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Help & Tutorials => Model Tutorials => Topic started by: Kyouma on February 18, 2015, 09:46:16 PM



Title: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 18, 2015, 09:46:16 PM
Dont you hate it when theres an interesting import in your mind but you have to cancel it because of the character's boneset shape?
brawl character's usually has that annoying gorilla shape in all the characters, and as importers its even sometimes sad to have to deform a character to make it fit in the bones
thats why the 1-slot bone edits were made for, but the main problem with that is the need of deleting/adding bones to keep throwN, HipN and the HaveNs in their place
well, what if I told you theres another option? But its not as simple as editing the model in brawlbox, this requires editing the PSA itself, I know, it sounds exhausting, but its worth it and will save you many problems with other future imports. This is something I discovered thanks to Iwvy when he fixed my suwako import over luigi like more than a year ago
its an unknown flag we can find in smashattacks that allows the animation to get adapted to ANY bonethree as long as its proportions arent affected by the possition of the animation itself
so thats what Im gonna teach you in this tutorial
SO LETS GET STARTED

Step 1: getting the model into the boneset
For this tutorial, im gonna use my Kars import as the example:
As we can see, the bones dont match the model at all D:
(http://i.imgur.com/3ntLyCl.png)


So thats what we have to do, move the bones to match the model's proportions, but take careful note of that; you can only move the bones, dont rodate them and dont scale them because the unknown flag doesnt work for rodated or scaled bones, only for translated bones
Once when youre done with the bone's translations, rig it and import it as you would normally do (I aint gonna explain you how to import, this is not an import tutorial, lol)
(http://i.imgur.com/MRd4FYN.png)

Step 2: Adding the unknown flag to the PSA
You have to edit the PSA to get this new import to work properly, or else it will look like this

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

First of, open PSA, then go to subactions
(http://i.imgur.com/e6PQCQz.png)

Now go to animation flags
(http://i.imgur.com/ACj6fGn.png)

And check this Unknown Flag square; check this flag in every animation of the PSA, I know ,it will take a hella long time (it usually takes me around an hour), but it will be worth it, since you only have to do it once for the character you are going to import over, in my case I chose wolf, which means now I can edit any future wolf import's boneset♫!
(http://i.imgur.com/K5YFGtk.png)

Step 3: Results/testing in game
FABULOUS!
(http://i.imgur.com/3vOkk5o.png)
(http://i.imgur.com/7J3xea1.png)

Please notice this is friendly with default characters and any other already existing import
(http://i.imgur.com/YjdxixL.png)

Well, thats it for now, if any questions, ask them below, now here are some possitive and negative things about the Unknown Flagged PSA method:


-The import will not work over any other PSA
-Since this option is only in PSA, PSAs edited in brawlbox will be unable to get this done, unless you used  Brawlbox v0.68b
-You have to make a sizemod for the character because most of the time it affect's the character scale and makes it smaller than how it has to be
-You cant test the rig with the animations in brawlbox, you have to test them manually in 3ds max by rodating the bone and turning it back after that



>Any other import of the character which PSA you just edited will work with this
>No need to affect the HaveNs index number anymore
>You can use it for custom PSAs without porting the animations
>You can put an exiting character over another without having to reimport
>You can edit a PSA which was edited with Brawlbox v0.68b with the special program called "PSAMod", it seems it has an unknown flag option as well (thanks to  BraveDragonWolf for letting me know that)


One last thing
I should have posted this when I wrote the tutorial but I think I forgot ros eomthing, anyway here is a link for a pack with the characters I have added the unknown flag to
https://dl.dropboxusercontent.com/u/102142953/asd/Unknown%20Flagged%20PSAs.rar (https://dl.dropboxusercontent.com/u/102142953/asd/Unknown%20Flagged%20PSAs.rar)
this incluides:
-Sonic
-Marth
-Lucario
-Peach (with A.B.C's cinematic FS)
-Fox
-Wolf

if you guys add the unknown flag to a PSA, feel free to post it in the comments so I can add the link here and we brign like a small resource thingy


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: BlackJax96 on February 18, 2015, 10:09:04 PM
What PSA version is that? That flag is named Fixed Rotation in the most recent version, but it seems like it would make more sense if it was Fixed Translation.


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 18, 2015, 10:14:04 PM
the version I use is 2.65, I didnt know the later versions had that option


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: BlackJax96 on February 18, 2015, 10:17:23 PM
Ekay. This is neat, I wonder if the naming is in the wrong order in the newer PSAs.


