the object
That's not working ethier
Edit: Fixed it. It was an install error

Post Merge: May 23, 2012, 08:59:57 AM
Ummm brawlbox merged all my textures into one. I assigned each texture to a material in 3ds max but BB merges them into one texture called programs. What can I do to fix it.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 23, 2012, 01:45:39 PM
Step 3 is alinging and editing the model to fit the bones. If the model is too small, scale it bigger, and if the arms are down, vertex them so they are straight in a t-pose.
If you still are confused, then post a picture of your model with the bones and I could try to help you more.
Ok, I am not entirely sure how to vertex my hack. The hack I am making is glaceon over pikachu.
https://picasaweb.google.com/102389237570270173272/3DSMax2010#5745818174613497410
Not quite sure what or how to do from here.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 23, 2012, 05:04:13 PM
^ The link doesn't seem to work for me. Glaceon over Pikachu sounds pretty tough, since Pikachu has a different bone structure than other Brawl characters (or so I assume; I've never imported over Pikachu yet). I'd recommend you put that project on hold, and maybe start with an easier import over one of the more human-shaped characters (Ike, Marth, Ganondorf, Link, Falcon, Pit, etc.).

If you can get a working picture, I'll try to help.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 23, 2012, 07:13:10 PM
^ The link doesn't seem to work for me. Glaceon over Pikachu sounds pretty tough, since Pikachu has a different bone structure than other Brawl characters (or so I assume; I've never imported over Pikachu yet). I'd recommend you put that project on hold, and maybe start with an easier import over one of the more human-shaped characters (Ike, Marth, Ganondorf, Link, Falcon, Pit, etc.).

If you can get a working picture, I'll try to help.


(http://img717.imageshack.us/img717/1050/glaceonproject.png)

If it is to difficult to start off with then I may switch to something else. (Uploaded to imageshack this time.)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 23, 2012, 07:44:53 PM
Like FallenKing said, you should switch to a different project. Glaceon not only doesn't fit with Pikachu's bones, rigging over Pikachu is really hard.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 23, 2012, 08:53:44 PM
I put the glaceon project on hold but I am still stuck at this part of the tutorial. (Shown below) Maybe it is because there aren't any pictures for reference but I become really lost at this part. I do have the script and know how to use it but after that part I don't know where to go next.

3) Now open this script and drag it into 3ds Max.
Check "Bitmap" and then click DETACH.
In order to reduce MDL0 file size later on,
- click each object that has a different texture name,
- add an edit poly modifier,
- scroll down and click attach,
- and then select another object with the same texture in its name.
Attach any other objects individually the same way and then repeat for other objects with a different texture in their name. This process will make sure that there's exactly one object per texture.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 23, 2012, 09:47:01 PM
Hmm, tbh I never actually noticed those instructions till now, lol. The only thing that I do at that step is everything up to the "... then click DETATCH" part. I never do the rest of the steps mentioned; I just move on to the next part of the tutorial. I've successfully done 17 imports like this without any problems.

Let somebody else explain this since I don't fully understand what it's supposed to do or how it helps either, but if you're really impatient, just do what I did. After you click "detach" on the script, simply ignore the next few steps and move on to the next section. You should be able to do the import just fine.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 24, 2012, 03:49:45 PM
I've created a monster.......

(http://img171.imageshack.us/img171/4967/al1205241423binout.jpg)

But at least it is playable.

Was suppose to be Sophie from Tales of Graces f.

(http://images.wikia.com/aselia/images/6/60/Sophie_Stats_Portrait.png)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 24, 2012, 06:16:41 PM
Hey, it's a start. My first import looked very similar to that.

Looks like you haven't learned to apply the textures yet. Get yourself an image editor like paint.net or Gimp and resize all the textures so the max height and/or weight is 256. For example: if you have a huge picture with height 510 and width 256, resize only the height to 256 and the width should automatically resize itself to match. If the size proportions are 256 or lower, leave it alone.

Next, delete the default texture folders on Brawlbox. Import the model's textures that you just resized. You'll import most of them in the CMPR format. If one of the textures doesn't show up correctly, show us a pic or something or pm someone with a download link and we'll easily fix it up for ya. The textures are easy to do; the rigging is the most difficult part.

It took me like 2 weeks before I successfully finished my first full import. Nowadays however, If I really wanted something done, I can finish an import in about 2 days. It gets much easier, so just keep trying, and don't hesitate to ask for help or pm someone for help when you get stuck (if you're new and you don't get stuck somewhere, you're some kinda freak). Good luck!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 24, 2012, 10:00:56 PM
Thank you, I really appreciate all the help. :D

Here are some brawl box pics with textures.
(http://img850.imageshack.us/img850/5331/brawlboxsophie1.png)

(http://img832.imageshack.us/img832/4596/brawlboxsophie2.png)

The textures look like they are in place. (Except for the body) I had to resize the body.

If you need me to send the hack then let me know.



Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: jman on May 25, 2012, 03:23:35 AM
My model import shows up into brawlbox fine and everything with its texture but doesn't load in game

Wait just realize I never resized my textures though still shows up in brawl box.  Would this keep it from loading ingame?  Mean while ill go fix that


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 25, 2012, 06:28:48 AM
For the two of you having texture problems, do the textures also show up properly on 3DS? It's possible you forgot to drag the png files into 3DS Max. If this isn't the case, you can send me the max, texture, and PAC/pcs files and I'll try to fix it up for ya.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: jman on May 25, 2012, 01:40:22 PM
For the two of you having texture problems, do the textures also show up properly on 3DS? It's possible you forgot to drag the png files into 3DS Max. If this isn't the case, you can send me the max, texture, and PAC/pcs files and I'll try to fix it up for ya.

problem solved yea it was the size fixed right after i made my post lol MORE of the real problem here weighting is beeing a bothersome for this character.  I thought you can pick the bone then you select the vertices.  But when I do thsi it changes to a bone I dont even want.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 25, 2012, 03:18:23 PM
I have tga files. Does that make a difference?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 25, 2012, 04:26:34 PM
Nope. It's just another type of image file. 3ds Max and BB both support .tgas so you don't even have to convert them.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 25, 2012, 05:06:27 PM
Alright I have been assigning the material by clicking the assign material to selection button. Do I have to drag it onto the model. Also when I open the material editor it has the textures imported with the model in one slot under sub-materials.  Oh and I used a bmd importer.
Edit: for some reason when I have the files on my desktop it works. When it's in certain folders it doesn't. I'll try to see if this is a fix.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Okano on May 26, 2012, 12:32:12 PM
when i got to par IV and click "edit envelopes" the model grows bigger than the skeleton...
what i do bad??
how fix it??
thanks!!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 26, 2012, 02:16:39 PM
Ok next question, (I am so close now).     

I tested my hack in brawl and it didn't even show up. Wondering what the heck was wrong I checked my sd card and it had the right name however the file size were as follows.

.pcs - 1,624KB
.pac -  3,353KB


These are massive in comparison to the others with are around 500KB for pcs and 800KB for pac.

I think this is probably the issue but I would like to know what the limits are for characters.
(Specifically Peach)

Thanks.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 26, 2012, 02:48:36 PM
Well, for not showing up, maybe you had the SD card locked or picked the wrong codeset thing (Riivo).

For the file sizes, I'm gonna take a guess and say that your using a MMD model, right? If not, what game is the model from?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 26, 2012, 02:53:06 PM
Well, for not showing up, maybe you had the SD card locked or picked the wrong codeset thing (Riivo).

For the file sizes, I'm gonna take a guess and say that your using a MMD model, right? If not, what game is the model from?

I am using gecko and everything is in order, other textures worked just not mine.

Yes it is an MMD model, also I tried deleting some materials in 3ds max to reduce file size but then it wont open the preview in brawl box.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 26, 2012, 03:19:42 PM
Well huh, that explains the file size problem but not the not showing up problem.
Could you send the files to me? I'll fiddle around and see if I can make it show up and reduce the file size too.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 26, 2012, 04:29:44 PM
Well huh, that explains the file size problem but not the not showing up problem.
Could you send the files to me? I'll fiddle around and see if I can make it show up and reduce the file size too.
Any luck with the files?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 26, 2012, 05:20:24 PM
You're going to have to wait for the tristripper, I managed to decrease the file size by almost a half but it still froze the game.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 26, 2012, 05:27:00 PM
You're going to have to wait for the tristripper, I managed to decrease the file size by almost a half but it still froze the game.
Almost half, that is pretty good so far and if it freezes the game at least that means it is showing up.

Thank you for your help. :D


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 26, 2012, 05:35:39 PM
No problem, I'll send you the files so you can resume it when the tristripper comes out.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: jman on May 26, 2012, 11:21:09 PM
No problem, I'll send you the files so you can resume it when the tristripper comes out.

I am getting the same problem as Swift here big file etc etc freezing on brawl.  My model is from SSF4AE


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on May 27, 2012, 05:57:49 AM
I am getting the same problem as Swift here big file etc etc freezing on brawl.  My model is from SSF4AE
I don't really know much about SSF4AE models but MMD models are much harder to get to a low filesize. For your model, try resizing the textures smaller, like 256x256 instead of 512x512 for main body textures. For less important textures do 126x126 or 64x64. Or you could do 126x126 for all of them.
I always look at the biggest character .pac file size to see how low I should shoot for.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 27, 2012, 07:11:56 PM
I am getting the same problem as Swift here big file etc etc freezing on brawl.  My model is from SSF4AE
Do what ExorcistRain said for the textures, and if that doesn't work, you'll have to optimise the model by merging vertices.
SSF4 is a PC/PS3 game and probably has a lot of polygons on character models. There's a reason it isn't on Wii lol

This goes for anyone else trying to rip a model from a PC game and having problems. Try to pick an old game or a game where characters aren't too detailed, otherwise you're gonna have extra job.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 28, 2012, 08:14:36 AM
I am getting the same problem as Swift here big file etc etc freezing on brawl.  My model is from SSF4AE

I've imported from SSF4AE, and you'll need to use ProOptimizer to decrease the amount of vertices. See the last few pages for details on this.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Okano on May 28, 2012, 03:38:22 PM
would you please put a video step by step of how to do everything??
i am a little too slowpoke, and this is a guide to dummies, right??
pleassee...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 28, 2012, 04:47:30 PM
^ I support the above.

