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Help & Tutorials => A/A Tutorials => Topic started by: BlackJax96 on July 09, 2012, 09:20:22 PM



Title: How to use the Model Changer event
Post by: BlackJax96 on July 09, 2012, 09:20:22 PM
So the event "Model Changer" 1 & 2 hasn't been understood properly for a while.

And in case you didn't know, an "index" is the number, id, location, etc of a node in a list starting from 0.
So the first node in a list would have an index of 0, the second would have an index of 1, etc.

So here's how it works:

There's a node in the data section of each moveset called "Model Visibility".
The model visibility node has references 1 & 2.

Reference 1 is for the event Model Changer 1, and Reference 2 is for the event Model Changer 2.
Each reference has switches.

Each switch node has multiple groups of bones located in them.

It's just like VIS0. Those are bones that are attached to objects. When the bone group is turned on, all objects attached to all the bones in the group will become visible.

Each switch node has one value in it that you can modify.
That value is the index of the group of bones that will be visible at the start of every subaction.

Now to explain what the actual event does.

The event has two parameters:
- Switch Index
- Bone Group Index

I believe this is self explanatory:
Switch index is the index of the switch to select groups from.
Bone Group index is the index of the group of bones that you want visible.

Using the model changer will make only that group of bones visible. All other bone groups will be turned off.

Now if you set the Bone Group Index to a value less than zero or greater than the amount of groups available, all objects will become invisible.



I think that explains it all. Feel free to ask questions or correct me on anything if I'm wrong.
I'll have pictures up... sometime. Although you really shouldn't need them if you can see already.



Title: Re: How to use the Model Changer event
Post by: Eternal Yoshi on July 09, 2012, 09:23:24 PM
This is how mariodk does the Fire Mario transformations.


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on July 09, 2012, 09:32:06 PM
This is how mariodk does the Fire Mario transformations.

mmmmmk

I just made the tutorial because now the model visibility node is fully editable (you can add new switches, groups and bones) and I wanted people to know exactly how it works with the event. Tabuu made it kinda hard to understand before.


Title: Re: How to use the Model Changer event
Post by: StupidMarioFan1 on July 11, 2012, 06:17:42 PM
This is how mariodk does the Fire Mario transformations.
Yep, but he just used the changer for Mario's hair polygons.


Title: Re: How to use the Model Changer event
Post by: Don Jon Bravo on July 11, 2012, 06:20:41 PM
This is how mariodk does the Fire Mario transformations.

You know how when u set the eyellowm to turn on during the final smash, you can "add" an extra object:
So does this mean we can still "add" an extra object when the eyeyellowm calls for it but at the same time have the power to "disable" another object???

now that would be epic...


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on July 11, 2012, 06:22:58 PM
You know how when u set the eyellowm to turn on during the final smash, you can "add" an extra object:
So does this mean we can still "add" an extra object when the eyeyellowm calls for it but at the same time have the power to "disable" another object???

now that would be epic...

Yep, just add another bone into the same bone group as EyeYellowM. :)


Title: Re: How to use the Model Changer event
Post by: Don Jon Bravo on July 11, 2012, 06:27:21 PM
Yep, just add another bone into the same bone group as EyeYellowM. :)
how about disabling an object when final smash???

i guess look into the model visibiltiy stuff and "delete" one group of objects???[

what im trying to say is that is it possible to disable an object during final smash instead of enabling an object?


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on July 11, 2012, 06:30:06 PM
how about disabling an object when final smash???

i guess look into the model visibiltiy stuff and "delete" one group of objects???

Just make a new bone group that's the same as the other one but remove the bones you don't want visible. Then just switch to that group when you want the bones off.


Title: Re: How to use the Model Changer event
Post by: Don Jon Bravo on July 11, 2012, 06:33:48 PM
Just make a new bone group that's the same as the other one but remove the bones you don't want visible. Then just switch to that group when you want the bones off.


if u can add new bone groups with no restrictions than i think i know what you mean...

I wonder who will be the first to take this into actiooonnnn!!
man wit so many new posibilities its a shame some people are thinking of abandoning brawl hacks...