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 18, 2015, 10:22:06 PM
I have checked the resources link and it shows 2.65 as the newest, are there other PSA versions?


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Don Jon Bravo on February 18, 2015, 10:30:46 PM
what do you mean by editng the psa?
do you mean the fitfighter.pac file?
and can i use your wolf psa file for an import I want to do over wolf?


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: BlackJax96 on February 18, 2015, 10:44:25 PM
I have checked the resources link and it shows 2.65 as the newest, are there other PSA versions?


http://forums.kc-mm.com/index.php?topic=70217.0 (http://forums.kc-mm.com/index.php?topic=70217.0)
PSA versions are all mixed up, even I can't keep track of them


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 19, 2015, 06:16:31 AM
what do you mean by editng the psa?
do you mean the fitfighter.pac file?
and can i use your wolf psa file for an import I want to do over wolf?

yes @all the questions lol
[url]http://forums.kc-mm.com/index.php?topic=70217.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=70217.0[/url])
PSA versions are all mixed up, even I can't keep track of them

oh god lol


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Nasca Corp on February 19, 2015, 02:57:40 PM
Wow, i dont know that you can do it with PSA...!


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Don Jon Bravo on February 19, 2015, 04:31:40 PM
so can u post the pac file fr wolf?
maybe add a list of edited fighter pac files on OP.

also
does this mean I can finally rig Shadow over Wario?


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 19, 2015, 04:50:34 PM
Wow, i dont know that you can do it with PSA...!
welp, Im the first one who has tried this thing so I guess
so can u post the pac file fr wolf?
maybe add a list of edited fighter pac files on OP.

also
does this mean I can finally rig Shadow over Wario?
ohh I forgot to post a link, check the OP, I have added a link with the PSAs Ive added the unknown flag to, I dont know about wario, I tried to use this with a wario import and for some reason the feet was under the ground; I think maybe because I moved the legs down and the hip up, but Im not sure, you can try it anyway

ah and 1 last thing I forgot to mention: Sonic models will not work with other character's unknown flagged PSA because sonic's shoulder is messed up, same backwards


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Don Jon Bravo on March 11, 2015, 04:28:08 PM
can i have the link for warios figter pac?
also if i was to add bones, where would i do it?
after the thrown n bone
or before the thrown n bone to not mess with bone indexes.
is it even possible?
i want to make baby mario over yoshi so ineed mulltiple head bones

i wonder if blac jax would consider doing a function in brawlbox that would implenent the necessary changes automatically to the fighter pac files


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on March 11, 2015, 05:00:28 PM
can i have the link for warios figter pac?
I never finished the wario.pac D:
also if i was to add bones, where would i do it?
after the thrown n bone
or before the thrown n bone to not mess with bone indexes.
is it even possible?
i want to make baby mario over yoshi so ineed mulltiple head bones
you can add bones as long as the boneset indexes are the same number as in the model you awnt to replaceM
baby mario over yoshi? well to get a mario model to work on yoshi with this you would need to rather add bones as we can notice the throwN in yoshi is 77 and in mario its 62; this is good because when the "target character" has more bones, you only have to add bones, in this particular case you have to "imitate" the bones yoshi has and mario doesnt, for example TamagoM which is between HipN and ThrowN in the same parent bone


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Don Jon Bravo on March 11, 2015, 06:08:33 PM
im sorry i meant baby yosi riding yoshi..over yoshi
but i think u answered my question.
i should add the needed bones at the end.
thanks


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Don Jon Bravo on March 14, 2015, 04:55:58 PM
help
i dont know [censored] about PSA
but how do i go about doing this:
"And check this Unknown Flag square; check this flag in every animation of the PSA, I know ,it will take a hella long time (it usually takes me around an hour), but it will be worth it, since you only have to do it once for the character you are going to import over, in my case I chose wolf, which means now I can edit any future wolf import's boneset♫!"

how do i scroll through the animations to flag them properly>
i noticed if u scroll through the actions there are some animations like wait2 wait 3 item grip etc. is that where i do the magic?
(http://i.imgur.com/3FrMpA4.png)


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on March 14, 2015, 07:44:17 PM
select the number and move down with the arrow keys


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: BraveDragonWolf on January 24, 2017, 11:31:00 AM
You are my savior...This may be a breakthrough for me!
I'm used to sitting at my laptop doing all kinds of creative things. I always listen to my favorite music
when I rig characters. I can do this for hours.


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on January 24, 2017, 12:23:06 PM
thats the spiri!