I mostly get it but then I screw up entirely at the rigging. It just does not make much sense to me at that point.

I try rigging but the model does not look all that proper in the end.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 28, 2012, 05:24:22 PM
You two probably need a rigging tutorial, not a model importing tutorial. The model importing parts are really clear and imaged.
And honestly, I learned how to rig using this tutorial. I had no idea how rigging worked before.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 28, 2012, 05:29:02 PM
You two probably need a rigging tutorial, not a model importing tutorial. The model importing parts are really clear and imaged.
And honestly, I learned how to rig using this tutorial. I had no idea how rigging worked before.

Just a rigging tutorial would be fine with me, I understand everything else very well.
A video example of rigging even just a few pieces of a body would be helpful as well.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 28, 2012, 05:51:19 PM
I have a few vid tutorials on on YouTube channel of mine. Want a rigging tutorial? I can do that if you want


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 28, 2012, 10:21:08 PM
I have a few vid tutorials on on YouTube channel of mine. Want a rigging tutorial? I can do that if you want
Yes that would be most appreciated. Thank you. :D


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Okano on May 29, 2012, 03:06:53 AM
okay, after my very best effort i think i done it, but...
i just can't put the colors of the model...
they look a really mess!!
i don´k now what to do...
i must replace the "textures (NW4R)" or just rename the images??
help please!!!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 29, 2012, 09:16:36 AM
Yes that would be most appreciated. Thank you. :D

No problem it should be up soon.
Edit: Just finished. I'm editing and converting now
Edit2: Hey BJ if you like it can you put it in the main tutorial. That would be great.

Post Merge: May 29, 2012, 11:29:36 AM
Alright Part 1 is uploaded. Please don't merge this post with the last.
Part one:
http://youtu.be/qBhMXvR79_o
Part two:
http://youtu.be/4cBCsYXTRyw


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Segab on May 29, 2012, 01:58:30 PM
okay, after my very best effort i think i done it, but...
i just can't put the colors of the model...
they look a really mess!!
i don´k now what to do...
i must replace the "textures (NW4R)" or just rename the images??
help please!!!
The texture was applied in 3ds max before you exported, right?
After you imported the model in BrawlBox, right click on TextureData[0], and do Import > Texture.
Pick the same texture that was applied to the model in 3ds max, don't rename it.
Leave the options to default (should be CMPR) and click Okay.
You should see the texture appear in the Textures(NW4R) folder along with the original textures.
Delete (ctrl+del) all the unused textures from there.

If the texture looks all weird in-game after that, it's because you didn't uncheck Remap materials when importing the model in BrawlBox.

(if this is clear enough and it works for you I'll add it to the OP)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 29, 2012, 03:51:53 PM
No problem it should be up soon.
Edit: Just finished. I'm editing and converting now
Edit2: Hey BJ if you like it can you put it in the main tutorial. That would be great.

Post Merge: May 29, 2012, 11:29:36 AM
Alright Part 1 is uploaded. Please don't merge this post with the last.
Part one:
[url]http://youtu.be/qBhMXvR79_o[/url]
Part two:
[url]http://youtu.be/4cBCsYXTRyw[/url]


Thank you very much for this. It made it much clearer to me.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on May 29, 2012, 03:59:52 PM
No problem it should be up soon.
Edit: Just finished. I'm editing and converting now
Edit2: Hey BJ if you like it can you put it in the main tutorial. That would be great.

Post Merge: May 29, 2012, 11:29:36 AM
Alright Part 1 is uploaded. Please don't merge this post with the last.
Part one:
[url]http://youtu.be/qBhMXvR79_o[/url]
Part two:
[url]http://youtu.be/4cBCsYXTRyw[/url]

The texture was applied in 3ds max before you exported, right?
After you imported the model in BrawlBox, right click on TextureData[0], and do Import > Texture.
Pick the same texture that was applied to the model in 3ds max, don't rename it.
Leave the options to default (should be CMPR) and click Okay.
You should see the texture appear in the Textures(NW4R) folder along with the original textures.
Delete (ctrl+del) all the unused textures from there.

If the texture looks all weird in-game after that, it's because you didn't uncheck Remap materials when importing the model in BrawlBox.

(if this is clear enough and it works for you I'll add it to the OP)


I'll add anything that can help into the OP.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 29, 2012, 06:24:30 PM
I'll add anything that can help into the OP.

Thanks man, I'm sure this will help.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 29, 2012, 08:04:26 PM
Ok so I thought things went pretty well in 3ds max and saved my work onto my character.
I brought up brawl box and this is how it looked.

(http://img337.imageshack.us/img337/239/martabb.png)

Pretty good so far. Then.....

(http://img855.imageshack.us/img855/8286/itemgrip.png)

This doesn't look to good............

(http://img543.imageshack.us/img543/5747/wait1.png)

And finally........

(http://img703.imageshack.us/img703/8346/jumpkq.png)

Rig looked pretty good in 3ds max and then as soon as I look at animations in brawl box she just explodes.

Any advice?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 29, 2012, 08:15:18 PM
Are you sure the rig looked perfect in 3DS Max? If you have the model in t-pose, it never shows you the problem areas. You have to rotate the bones around in order to see the problems with the rig.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 29, 2012, 08:31:55 PM
I did rotate and they looked fine but they were mostly the isolated movements. (One thing moving at a time)

When we get in the motion everything is kinda splattered so I'm not sure what I did wrong.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 29, 2012, 08:38:56 PM
Rig the model one part at a time. So rig a part export and use brawl box to see how it looks animated. If it doesnt look right edit in max then export again. If you go slow it should be ok. Also make a keyframe in max and see how it looks when you move the slider forward. Only weighting it doesn't make it move fluidly.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 30, 2012, 01:01:20 AM
I did rotate and they looked fine but they were mostly the isolated movements. (One thing moving at a time)

When we get in the motion everything is kinda splattered so I'm not sure what I did wrong.

The only thing I could think of in that case is that you accidentally imported the wrong dae file into Brawlbox by mistake. I don't think that's what happened though.

Are you sure you rotated the bones in 3DS Max without problems? The key bones you should rotate around are the HeadN, LshoulderJ, RshoulderJ, RarmJ, LarmJ, L/RhandN, L/RLegJ, L/RKneeJ, L/RFootJ. When you rotate these bones around, the vertices should resemble what you see in Brawlbox. It doesn't matter if you rotate these bones one at a time, in fact I strongly recommend that you do.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Swift Red on May 30, 2012, 12:24:55 PM
What I gave most of the weight to each piece is as follows:

LArmJb, RArmJb, NeckN, Ponytail03N, BustN, HipN.

As for the legs I put them into 3 parts.
 High parts of the legs had RLegJ and LLegJ.
Knee parts had RKneeJ and LKneeJ.
Feet had RToeJ and LToeJ.

I can send you the files if you would like to have a look.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 30, 2012, 01:07:27 PM
Yes that would be nice. And who's this over?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on May 30, 2012, 02:05:11 PM
What I gave most of the weight to each piece is as follows:

LArmJb, RArmJb, NeckN, Ponytail03N, BustN, HipN.

As for the legs I put them into 3 parts.
 High parts of the legs had RLegJ and LLegJ.
Knee parts had RKneeJ and LKneeJ.
Feet had RToeJ and LToeJ.

I can send you the files if you would like to have a look.


Use LarmJ and RarmJ instead of the jb bones. I'm not sure if it makes a difference, but I noticed this is what most importers do. What I was saying though was that you should rotate each of those bones I mentioned, and you should be able to see the problem areas.

If you're still having a difficult time with this, I'll take a look.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 30, 2012, 02:54:58 PM
Use LarmJ and RarmJ instead of the jb bones. I'm not sure if it makes a difference, but I noticed this is what most importers do. What I was saying though was that you should rotate each of those bones I mentioned, and you should be able to see the problem areas.

If you're still having a difficult time with this, I'll take a look.
Yeah it was the jb bones. I took a look at it. It seemed like the jb bones wouldn't move with the rest of the bones. So I re-weighted them just enough as to give a challenge and not do it all. Also some hair was attached to places that it shouldn't be. The hair is long and is really close to the arms and legs. It's an easy mistake to attach them on accident.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 30, 2012, 09:30:52 PM
Do you think someone will add a tutorial on getting textures to show up in Brawl?  They show up in BrawlBox, but not in the game.  The model I downloaded is TokoyamiTheDark's, which came with two .jpeg files (which had the textures themselves).  If someone could update the first page or something concerning texture, it would be a great help.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 30, 2012, 10:49:24 PM
What does the model look like in game?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 30, 2012, 11:48:02 PM
What does the model look like in game?


Black and gray.  This is how it looks in BrawlBox, or rather, this is how it supposed to look:
http://img217.imageshack.us/img217/7913/terraoverpeach.jpg (http://img217.imageshack.us/img217/7913/terraoverpeach.jpg)

However, I believe the textures from the model I replaced (in this case, Peach's) are still intact, which makes the import look bizarre (weird colors).  What I'm trying to do is get the jpeg files (the ones used for the model I rigged in 3DS Studio Max 2011) to replace all of FitPeach05's previous texture files.  The thing is, I don't know crap about placing textures over old ones.  I know about exporting/replacing them, but as for the eyes, face, body, leg, etc textures, I'm completely lost, and there are only two jpeg files, which came with the model.