Title: Re: How to use the Model Changer event
Post by: Snivy on July 11, 2012, 09:20:59 PM
All right, so I think I know what you're saying, If I add a couple of bone switches, then call them in BB, then I can add them by using Model Changer. I'm testing it first, then I'm going to post pictures if it works. Thanks for this tutorial, I'll ask questions if I need help.

Edit: I think I did something wrong. I added a couple of bone switchers to the first, (Reference 1.) I've added a couple of bones to the model I'm using, so tell me if that is the problem.
OK, the picture of the bone reference adds...
(http://i.imgur.com/8Uc4A.png)
(Note that there was no error on save)
here's what happens on BB.
(http://i.imgur.com/mMYx3.png)
Please tell me what I did wrong?
Also, here is the one I edited: http://www.mediafire.com/?pdarxz117o7z6p1 (http://www.mediafire.com/?pdarxz117o7z6p1)


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on July 11, 2012, 10:20:39 PM
All right, so I think I know what you're saying, If I add a couple of bone switches, then call them in BB, then I can add them by using Model Changer. I'm testing it first, then I'm going to post pictures if it works. Thanks for this tutorial, I'll ask questions if I need help.

Edit: I think I did something wrong. I added a couple of bone switchers to the first, (Reference 1.) I've added a couple of bones to the model I'm using, so tell me if that is the problem.
OK, the picture of the bone reference adds...
([url]http://i.imgur.com/8Uc4A.png[/url])
(Note that there was no error on save)
here's what happens on BB.
([url]http://i.imgur.com/mMYx3.png[/url])
Please tell me what I did wrong?
Also, here is the one I edited: [url]http://www.mediafire.com/?pdarxz117o7z6p1[/url] ([url]http://www.mediafire.com/?pdarxz117o7z6p1[/url])


Thanks, I've fixed the issue :)
The amount of switches for each reference needs to be the same, I forgot about that.


Title: Re: How to use the Model Changer event
Post by: Snivy on July 11, 2012, 10:34:42 PM
Thanks, I've fixed the issue :)
The amount of switches for each reference needs to be the same, I forgot about that.
Oh, that would explain it. Thanks for the help.


Title: Re: How to use the Model Changer event
Post by: SmashClash on July 11, 2012, 11:02:20 PM
So I see how you can make Ikaros' eyes change to red version when she attacks.


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on July 11, 2012, 11:04:30 PM
So I see how you can make Ikaros' eyes change to red version when she attacks.

Yep, this is what I plan to use for a lot of Ikaros' stuff ;O


Title: Re: How to use the Model Changer event
Post by: Carnage on July 12, 2012, 03:07:46 PM
so does anyone sucefully made a model changer on eye yellow that turns some polygons invisible while showing  the eye yellowM objects?


Title: Re: How to use the Model Changer event
Post by: Albafika on August 14, 2012, 11:53:48 AM
Good job, BJ! :D


Title: Re: How to use the Model Changer event
Post by: bluesonic1 on September 03, 2012, 08:36:38 PM
The event has two parameters:
- Switch Index
- Bone Group Index

I believe this is self explanatory:
Switch index is the index of the switch to select groups from.
Bone Group index is the index of the group of bones that you want visible.

Using the model changer will make only that group of bones visible. All other bone groups will be turned off.

I do not understand this part. How do I check the switch index and bone group index of the bones I want to make visible? Thanks in advance and sorry if this question sounds dumb.


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on September 03, 2012, 09:10:37 PM
The index is the location of the node. They're named BoneGroup0, BoneGroup1, BoneGroup2 etc and BoneSwitch0, BoneSwitch1, BoneSwitch2, etc. Just use the number on the end of the name.


Title: Re: How to use the Model Changer event
Post by: bluesonic1 on September 04, 2012, 07:43:38 PM
Well, I'm not asking how to change the switch and group indexes, I want to know how to check those on a characters boneset so I can know what to input for those indexes when I'm editing the model changers. Sorry if this is bothering you.