Picture A - http://www.filefactory.com/file/27cpu60yur8f/n/diss_01.png (http://www.filefactory.com/file/27cpu60yur8f/n/diss_01.png)
Picture B - http://www.filefactory.com/file/vhskgwgdhqf/n/diss_00.png (http://www.filefactory.com/file/vhskgwgdhqf/n/diss_00.png)

Here are the .pac and .pcs files.  Keep in mind that previously, this was some random texture hack someone made over Peach, but the extracted .dae shows up normally in 3DS.

http://www.filefactory.com/file/5jy82w1257g5/n/FitPeach05.pcs (http://www.filefactory.com/file/5jy82w1257g5/n/FitPeach05.pcs)
http://www.filefactory.com/file/1m8slphyty61/n/FitPeach05.pac (http://www.filefactory.com/file/1m8slphyty61/n/FitPeach05.pac)

And the .dae I'm working on http://www.filefactory.com/file/72liuc9dblgb/n/Esper_Terra_over_Peach_WIP.DAE (http://www.filefactory.com/file/72liuc9dblgb/n/Esper_Terra_over_Peach_WIP.DAE)

How can I get the textures to work in Brawl?



Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on May 31, 2012, 02:42:41 AM
please tell me the rig isnt finished yet


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 31, 2012, 08:03:35 AM
Black and gray.  This is how it looks in BrawlBox, or rather, this is how it supposed to look:
[url]http://img217.imageshack.us/img217/7913/terraoverpeach.jpg[/url] ([url]http://img217.imageshack.us/img217/7913/terraoverpeach.jpg[/url])

However, I believe the textures from the model I replaced (in this case, Peach's) are still intact, which makes the import look bizarre (weird colors).  What I'm trying to do is get the jpeg files (the ones used for the model I rigged in 3DS Studio Max 2011) to replace all of FitPeach05's previous texture files.  The thing is, I don't know crap about placing textures over old ones.  I know about exporting/replacing them, but as for the eyes, face, body, leg, etc textures, I'm completely lost, and there are only two jpeg files, which came with the model.

Picture A - [url]http://www.filefactory.com/file/27cpu60yur8f/n/diss_01.png[/url] ([url]http://www.filefactory.com/file/27cpu60yur8f/n/diss_01.png[/url])
Picture B - [url]http://www.filefactory.com/file/vhskgwgdhqf/n/diss_00.png[/url] ([url]http://www.filefactory.com/file/vhskgwgdhqf/n/diss_00.png[/url])

Here are the .pac and .pcs files.  Keep in mind that previously, this was some random texture hack someone made over Peach, but the extracted .dae shows up normally in 3DS.

[url]http://www.filefactory.com/file/5jy82w1257g5/n/FitPeach05.pcs[/url] ([url]http://www.filefactory.com/file/5jy82w1257g5/n/FitPeach05.pcs[/url])
[url]http://www.filefactory.com/file/1m8slphyty61/n/FitPeach05.pac[/url] ([url]http://www.filefactory.com/file/1m8slphyty61/n/FitPeach05.pac[/url])

And the .dae I'm working on [url]http://www.filefactory.com/file/72liuc9dblgb/n/Esper_Terra_over_Peach_WIP.DAE[/url] ([url]http://www.filefactory.com/file/72liuc9dblgb/n/Esper_Terra_over_Peach_WIP.DAE[/url])

How can I get the textures to work in Brawl?



Do you mind uploading those files to mediafire? Mediafire is less hassle.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 08:13:07 AM
Do you mind uploading those files to mediafire? Mediafire is less hassle.


Sorry about that, yesterday was an off day for me and didn't consider the fact that you guys needed a quicker way to download the files.  That was inconsiderate of me to say the least...

Here ya go!

- Both .png files for the textures (which I erroneously states as being jpeg files)
- The .max file I rigged the model on (which, strangely enough for me, is nearly complete)
- The .dae file I exported for use in BrawlBox
- Both FitPeach05 files for use in Brawl, which are to be placed in the Brawl data/fighter/peach folder (if you use Dolphin)
 All in one convenient zip file!

http://www.mediafire.com/?ghs1nw2aysy1lhb (http://www.mediafire.com/?ghs1nw2aysy1lhb)

If the link dies, let me know.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 31, 2012, 08:50:26 AM
Simple answer for simple question. In the .pac file (and maybe .pcs) you added the textures in max so brawlbox recognized they're there, but you need to include them in the the texture node. So in FitPeach05.pac and .pcs go to TextureData[0] right click the .brres(the red node) and click in the pop up menu inport texture. I'm assuming you know how to import models because you got your model in the file. Also you might want to look at that line coming out of the chest.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 08:55:42 AM
Simple answer for simple question. In the .pac file (and maybe .pcs) you added the textures in max so brawlbox recognized they're there, but you need to include them in the the texture node. So in FitPeach05.pac and .pcs go to TextureData[0] right click the .brres(the red node) and click in the pop up menu inport texture. I'm assuming you know how to import models because you got your model in the file. Also you might want to look at that line coming out of the chest.


Yikes, I didn't realize that the hair wasn't quite rigged all the way on the model, will fix right away! Still have one problem, I just realized, is that one png contains the body textures, and the other contains the hair textures, and since I can only import one file at a time for the .brres, it kind of poses as an issue.

Edit: Here's a .dae file with less rigging corruption http://www.mediafire.com/?w00w9da95oq79t9 (http://www.mediafire.com/?w00w9da95oq79t9)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 31, 2012, 09:02:05 AM
Yikes, I didn't realize that the hair wasn't quite rigged all the way on the model, will fix right away! Still have one problem, I just realized, is that one png contains the body textures, and the other contains the hair textures, and since I can only import one file at a time for the .brres, it kind of poses as an issue.

Edit: Here's a .dae file with less rigging corruption [url]http://www.mediafire.com/?w00w9da95oq79t9[/url] ([url]http://www.mediafire.com/?w00w9da95oq79t9[/url])
You can import textures as many times as you want as long as it's in the size limit.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 09:06:54 AM
You can import textures as many times as you want as long as it's in the size limit.

D'oh!  Didn't know that, what's the size limit?  Once I import the two files, what do I do with the previous textures (that were use for Peach's old model)?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on May 31, 2012, 09:09:58 AM
ctrl+del to delete, or right click>delete


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 09:16:17 AM
Yeah, I probably need to delete the extra textures, huh.  Not only was Terra's eyes missing, but the model was a weird flesh color with rainbow-corrupted spots.  It wasn't pretty.  As for rigging that last part of her hair, it's a real PITA.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 31, 2012, 09:17:20 AM
D'oh!  Didn't know that, what's the size limit?  Once I import the two files, what do I do with the previous textures (that were use for Peach's old model)?
Don't know the size limit but with only two textures and one model no need to worry


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 09:18:11 AM
But you did mention that the other textures (the ones I don't import) should be deleted, right?

After that, then I can get the last part of the rig


Edit 9:35AM

(http://i.imgur.com/zSa2d.png)


WTFBBQ?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 31, 2012, 10:16:41 AM
When you imported the textures did you change the format. Because occationally the texture may have a pallet  and if you change the format the pallet will dissapear


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 10:30:23 AM
When you imported the textures did you change the format. Because occationally the texture may have a pallet  and if you change the format the pallet will dissapear

The Palette shows up just fine (both the .png and palette share the same names) in Brawl Box, but not in Brawl.  Does it have to do with how I exported the .dae from 3DS Studio Max?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 31, 2012, 12:30:19 PM
The Palette shows up just fine (both the .png and palette share the same names) in Brawl Box, but not in Brawl.  Does it have to do with how I exported the .dae from 3DS Studio Max?
If you could see the textures in max and exported the way that was shown it should work. I'll take a closer look.
Edit: I can't open the max file. What version did you use?
Edit2: I also can't export the model from brawlbox with out brawlbox crashing. Let me check some things.
Edit3: What I can determine is that you didn't include all the bones in the skin modifier. That and/or the vertices weren't weighted right. Was remap materials checked when you imported? That's really important.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 04:32:12 PM
If you could see the textures in max and exported the way that was shown it should work. I'll take a closer look.
Edit: I can't open the max file. What version did you use?
Edit2: I also can't export the model from brawlbox with out brawlbox crashing. Let me check some things.
Edit3: What I can determine is that you didn't include all the bones in the skin modifier. That and/or the vertices weren't weighted right. Was remap materials checked when you imported? That's really important.

No it wasn't checked, as I thought this guide said for importers NOT use "remap materials" since it allegedly caused problems  I would also know if the bones weren't weighted properly, since every time they weren't, BrawlBox would crash after I import it, but after I weighted the bones/vertices, it worked fine.   I'm not sure how TokoyamiTheDark imported the textures for his Esper over Sheik hack, I tried asking him but I haven't gotten a response yet.  Will try keeping that check box and give a report.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on May 31, 2012, 06:12:13 PM
No it wasn't checked, as I thought this guide said for importers NOT use "remap materials" since it allegedly caused problems  I would also know if the bones weren't weighted properly, since every time they weren't, BrawlBox would crash after I import it, but after I weighted the bones/vertices, it worked fine.   I'm not sure how TokoyamiTheDark imported the textures for his Esper over Sheik hack, I tried asking him but I haven't gotten a response yet.  Will try keeping that check box and give a report.
Any progress?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on May 31, 2012, 07:20:31 PM
Any progress?