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on September 04, 2012, 08:50:05 PM
Well, I'm not asking how to change the switch and group indexes, I want to know how to check those on a characters boneset so I can know what to input for those indexes when I'm editing the model changers. Sorry if this is bothering you.

You have to actually look in the model visibility node in the moveset file.

Just open the moveset (out of the viewer), load the right model by right clicking the moveset node, then look in "Model Visibility" under "data". All the bone names will be listed in the bone groups.


Title: Re: How to use the Model Changer event
Post by: frostymm on October 28, 2012, 05:48:54 PM
Obviously I'm doing something wrong, how do I make an object invisible? I made two bone groups and then deleted the bones I didn't want to show on one and then used the model changer event to activate the one with all the bones and then the one with only the bones I wanted. I've tried a few different things but none of them worked so how exactly to I disable the visibility of an object on the model in PSA?


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on October 28, 2012, 05:59:32 PM
You link the object to a visibility bone. Then you add the visibility bone to a new group under one of the switches. Then when you enable a different group under that switch, the object linked to the bone you added in the other group will turn invisible.


Title: Re: How to use the Model Changer event
Post by: frostymm on October 28, 2012, 06:26:53 PM
Okay now what if the object is something basic like a head that you need to show up all the time (topN visiblity) but you need it to turn invisible because you have a different shaped head that is supposed to take its place. (Doesn't necessarily cover the old head.)


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on October 28, 2012, 06:29:27 PM
Use a different switch that holds groups of bones only for the head.


Title: Re: How to use the Model Changer event
Post by: frostymm on October 28, 2012, 06:32:19 PM
Please explain


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on October 28, 2012, 06:35:51 PM
Re-read the OP or I'll wind up writing it again to answer you.


Title: Re: How to use the Model Changer event
Post by: Carnage on October 28, 2012, 06:36:28 PM
Okay now what if the object is something basic like a head that you need to show up all the time (topN visiblity) but you need it to turn invisible because you have a different shaped head that is supposed to take its place. (Doesn't necessarily cover the old head.)
do this supose a bonegroup has 2 switches the boneswicth 0 one is always the default that will show up unless the model changer is called then put the head that appears on the boneswitch 1 so whn mode changer x-1 is called anyhting on the bpneswicth 0 visivility will disapear and the thing on boneswicthc1 appears


Title: Re: How to use the Model Changer event
Post by: frostymm on October 28, 2012, 06:57:49 PM
Okay well I think the reason I'm confused is because by changing the visibility bone for the normal head to not be TopN that made it not show up by default. And if I left it as TopN and used the model changer then everything besides the new head would dissappear. And now you're telling me that everying in boneswitch 0 is on by default but the default variable for boneswitch 0 is -1 (Which is everything maybe?) and the bone that I set the old head in is already in there in bonegroup0 and it's still not there by default XD.

Also am I to assume that by bonegroup having 2 switches you actually mean bonegroupswitch having two bonegroups? Or are you reffering to the reference?


Title: Re: How to use the Model Changer event
Post by: BlackJax96 on October 28, 2012, 07:05:56 PM
I guess they're not named very well.

Switches operate independently. Only one group of bones can be on at once in each switch.

You don't want TopN in any groups or the whole freaking model will disappear.

You'll want each face object to be linked to a different bone. Say you have 5 faces.

You should make a new switch, add 5 groups into it, and then add each separate bone into it's own group.

When you switch to group 0, only the object linked to the bone in group 0 will show up.

Each switch has a default group index too, so if the normal face object was linked to the bone in group 0, you want the default index to be 0.


Title: Re: How to use the Model Changer event
Post by: frostymm on October 28, 2012, 09:14:06 PM
Okedoke, I got it to work with that information. Thanks a ton! The only snag I ran into was when I added a new bone group, it also added one on the other reference but the one it added caused the game to freeze on the loading screen. I had to go in and change the default value to -1.


Title: Re: How to use the Model Changer event
Post by: Sir Ethan on September 04, 2013, 04:56:23 PM
How do I swap Toon Link's Bow for his Hookshot handle?