Haven't had a chance yet, will report back ASAP (middle of getting dinner ready).


Edit 9:04 - Ah, bollocks!  It STILL isn't working!  Crap on a cracker!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on June 01, 2012, 07:03:42 PM
Haven't had a chance yet, will report back ASAP (middle of getting dinner ready).


Edit 9:04 - Ah, bollocks!  It STILL isn't working!  Crap on a cracker!
Got your hack looks good in brawlbox.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: the_randomizer on June 02, 2012, 09:04:58 AM
MAN, that was a real PITA to deal with, but, at least I have managed to make my first hack!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on June 03, 2012, 11:19:34 AM
MAN, that was a real PITA to deal with, but, at least I have managed to make my first hack!
Congratulations!!!! You now have bragging rights!!!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: jman on June 06, 2012, 08:17:42 AM
I've imported from SSF4AE, and you'll need to use ProOptimizer to decrease the amount of vertices. See the last few pages for details on this.

Thanks ill go try this today


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: E-scope12 on June 08, 2012, 11:47:28 AM
Hi, I kind of need help with a model I'm rigging over Ike. BlackJax96, I don't rig Prince from Warrior Within that good so I was wondering if you can rig him over Ike? He comes with a water sword. Here's the download link: http://www.mediafire.com/?vvmmq1fggim4m1q (http://www.mediafire.com/?vvmmq1fggim4m1q) When you import him in 3ds max, make sure you put the .png textures I put in there. I'm doing him over Ike. He also has FS eyes.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on June 08, 2012, 03:51:19 PM
No. :srs:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Takeo Masaki on June 16, 2012, 10:10:11 PM
Does this model import tutorial works with Item Models too?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FallenKing on June 16, 2012, 10:52:01 PM
Yes, I believe so.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Boygos on June 17, 2012, 10:59:50 AM
No. :srs:
made my day xD


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: The Main Event on June 19, 2012, 09:11:50 AM
I do everything fine until when I delete the polygons. Where do the bones go? They just disappear.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on June 19, 2012, 10:07:26 AM
when you import the model you are going to work with, the bones will probably reappear


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: The Main Event on June 19, 2012, 01:57:52 PM
when you import the model you are going to work with, the bones will probably reappear
There we go.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: RisingStar on June 21, 2012, 01:12:57 PM
this tutorial is awesome


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SmashHacker2012 on July 01, 2012, 07:10:38 PM
DOESN'T WORK!!!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on July 01, 2012, 07:22:18 PM
DOESN'T WORK!!!
:srs:
Yes it does.
Every single import I've made has been using this tutorial.
If it's not working, you're doing it wrong.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SmashHacker2012 on July 01, 2012, 07:55:05 PM
A load of crap comes up, first it says:
While reading or writing a file the following notifications have been raised.
    -Warning: Null not supported by COLLADA. Node TopN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node EyeYellowM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node FacePattern will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BlinkHalfM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BlinkM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node FaceM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node OuchM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node TalkM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node TransN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node XRotN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node YRotN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node HipN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BodyN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BustN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LShoulderN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LShoulderJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LArmJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LArmJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LHandN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L1stNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L1stNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L2ndNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L2ndNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L3rdNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L3rdNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L4thNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L4thNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LHaveN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LThumbNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LThumbNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LShoulderJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node NeckN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node HeadN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node HairN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LMomi01N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LMomi02N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node Ponytail01N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node Ponytail02N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node Ponytail03N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RMomi01N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RMomi02N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RShoulderN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RShoulderJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RArmJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RArmJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RHandN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R1stNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R1stNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R2ndNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R2ndNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R3rdNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R3rdNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R4thNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R4thNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RHaveN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RThumbNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RThumbNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RShoulderJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LLegJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LKneeJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LFootJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LToeN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RLegJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RKneeJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RFootJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RToeN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node ThrowN will lose its geometric information. The node transforms will be saved.

Then:

The plug-in does not support the following objects' geometry type and will convert them to editable meshes. Morph and skin deformations may be lost.
If 'Enable in Viewport' is deactivated, closed shapes are capped and open shapes are converted to dummy objects with no edges or faces.
If 'Enable in Viewport' is active, the Viewport settings are used for the mesh conversion:
 -Foliage001

(Oh yeah, i gave Zsuitsamus a massive bush)
^_^ That Means two things...

AnywaY...
When i click import, it says the files are being 'baked'(wtf?)

EVEN THE SCRIPT DOESN'T WORK!

Post Merge: July 01, 2012, 07:59:06 PM
Don't even see the point in *** trying when i allways fail TERRIBLY.....


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on July 01, 2012, 08:54:28 PM
DOESN'T WORK!!!
A load of crap comes up, first it says:
While reading or writing a file the following notifications have been raised.
    -Warning: Null not supported by COLLADA. Node TopN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node EyeYellowM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node FacePattern will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BlinkHalfM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BlinkM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node FaceM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node OuchM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node TalkM will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node TransN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node XRotN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node YRotN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node HipN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BodyN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node BustN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LShoulderN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LShoulderJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LArmJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LArmJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LHandN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L1stNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L1stNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L2ndNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L2ndNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L3rdNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L3rdNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L4thNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node L4thNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LHaveN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LThumbNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LThumbNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LShoulderJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node NeckN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node HeadN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node HairN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LMomi01N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LMomi02N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node Ponytail01N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node Ponytail02N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node Ponytail03N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RMomi01N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RMomi02N will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RShoulderN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RShoulderJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RArmJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RArmJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RHandN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R1stNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R1stNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R2ndNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R2ndNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R3rdNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R3rdNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R4thNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node R4thNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RHaveN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RThumbNa will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RThumbNb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RShoulderJb will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LLegJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LKneeJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LFootJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node LToeN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RLegJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RKneeJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RFootJ will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node RToeN will lose its geometric information. The node transforms will be saved.
    -Warning: Null not supported by COLLADA. Node ThrowN will lose its geometric information. The node transforms will be saved.

Then:

The plug-in does not support the following objects' geometry type and will convert them to editable meshes. Morph and skin deformations may be lost.
If 'Enable in Viewport' is deactivated, closed shapes are capped and open shapes are converted to dummy objects with no edges or faces.
If 'Enable in Viewport' is active, the Viewport settings are used for the mesh conversion:
 -Foliage001

(Oh yeah, i gave Zsuitsamus a massive bush)
^_^ That Means two things...

AnywaY...
When i click import, it says the files are being 'baked'(wtf?)

EVEN THE SCRIPT DOESN'T WORK!

Post Merge: July 01, 2012, 07:59:06 PM
Don't even see the point in *** trying when i allways fail TERRIBLY.....

Well if you can't follow a straightforward, well-written, easy-to-follow tutorial created by multiple different people, you're probably screwed.
>_>



Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on July 02, 2012, 04:27:23 AM

Well if you can't follow a straightforward, well-written, easy-to-follow tutorial created by multiple different people, you're probably screwed.
>_>


heck, even the title says its for dummies, and there's people who cant follow it?

interview:

-what 3ds max are you using?
-what DAE exporting plug-in are you using?
-what export options are you using?

give us some detail if you want help...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on July 02, 2012, 08:53:45 AM
Check your import settings, check your export settings, and most importantly, Reset before importing Brawl .daes. Also make sure all polygons are rigged and that every bone is in the skin modifier for each polygon.

BJ, I think you should add to the OP in big, big red letters that if you import Brawl .daes intending to keep their rigging or when reimporting .daes for editing, you HAVE to Reset.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Large Leader on July 02, 2012, 06:41:15 PM
Quick question before I start rigging a model...

If the model is already rigged to a skeleton, will importing it to 3DS lose that memory (in other words, will I have to rerig everything?)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Chaos_Knight on July 02, 2012, 10:23:22 PM
Quick question before I start rigging a model... If the model is already rigged to a skeleton, will importing it to 3DS lose that memory (in other words, will I have to rerig everything?)
Well you would have to use the bones from Brawl in order to get that model into the game.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Large Leader on July 03, 2012, 01:41:45 PM
Its already in Brawl. I just want to attach a polygon to a different bone.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on July 12, 2012, 10:57:06 AM
Its already in Brawl. I just want to attach a polygon to a different bone.
There's a tutorial on how to do that somewhere on the forums.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SomeKindOfMetroid on July 13, 2012, 12:51:39 PM
For the filesize reducing step, how do you know which objects have which textures? I know the names of the textures being used, but I can't find them anywhere in 3DS Max.

Another question: On the model I'm importing, the highest-index object is a sort of blocky outline that covers the entire model. If I leave it in when exporting, the model gives a "given key was not present in the directory" error when imported into BrawlBox. If I delete it the model imports fine. What is it and should I be worried about it?

EDIT: Whoa, is that the shadow? If so, that's really convenient. I can just make a model out of it and rig it to FitSzerosuitShd...

Also, the screenshot of export settings shows Inches for units, but that screws the model up (makes the objects lie on the floor as the wrong size, while the skeleton is unaffected). It should be centimeters.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on July 16, 2012, 10:46:36 AM
For the filesize reducing step, how do you know which objects have which textures? I know the names of the textures being used, but I can't find them anywhere in 3DS Max.

Another question: On the model I'm importing, the highest-index object is a sort of blocky outline that covers the entire model. If I leave it in when exporting, the model gives a "given key was not present in the directory" error when imported into BrawlBox. If I delete it the model imports fine. What is it and should I be worried about it?

EDIT: Whoa, is that the shadow? If so, that's really convenient. I can just make a model out of it and rig it to FitSzerosuitShd...

Also, the screenshot of export settings shows Inches for units, but that screws the model up (makes the objects lie on the floor as the wrong size, while the skeleton is unaffected). It should be centimeters.
The name of the texture should be in the objects name.
Ex. Object name = head
Texture name = head+ some numbers
It's usually something like that.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on July 16, 2012, 11:56:07 AM
For the filesize reducing step, how do you know which objects have which textures? I know the names of the textures being used, but I can't find them anywhere in 3DS Max.

Another question: On the model I'm importing, the highest-index object is a sort of blocky outline that covers the entire model. If I leave it in when exporting, the model gives a "given key was not present in the directory" error when imported into BrawlBox. If I delete it the model imports fine. What is it and should I be worried about it?

EDIT: Whoa, is that the shadow? If so, that's really convenient. I can just make a model out of it and rig it to FitSzerosuitShd...

Also, the screenshot of export settings shows Inches for units, but that screws the model up (makes the objects lie on the floor as the wrong size, while the skeleton is unaffected). It should be centimeters.

If you checked "Bitmap" in the Material ID Detacher script, the objects will be named the texture with an index.

And the export settings are correct.

The import settings are centimeters. The export settings are inches.
If you happen to import as inches, then export with centimeters.

You always need to keep the Scale Factor at 1.0 on import and export.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: pieme619 on July 16, 2012, 03:35:41 PM
All you have to do is click Add bones, select the bones to add, and then click ok. As long as you've imported the bone tree, I don't see how you could have problems adding bones.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on July 16, 2012, 03:39:49 PM
All you have to do is click Add bones, select the bones to add, and then click ok. As long as you've imported the bone tree, I don't see how you could have problems adding bones.

*facepalm* I meant your question, not my answer.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on July 16, 2012, 03:53:40 PM
will the tutorial actually go on, or will this keep being a A/A thread?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on July 16, 2012, 03:57:19 PM
will the tutorial actually go on, or will this keep being a A/A thread?

I dunno lol
I really dunno.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on July 16, 2012, 05:47:31 PM
...
lol
not funny actually :srs:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Tabuu Forte Akugun on July 20, 2012, 06:38:25 PM
For some reason, when I get to deleting the polygons in 3DS max, they just won't delete. D:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: KingMiniMoni on July 31, 2012, 07:59:14 PM
Hey guys,

I've been following your guide, but I just can't get the .DAE to import correctly. I've tried different plugins, even the ones you linked to. I'm using 3DS Max 2010. Whenever I import my Ganondorf looks like this:

http://imgur.com/a/IFx4L (http://imgur.com/a/IFx4L)

I've tried both Ganondorf and Wolf (Wolf looks even WORSE! :P) I tried the .DAE creating progress with both Brawlbox 0.65 and 0.67. I really don't know what I am doing wrong. I downloaded a .DAE model from a different game and it imports just fine.

It would be great if I could get some help so I could get started! :(


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on August 02, 2012, 10:47:39 AM
Hey guys,

I've been following your guide, but I just can't get the .DAE to import correctly. I've tried different plugins, even the ones you linked to. I'm using 3DS Max 2010. Whenever I import my Ganondorf looks like this:

[url]http://imgur.com/a/IFx4L[/url] ([url]http://imgur.com/a/IFx4L[/url])

I've tried both Ganondorf and Wolf (Wolf looks even WORSE! :P) I tried the .DAE creating progress with both Brawlbox 0.65 and 0.67. I really don't know what I am doing wrong. I downloaded a .DAE model from a different game and it imports just fine.

It would be great if I could get some help so I could get started! :(
A few post up says the answer. You need to reset the scene for importing brawl models.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: duoblade on August 06, 2012, 07:43:01 PM
I really hate to ask this but I'm a total noob.... Everything seems straight forward and I have experience with models and such from making .dats for ffxi but I can't export my mdl0 into a dae. I dled a plugin from the link you provided for my version of 3d max (9, 32bit) but when I go to export the pac the only option that comes up is to export it into a raw model file. Am I missing something?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on August 07, 2012, 12:50:49 PM
What version of BB are you using. The newer ones have the option to export as .dae "I really hate to ask this but I'm a total noob"everyone has questions so don't hesitate to ask, no one will judge you. Everyone starts somewhere.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: duoblade on August 10, 2012, 02:29:47 PM
So if I make sure I have the newer version of bb, then I don't need one of the 3d max plugins?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on August 12, 2012, 08:15:49 PM
So if I make sure I have the newer version of bb, then I don't need one of the 3d max plugins?
No, you'll still need a way to import .dae files. Max 2010 has the right .dae importer already. When you extract the mdl0 from the .pac file bb will default save it as .mdl0, so change the dropdown box under the file name changer to .dae.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: duoblade on August 13, 2012, 10:18:10 PM
Ok I've been messing with this these past few days trying to port diff models on skeletons and I run into am issue every now and then. After I apply the skin modifier, I select the vertices of the arm below the elbow like in the guide. Then I click the weight tool, but the larmj bone isn't appearing on the list, just the bones for the hands and sword. This usually happens when I try to bring in dissidia models. Right now I'm trying to put onion knight over toon link. When I use ff 10 or 12 models the bone shows up.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FailureBiWinning on August 14, 2012, 01:56:51 PM
I must be missing something. Every time I load up a .DAE file, it either doesn't show up or the entire program crashes. This happens with every single .DAE file I use, and I've been following this tutorial exactly as it is written. If it helps; I'm using 3DS Max 2010, and I'm sure I have the correct plugins. Also, I'm using the most recent version of Brawl Box. Is there anything that can be done about this?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on August 14, 2012, 02:11:14 PM
Are you talking about importing a .dae into 3ds Max or BB?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FailureBiWinning on August 14, 2012, 02:12:36 PM
Importing it into 3DS Max.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on August 14, 2012, 02:32:04 PM
Try running it as an administrator when you're starting it up. Right click>Run as Administrator


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: FailureBiWinning on August 14, 2012, 02:36:39 PM
That did the trick; thanks! I wonder why it kept doing that crazy stuff when I wasn't running as an administrator though...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Exorcist on August 14, 2012, 03:23:55 PM
You're welcome, it's the same for me. I don't know why it works that way, I'm just glad it does. :P


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: duoblade on August 20, 2012, 11:37:03 AM
(https://dl.dropbox.com/u/46128342/uv%20mapping.jpg) This is what happened when I tried to apply my textures lol. I ran the script though an error did pop up. Could that be my problem or is it something worse and far more complicated? lol Whatever the problem I'm determined to learn how to do this and start making some mods.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on August 20, 2012, 11:55:43 AM
Uncheck "Propogate Materials" before running the detach script.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: duoblade on August 20, 2012, 03:23:58 PM
Ok I was able to run the script without any errors but it still looks the same. As if there's no uv mapping or something. Any suggestions?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on August 20, 2012, 08:40:09 PM
you have to make the textures fit before using the script i think, give the model a edit mesh/poly/whatever, use element selection, and select the elements that'll use one texture, and with the materials open, assign them to those elements, after that, run the script


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on August 20, 2012, 08:43:12 PM
Oh that reminded me, if you drag a texture onto the model before running the script, that will break the materials already assigned and the script won't do anything.

Here's the order of operations for you:
1. Import model
2. Select model and run script before doing anything
3. Then drag textures onto the model (no need for elements)

That should do it.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on August 20, 2012, 08:47:55 PM
Oh that reminded me, if you drag a texture onto the model before running the script, that will break the materials already assigned and the script won't do anything.

Here's the order of operations for you:
1. Import model
2. Select model and run script before doing anything
3. Then drag textures onto the model (no need for elements)

That should do it.

oh lol, a lot easier than what i used to do, but it didnt break anything, since some of my imports are made this way


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: duoblade on August 20, 2012, 10:59:24 PM
Awesome thanks much


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on August 21, 2012, 11:23:40 AM
what do i do to fix this?

(http://i.imgur.com/3fOyT.png)

as you might guess, that error is freezing brawlbox in the process of importing.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on August 21, 2012, 11:36:40 AM
what do i do to fix this?

([url]http://i.imgur.com/3fOyT.png[/url])

as you might guess, that error is freezing brawlbox in the process of importing.


Is the object an editable mesh with the entire modifier stack collapsed?
If so, you could try re-importing that and exporting again.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on August 21, 2012, 11:59:22 AM
editable poly with only a skin modifier, i collapsed all the previous modifiers before rigging


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on August 21, 2012, 12:01:51 PM
editable poly with only a skin modifier, i collapsed all the previous modifiers before rigging

Cut out the Skin mod, convert to editable mesh, then paste the rig back on top.
Then try exporting. :O


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on August 21, 2012, 12:02:55 PM
lol, no error popped up! thanks xD

ok, it [censored]ed my rig up...

(http://i.imgur.com/MY2TC.png)

ok, i totally lost the rig, so i'll have to redo it. darn, now i'll make it a mesh before rigging xD


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on August 21, 2012, 12:14:20 PM
lol, no error popped up! thanks xD

ok, it [censored]ed my rig up...

([url]http://i.imgur.com/MY2TC.png[/url])


D: that's never broken any of my rigs, and I cut/paste the skin mod all the time to make changes.

You might have to re-rig it :/


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on August 21, 2012, 06:07:43 PM
It's because of a lack of shader rendering support in the viewer.
The lighting in Brawlbox always has been a bit odd anyway.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on August 21, 2012, 06:31:05 PM
Oh, that's not really a model importing type of question though, just a general MDL0 question.

Can you get an in-game picture?

It sounds like you don't have good shaders. Are they the ones that are automatically generated by BB when you import a dae?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: JBG on September 10, 2012, 02:07:23 PM
Okay, I've been having a rigging issue for awhile now. I'm just trying to rig the left elbow, but when I set the weight, the center of rotation for the bone becomes the wrist/forearm, not the elbow. Do you know how to fix this? I feel it has something to do with the red cage around the limb.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Maydelcore on October 21, 2012, 10:10:55 PM
My 3ds Max 2010 sends me an error when I open the .dae file.
Why?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Maydelcore on November 04, 2012, 06:05:27 PM
ERROR!!!!!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on November 05, 2012, 06:36:02 AM
u need to update the DAE import plugin, dont ask me where it is nor to what version, cuz i forgot


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Mortimer on November 20, 2012, 09:52:44 PM
Hey guys. This is probably a dumb question. When I open a .dae file in 3DS, my model gets totally scrambled like you can see on this link: http://imageshack.us/f/42/zeihuna.jpg/ (http://imageshack.us/f/42/zeihuna.jpg/)
That was supposed to be ZSS. I did nothing, except exporting the model with 3 different brawl box versions, and I always get this same result. Happens with others chars too, not only ZSS.

But I also downloaded a stage which the .dae file was included, so I tested it as well.
http://imageshack.us/f/819/stgdae.jpg/ (http://imageshack.us/f/819/stgdae.jpg/)
I believe this is fine. The .dae file that was sent with the stage is 1.9MB

Then, using BrawlBox 0.67b, I exported the stage's model, imported in 3DS and got this:
http://imageshack.us/f/526/stgdae2.jpg/ (http://imageshack.us/f/526/stgdae2.jpg/).
This one seems to be fine, even though the size is near 3.4 MB.

I also tried 3 different plugins, including the one that comes with 3DS Max 2010. The model always get scrambled, not exactly in the same way, but always something like that.
Anyone have any ideas?



Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on November 21, 2012, 05:39:53 AM
as far as i know there's no fix for DAEs appearing like that, i have the same issue (ur first pic) with all BB character DAEs i try to import, haven't tried any stage DAE though


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Mortimer on November 21, 2012, 07:09:20 AM
Ok, so that's a problem with 3DS or it a problem with my PC? And how I should proceed in a rig with a deformed skeleton? Should I ignore the deformed polygons and try to t-pose it in the best way I can? The polygons are scrambled, but the bones are also not t-posed in 3DS.

Ah, by the way, I also tried to simple export a dae with brawlbox and then import it back, and this is what happened: http://imageshack.us/f/521/bbdae.jpg/ (http://imageshack.us/f/521/bbdae.jpg/). Was that supposed to happen?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on November 21, 2012, 10:59:36 AM
just download the bones from here:
http://forums.kc-mm.com/index.php?topic=35219.0 (http://forums.kc-mm.com/index.php?topic=35219.0)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Mortimer on November 25, 2012, 07:08:09 AM
Ah, I didn't know about this list. Thanks for the hint.

But still, do you have the problem I mentioned with brawlbox? I know how rigging can be painful and I don't want to start anything if I can't get it into the game.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: MrElephant on November 28, 2012, 01:37:42 PM
This tutorial is really good.  It has taught me a lot.  Thanks again.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Vahkiti on December 18, 2012, 04:32:59 PM
Right then so... I could use some help. I'm getting ready for a Christmas tournament on the weekend and I was suggested that I should alter the Waddle Dees to wear Christmas hats. This of course is easier said than done apparently. I seem to have gotten the rigging process down, but one thing still eludes me; with no influence from any bones other than those specified, why is this hat still deforming with the arms and legs?

(http://www.brickshelf.com/gallery/vahkiti/SSBB/deeproblem.png)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on December 20, 2012, 07:29:59 AM
try re-clicking on the "1", the window also tells u it's 1 when only some of the vertices have other influences, if that doesnt work idk


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Allbait on December 29, 2012, 11:47:46 AM
*sigh* I'm having the same problem I always do when I try this.. When I add the bones and start the weight tool none of them appear there independently of which vertices I select.. I click on the bones to add them but absolutely nothing happens.. dam 3ds max 10 is always trolling me :srs:
Edit: O________o.... Huh.. Me messing around in 3ds max's files somehow got it working...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: TravixMan Productions on January 04, 2013, 11:24:08 AM
I have a problem when I import my model into Brawlbox.  When I import it, it just looks like the model's inside out.  Maybe this video will help get you to understand.  MKW Custom Character Creation Problem - YouTube (http://www.youtube.com/watch?v=WJ2kO52NJT4#)

Many people say it's an exporting problem, and that I don't have the right settings.  However, I checked, and it looks like I do.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: AkaDarkZeroRmx on January 04, 2013, 08:50:22 PM
How I can reduce the file size of an export file dae Is that the game freezes when choosing that character and Iwvi said that the exported file size must be the same or smaller than the original file.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: itsameluigi1290 on January 14, 2013, 08:31:24 PM
Hi, I used your .DAE plugin file thingy you said to use if I couldn't find the right one for me, and when I replaced the one that was already there with the one you provided, it says "DLL <C:Program Files\Autodesk\3ds Max 2010\stdplugs\fbmax.dlu> failed to initialize. Error code 193 - %1 is not a valid Win32 application." And when I downloaded Collada Max and tried it, I click import and nothing happens. The model just doesn't appear. I'm using 3ds max 2010, if that helps you solve the problem.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on January 14, 2013, 08:36:33 PM
Those are 32-bit plugins so they probably won't work on 64-bit.
2010 comes with the correct plugins already though.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 15, 2013, 04:49:46 AM
only for export though, 3ds max 2010's import plugin sucks BAD, and crashes everytime... xD


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: itsameluigi1290 on January 15, 2013, 07:39:26 AM
Those are 32-bit plugins so they probably won't work on 64-bit.
2010 comes with the correct plugins already though.

I know they are already there, but I didn't back it up before putting yours in, so I can't get them back. Also, before I replaced it, I selected all the neccesary check boxes in the dialogue box after importing it, and it said "An error has occured and 3ds max will now close. No scene changes were made prior to error" or something. And when I tried to download 3ds max 2011, it said I needed a disc with a certain volume, so basically I can't do anything. I get problem after problem, and it's really annoying.

EDIT: Nevermind, everything's goin' smoothly now :D


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Ventus42 on January 17, 2013, 07:16:32 PM
 At the part where i must delete the polygons, but pressing the delete key does nothing, as well as the backspace key. Also, thanks for your time in responding to this as well as making this amazingly well-written tutorial  :af2:


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: itsameluigi1290 on January 18, 2013, 10:00:16 AM
At the part where i must delete the polygons, but pressing the delete key does nothing, as well as the backspace key. Also, thanks for your time in responding to this as well as making this amazingly well-written tutorial  :af2:

After selecting all the things, you have to click OK to make the dialogue box close, THEN click the Delete key. Took me a while to figure that out XD


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Mofat on January 22, 2013, 05:29:26 AM
looked around the thread and couldn't find an answer to this, but 3ds max won't let me delete the polygons during the preparation steps, I press the key and nothing happens.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Shinobu Nyan! on January 22, 2013, 10:30:37 AM
looked around the thread and couldn't find an answer to this, but 3ds max won't let me delete the polygons during the preparation steps, I press the key and nothing happens.
Make sure the polygons didn't get frozen. Right click and select unfreeze all and try again.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: NoblePeasant on January 31, 2013, 12:27:32 PM
IN part IV step 2 When I highlight the entire model and  click add next to bones, when the window comes up no bone are listed... What am I missing?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 31, 2013, 12:56:34 PM
ok, this may sound weird, but, do u actually have the bones in the scene?
if yes:
-------are they hidden?
-------------if yes:
-------------right click on the scene and select UNHIDE ALL
-------------if no:
see if all "types" of elements are selectable in the list, there are some square buttons on the upper part, with different symbols, th first one is a sphere, which represents models, just have them all selected (maybe except the sphere one, so it wont mix up)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Dark_Renegade on January 31, 2013, 07:01:10 PM
After I delete the polygons of my Brawl Model, nothing appears on the screen. When I click the parts where the skeleton should be. It displays the parts. I have tried unhide all and unfreeze all. But it's just not appearing... any advice?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 01, 2013, 04:18:19 AM
bones usually dont appear on screen, but they SHOULD appear in the list, when you click on add


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Kain_VKail on February 16, 2013, 12:52:20 PM
I've a question about the Tutorial though. in step 3 when It says import the model, do I just do a regular import. nothing special like merge or anything? because if I import it gives me an error message about 3 missing PNGs and it doesn't look like the model is over pit, just that the model is there. I understand it also says that the models may import different, etc. but I just want to make sure I'm not the only one getting this error message.

Also it doesn't tell you how to open the Script, soi'm a tad lost there. It doesn't seem like I can just drag it like it asks.


EDIT- I just found the Script option, but it keeps giving me an error with the script and it doesn't work. it seems some people on the scripts web page were having this problem too. Also the model I'm trying to import (Sora) has both .mtl and .obj so I'm not sure which to use.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 16, 2013, 02:57:37 PM
the obj is the model, and the mtl are the material data, which will import itself automatically if you dont uncheck "import materials" when importing the obj


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Kain_VKail on February 16, 2013, 08:35:28 PM
the obj is the model, and the mtl are the material data, which will import itself automatically if you dont uncheck "import materials" when importing the obj


Ok, Thank!!

I'm still having a problem with the "Detach" script. I keep getting this error message.

(http://i1242.photobucket.com/albums/gg537/Kainvkail/f0d0359619.png)

But It DOES seem that the model came in PERFECTLY!!!


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on February 16, 2013, 08:42:24 PM
Uncheck "Propagate Materials" on the script menu.
Then click okay to run it.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 17, 2013, 07:39:22 AM
2010 and 2011 have the perfect plugins right from the start.

idk about 12 and 13...


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Kain_VKail on February 17, 2013, 08:08:06 AM
I feel kinda stupid doing all this even reading the directions. Although I've only been using the program for a couple of days. Are there a couple of steps I'm missing that are just supposed to be understood? I'm trying to follow these directions but since everyone's model rips are so different this is QUITE confusing. does anyone have a video so I can see what I'm supposed to be clicking?

Also should I have as many Image files as I do Objects, because I don't. I've got 9 objects adn 3 .PNG files with textures on them.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 17, 2013, 09:06:35 AM
im recording myself rigging a naruto model over sheik atm, when it's done and uploaded, i'll post the videos here.

full rigging process, first part has annotations, second and third dont, also, i only did one arm while recording, i did the other one off-rec, since it's just the same...

PART 1
http://www.youtube.com/watch?v=50xF1I-pSKY

PART 2
http://www.youtube.com/watch?v=PHeiNlOKly4

PART 3
http://www.youtube.com/watch?v=2JN92XuV2vs


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SemiPsycho on February 18, 2013, 05:08:26 PM
I'm a beginner at using 3ds Max 2009. Will this work for 2009? Also, will the shortcuts and features you used of 3ds Max be in the same/ similar place on the program like 3ds Max 2010 & 2011?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 18, 2013, 05:09:45 PM
i guess it'll be the same, but, if you have 3ds max specifically for brawl modding, why not get 2010 or 2011?
they are free if you get the student version


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SemiPsycho on February 19, 2013, 10:11:59 PM
 Ther problem is my computer is very slow, so it would take very long for me to get 3d Max 2010 or 2011. If I try to install 3ds Max 2010 or 2011 on my computer then uninstall 2009, that will try my patience. It's kind of like how I find all these versions of Adobe After Effects for a 32 bit and it ends up being 64 bit. That reminds me, I'm capable of hacking, so it wouldn't be too hard getting the full version of 3ds Max 2010 on my computer for free despite the fact that my computer is slow, like I did for 3ds Max 2009. Should I go for getting 3ds Max 2010 or 2011?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Kain_VKail on February 25, 2013, 08:49:11 PM
so now my problem is when I've got overlapping textures and wireframes I'm selecting the individual parts of the model but the texture is still connected when I move add weight and move the skeleton.

Basically it acts as a whole texture rather than just a texture that's got clipping parts.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SemiPsycho on February 26, 2013, 07:45:17 PM
I think I know what you're talking about, but I'm not so sure. I'm not sure if this makes any sense, but try applying the textures after you have finished rigging the model completely, and see if it works any better.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: Takeo Masaki on February 26, 2013, 08:28:06 PM
maybe use the detach by id script in 3ds max and select bitmap and hit detach


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: kiro on April 13, 2013, 03:48:45 PM
ok for some reason, the Autodesk Collada import plugin has randomly stopped working for me. I use to be able to import DAE files just fine the other day, but when i turned on my computer today to start a new import when i clicked the import button it just says that the application has encountered an error and will now close.

But it even does this any ANY of the DAE files i successfully imported before. I tried it with Open COLLADA but it just imports the root bone and that's it. I tried using an older version of 3DS max and it just spits out errors about there being bindpose and mismatched matrices problems. I tried the plugins from the OP, but the one for 2010 just says "%1 is not a valid Win32 application", and the one for 8 just says that "the module for ColladdaMax.dle cannot be found". Anyone have any ideas?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SemiPsycho on April 13, 2013, 09:19:11 PM
Reinstall the plugin? That's the only suggestion I can offer. I don't really know why your plugin isn't working.


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: sillydraco on April 17, 2013, 07:02:44 AM
Ok I have a dumb problem, but it is really annoying and I can't stay up all night trying to figure it out :I

Brawlbox won't associate with .pcs or .pac files when I try to make it the default. I can select it, but then it doesn't do anything.

Of course, Brawlbox works fine when I load files from within itself, but I can't double click on a .PCS and have it open in Brawlbox. Not really a big deal, it's just annoying :<

It used to work, but I just updated it from .64 to .67, then downgraded to .65c and still no good. Will upgrade back to .67 does anyone else have this problem?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on April 17, 2013, 07:03:58 AM
open brawlbox as admin, then go to options, and select all the file associations you want


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: sillydraco on April 17, 2013, 07:14:53 AM
Aha! I feel dumb now :3 I knew it had to be something simple, it always is ^^"


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: lordevian on April 19, 2013, 11:00:35 PM
 am currently working on this to import a pmd model and I've done every step up to part 4.
now, I am stuck at the modifier list-skin part. after that when I try to add the bones, in the browser it appears in blank! what can I do now?


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on April 20, 2013, 04:03:37 AM
are the bones hidden?
if not, try to check that all the checkboxes in the list are checked


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: zplatter on April 27, 2013, 08:49:37 AM
I couldn't get past part 2 where I was supposed to import the into 3ds max, I've tried 3ds max 2010-2014 with different plugins but the best I could get is something that looks like this - http://s212.photobucket.com/user/zplatter/media/1.png.html?sort=3&o=0 (http://s212.photobucket.com/user/zplatter/media/1.png.html?sort=3&o=0)

Anyone have any idea what I'm doing wrong? Been trying to fix this since yesterday but I'm not getting anywhere :(


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SemiPsycho on May 04, 2013, 03:43:18 PM
For some reason when I try to add bones in the skin modifier there is nothing in the text box to select. Here's a screenshot:
(http://i40.tinypic.com/dbtsth.jpg)


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: BlueBrain on May 05, 2013, 05:41:17 AM
you have added the skin modifier to the bones as well, select only the model


Title: Re: DAE Model Importing for Dummies (Under Construction)
Post by: SemiPsycho on May 05, 2013, 12:15:06 PM
Thanks! I have another question. I messed up with the key frames and  couldn't undo my bone rotations. If I delete all of the bones, and import (since I saved it as a .max file before importing the model I want to put in the game) the skeleton, will that work? Or do I have to start all over? Also, will the movement of the polygons affect anything if I can't undo the rotation and manually move them back into place?


Title: Re: DAE Model Importing for Dummies
Post by: TheBlueBlur on May 21, 2013, 11:19:58 AM
Installing 3DS Max 2011 THAT WOULD TAKE A LOOONG TIME TO INSTALL


Title: Re: DAE Model Importing for Dummies
Post by: BlackJax96 on May 24, 2013, 12:44:54 PM
I upgraded to 3ds Max 2014 yesterday and can confirm that it works right off the bat with Brawlbox.

If you're gonna download any version, download 2014.


Title: Re: DAE Model Importing for Dummies
Post by: DoctorFlux(Mariodk) on May 24, 2013, 01:24:22 PM
I upgraded to 3ds Max 2014 yesterday and can confirm that it works right off the bat with Brawlbox.

If you're gonna download any version, download 2014.
so any good changes on 2014 from 2013 for SSBB model importing?


Title: Re: DAE Model Importing for Dummies
Post by: 526beastmode526 on May 24, 2013, 03:18:52 PM
I can't save my FitPeach00.pac to a .dae when I export it. It only lets me save as a .mdl0
How do I fix this?


Title: Re: DAE Model Importing for Dummies
Post by: BlackJax96 on May 24, 2013, 04:57:45 PM
so any good changes on 2014 from 2013 for SSBB model importing?

I dunno, everything I use on a regular basis is pretty much the same.

I can't save my FitPeach00.pac to a .dae when I export it. It only lets me save as a .mdl0
How do I fix this?

Use your brain to find an answer to your problem:

(http://i.imgur.com/I4R7aUA.jpg)

Protip: This works for other problems too!
Now go home and be a problem-solving man!


Title: Re: DAE Model Importing for Dummies
Post by: SemiPsycho on June 03, 2013, 03:26:11 PM
I can't save my FitPeach00.pac to a .dae when I export it. It only lets me save as a .mdl0
How do I fix this?


Only the newest Brawl Box can allow you to export as a .dae. Here's a link to Brawl Box v0.67b by BlackJax96:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27797 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27797)


Title: Re: DAE Model Importing for Dummies
Post by: hitmaker on June 14, 2013, 12:22:09 AM
Not sure what I am doing wrong, after going through the tutorial here I can get the model to export and load into brawl, but ingame the model's textures are messed up, even though in brawl box they look fine:
(http://i.imgur.com/RHwqjd4.jpg)

Ive gone through the tutorial several times with various versions of the DAE plugin and even max itself, but the result is this same. Is there something Im missing?

Dont mind the protruding vertice there, that was intentional

Edit: I Sorted it, it was an issue with a material that needed manual editing. Furthermore, I managed to successfully import a different since posting this question! Thanks for the tutorial!

(http://i.imgur.com/bHSVzGK.jpg)

Now just have to figure out why its causing the game to run so slow despite the low poly count...


Title: Re: DAE Model Importing for Dummies
Post by: kiro on June 28, 2013, 07:24:46 PM
Ok, i LOVE this tutorial. However, i'm having two problems, when i load the new character in brawl, the model is faceted instead of smooth, and a texture that has transparencies either display as a different texture in-game (but is normal in brawlbox) or ignores transparencies in-game (but is normal in brawlbox) depending on which texture format i use.


Title: Re: DAE Model Importing for Dummies
Post by: BlackJax96 on June 28, 2013, 07:31:19 PM
http://forums.kc-mm.com/index.php?topic=38135.0 (http://forums.kc-mm.com/index.php?topic=38135.0)

And for the smoothing, you have to smooth the model in 3ds Max.
First, try adding a smooth modifier to the model and click box 1. If the model isn't smoothed after that, remove that modifier and add a vertex weld modifier. Set the value to 0.01.
If it's not smooth after that, then there's a problem.

And if you have rigging on the model, cut out the skin modifier, do all that above, collapse the stack and then paste it back on.


Title: Re: DAE Model Importing for Dummies
Post by: kiro on June 28, 2013, 11:28:25 PM
[url]http://forums.kc-mm.com/index.php?topic=38135.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=38135.0[/url])

And for the smoothing, you have to smooth the model in 3ds Max.
First, try adding a smooth modifier to the model and click box 1. If the model isn't smoothed after that, remove that modifier and add a vertex weld modifier. Set the value to 0.01.
If it's not smooth after that, then there's a problem.

And if you have rigging on the model, cut out the skin modifier, do all that above, collapse the stack and then paste it back on.


Thanks a ton! I got the model looking great now, only thing now is the transparency is making anything from the same polygon invisible. Here's what i mean:
(http://i.imgur.com/uv1dHr5.jpg)(http://i.imgur.com/qtAO0SD.jpg)


Title: Re: DAE Model Importing for Dummies
Post by: ?uestion on July 11, 2013, 05:03:21 PM
Hey you magicians and hacking wizards,
 Anyone wanna help a brother out with the part VI that's not in this tutorial?

Thanks a ton,
- pranavmeno


Title: Re: DAE Model Importing for Dummies
Post by: kiro on July 11, 2013, 11:04:24 PM
what problem are you having?


Title: Re: DAE Model Importing for Dummies
Post by: ?uestion on July 13, 2013, 07:35:36 PM
Hey kiro,
 Everything is great up until I put my game on my USB and try it in game. The game freezes right after I click "Brawl", and sometimes when I get to the SSS.


Title: Re: DAE Model Importing for Dummies
Post by: kiro on July 13, 2013, 10:41:02 PM
Sounds like a filesize issue. How big is the file and which character is it over?


Title: Re: DAE Model Importing for Dummies
Post by: ?uestion on July 14, 2013, 10:33:26 AM
Well I've tried many different types ranging from 452 KB to 1849 KB. There's also one I tried that was 1161 KB. And it's over Captain Falcon.


Title: Re: DAE Model Importing for Dummies
Post by: kiro on July 14, 2013, 05:13:11 PM
Have you edited the common#pacs as well? That could be the cause if so.


Title: Re: DAE Model Importing for Dummies
Post by: ?uestion on July 14, 2013, 05:23:47 PM
Huh. I'm not sure I'll try it and get back to you on that. Thanks again.


Title: Re: DAE Model Importing for Dummies
Post by: SemiPsycho on July 15, 2013, 02:28:24 PM
Things like this happen to me every now and then. Sometimes Mario freezes once the game starts, and I have to delete my whole private folder before it works again. (Thankfully I'm using a stage expansion, and I don't have anything else I want but characters and music.


Title: Re: DAE Model Importing for Dummies
Post by: Mareeo 64 on August 22, 2013, 11:34:25 AM
i am installing the 2014 version of 3ds max, so will the Collada dae plugins still work on a higher version? (plus, i'm running windows 8 [64-bit], so i'm not sure if this couses compatibility issues)


Title: Re: DAE Model Importing for Dummies
Post by: BabyLuigiOnFire on August 22, 2013, 12:29:07 PM
The OP mentioned that the 2014 version of 3DS Max will work and is even recommended. What I don't know is if the operating system affects it but I guess it shouldn't.


Title: Re: DAE Model Importing for Dummies
Post by: Mareeo 64 on August 22, 2013, 01:55:59 PM
alright thanks. I'll give it a try tomorrow.


Title: Re: DAE Model Importing for Dummies
Post by: Mareeo 64 on August 28, 2013, 08:57:33 AM
I've got a problem:
(http://imageshack.us/a/img541/4682/zmmy.png)
I dont understand what i'm doing wrong. This guide doesn't explain dealing with this error very well.


Title: Re: DAE Model Importing for Dummies
Post by: BabyLuigiOnFire on August 28, 2013, 11:58:41 AM
This occurs when you don't have a skin modifier on the polygons and you didn't weigh any vertices to selected bones. You probably forgot to add CapJ to your list of bones.


Title: Re: DAE Model Importing for Dummies
Post by: Mareeo 64 on August 28, 2013, 12:55:48 PM
trust me, i didn't. I had it it all ready to go, but it just keeps happening

EDIT: Fixed it! turns out, the CapJ bone itself had a skin modifier for some reason.


Title: Re: DAE Model Importing for Dummies
Post by: Linnom on October 14, 2013, 09:27:05 PM
Everytime i load a import in 3ds Max 2013 appear this error screen, what i'm doing wrong?

(http://img17.imageshack.us/img17/9598/i2h9.jpg)


Title: Re: DAE Model Importing for Dummies
Post by: BlackJax96 on October 14, 2013, 09:46:18 PM
Ignore it. That error happens to everyone, even me.


Title: Re: DAE Model Importing for Dummies
Post by: Linnom on October 15, 2013, 06:37:58 AM
But the model don't load after this error.


Title: Re: DAE Model Importing for Dummies
Post by: Antiro on October 31, 2013, 09:27:33 AM
hey i got an issue with the 3d mas 2014 it crashes when i try rigging the bones to the mesh  when im working with the vertex it gives me an update but didnt seem to help


Title: Re: DAE Model Importing for Dummies
Post by: Sanitys_Theif on January 07, 2014, 05:01:35 PM
Has anyone tried re-importing a brawl model from 3ds Max? The textures get all messed up, and the materials get renamed, the model itself works fine, but over certain stages the textures will move all over the place and the character generally has no eyes

I don't understand why this would happen since I'm just re-importing the brawl model, has anyone figured out how to get around this?

EDIT: As a note, I imported the brawl textures into 3ds max and applied them to the model while working on it, should I not have done that?

THe model ends up looking a lot like this person's that posted on page 23:

(http://i.imgur.com/RHwqjd4.jpg)


Title: Re: DAE Model Importing for Dummies
Post by: Noctua on January 07, 2014, 08:42:29 PM
Yeah, I've had that happen when importing models using BrawlBox 0.71. No idea why that is, as I've never had any problem with imports using any of the previous versions of BB.


Title: Re: DAE Model Importing for Dummies
Post by: DemonBoy on January 07, 2014, 08:44:52 PM
I had this when testing out my samus mod. It would only happen on certain stages and would look fine on others. what i did to fix this was use shaders from another model


Title: Re: DAE Model Importing for Dummies
Post by: Sanitys_Theif on January 08, 2014, 02:15:06 PM
I had this when testing out my samus mod. It would only happen on certain stages and would look fine on others. what i did to fix this was use shaders from another model

Did you export the shaders or just edit the ones already attatched to the model?


Title: Re: DAE Model Importing for Dummies
Post by: DemonBoy on January 08, 2014, 02:41:30 PM
I export the shaders from the original and imported them over mine.


Title: Re: DAE Model Importing for Dummies
Post by: Sanitys_Theif on January 08, 2014, 06:16:30 PM
I export the shaders from the original and imported them over mine.

Strange, I tried doing that, I exported each shader file, and it seems to work in brawbox, but when I save it, the shaders remain the same as before, basically editing the shaders doesn't work, the changes don't get saved, has anyone else had this problem?


Title: Re: DAE Model Importing for Dummies
Post by: Sanitys_Theif on January 11, 2014, 03:36:49 AM
Alright, I've figured out most of the problems I've encountered before, but there's still 1 really annoying thing, for the textures on the brawl models I re-import, the blank spaces on the textures that are supposed to be invisible end up showing a weird reflective blue color instead of being transparent in game, anyone have any clue as to why?

EDIT: Figured it out, you need to assign a shader to a material before you save, otherwise it just gets rid of the shaders you haven't used lol


Title: Re: DAE Model Importing for Dummies
Post by: Eggman12 on February 19, 2014, 03:55:56 PM
I've got a problem when i imported a model in Brawlbox
(http://i55.servimg.com/u/f55/11/73/64/20/th/test10.jpg) (http://www.servimg.com/image_preview.php?i=82&u=11736420)
The textures have no problem in 3ds max. I don't know hox to fix it.
Edit:I tested it in game and the body texture look weird. I don't know if i make something wrong.


Title: Re: DAE Model Importing for Dummies
Post by: LoneSanity on February 28, 2014, 11:09:40 AM
So, I'm not sure what happened here. This is my first model import, and I got the model itself to show up fine, it the textures load in 3ds max and brawl box, but as soon as I start the game, he looks like this. I'm not sure how/what to change to get his textures to load properly in game.

http://i.imgur.com/DNI3V6K.jpg (http://i.imgur.com/DNI3V6K.jpg)


Title: Re: DAE Model Importing for Dummies
Post by: SMFan on March 08, 2014, 11:03:26 AM
If it's possible, could I import a model without any polygons on it?
I tried following your guide to the T, with no success...
All I get is this:
(http://i.imgur.com/8nw4R3S.png)


Title: Re: DAE Model Importing for Dummies
Post by: JesucristoCROW on March 17, 2014, 03:59:25 AM
I have a problem, i did the rigging 6 times, all good, but the model when loading the Fit***MotionEtc.pac, IT DOESN'T MOVE, THE [censored]ING model doesn't move, any help


- Don't censor your own insults,

Albafika.


Title: Re: DAE Model Importing for Dummies
Post by: BlackJax96 on March 20, 2014, 08:44:48 PM
Take your inquiries to the model help board (http://forums.kc-mm.com/index.php?board=43.0).