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Ebola16 on January 31, 2017, 03:11:39 PM
Instead of spending hours on this process you can use an automation program to make this much faster. I used "Do It Again" to record a series of inputs (using the TAB key to select different options). I recorded the process in a loopable manner and I can change the number of iterations to match the number of subactions in a PSA.

I could upload what I made if you want although I don't know if differences in screen resolution or keyboard layout will cause misclicks by the program. If I do upload it, use it at your own risk as the script may start clicking off-target and possibly start messing with unrelated items on your current screen.


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 01, 2017, 11:14:47 AM
the script may start clicking off-target and possibly start messing with unrelated items on your current screen.
I think theres only one way to find it out


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Ebola16 on February 05, 2017, 07:03:48 PM
Ok, this is the "Do It Again (http://www.spacetornado.com/DoItAgain/)" automation program script for automating the creation of a moveset with the "Unknown Flag" enabled for every Sub Action, named UKF.dia. It repeats a series of keyboard strokes and mouse clicks. UKF.dia download: http://www.mediafire.com/file/4jr5gwrygpa0a8s/UKF.dia (http://www.mediafire.com/file/4jr5gwrygpa0a8s/UKF.dia)

I haven't tested this on other setups than my own so please use caution as this program will enter many keyboard strokes and I am not responsible for unintended behavior. It's also probably a good idea to view these instructions on a different device as you don't want to do anything else once you start the process.

1st time setup:
1. Get the following programs (only these versions of the programs have been tested):
Do It Again 1.6 (http://www.spacetornado.com/DoItAgain/)
Brawlbox 0.77 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212010)
PSA v1.3 (Sammi Husky) (https://www.dropbox.com/s/2msd86co64ujdfb/PSA%20v1.3%20%28Sammi%20Husky%29.zip?dl=0)
2. Place UKF.dia in C:\Program Files (x86)\Do It Again
    (You may need administrative permissions to edit files in that folder)

How to use:
1. Open the FitFighter.pac in PSA v1.3
2. Select the "Sub Actions" tab
3. Scroll to the bottom of the "Sub Action" list. Convert the last hexadecimal number on this list to decimal and remember it.
4. Open UKF.dia in a text editor.
5. The first line of this file is "496 0" This is the number of times the script will repeat itself, currently 496 times. Replace 496 with the decimal number you were asked to memorize.
6. Save and close the script.
7. Open a new text document in any text editor and maximize it. Keep this file open in the background in case something goes wrong and the script starts sending keystrokes to unintended locations.
8. Drag PSA v1.3 in the upper left corner of your screen. Windows Snap will automatically resize the window to occupy the left half of your screen. *STEP 8 IS IMPORTANT AS THE SCRIPT RELIES ON A SPECIFIC LOCATION FOR THE "ANIMATION FLAGS" BUTTON*
9. Return to "Sub Action" 0 in PSA v1.3 if you're not already on that subaction
10. Press "Animation flags"
11. Check the "Fixed Rotation" checkbox (a.k.a. the unknown flag)
12. Run "Do It Again" Drag "Do it Again" to the right of PSA v1.3 and make sure UKF.dia is highlighted.
13. This should be your setup before running the script: http://i.imgur.com/ltzeQ2w.png (http://i.imgur.com/ltzeQ2w.png)
      When ready, double-click UNF.dia and enjoy! (There will likely be a beep for every repetition of the script).
      Press F12 to stop the script early if needed.

Once you get a hang of this, 10 minutes of setup and script automation is much better than hours of mindless clicking! Let me know if anything is unclear.


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: BraveDragonWolf on February 08, 2017, 05:43:41 PM
My test shows that PSA's made in Brawlbox can ALSO be able to use the "Unknown Flag" with "PSAMod"...Which I have. I've just tested it with a new import I've just did.


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 08, 2017, 05:55:14 PM
can you explain that a little more detailed? It would be nice to add it as a part of the tutorial


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: BraveDragonWolf on February 08, 2017, 06:35:53 PM
can you explain that a little more detailed? It would be nice to add it as a part of the tutorial

Let's see...

PSA's that were edited in Brawlbox v0.68b, can also use the "Unknown Flag" if you use the special program, "PSAMod".
Since it was clearly stated that PSA's in Brawlbox don't have the option and won't get this done...Which doesn't matter because it won't be able to be opened in the original PSA program.


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: Kyouma on February 09, 2017, 09:01:34 AM
ohhh, yeah, I have noticed some PSAs which were edited in bb cant be opened with PSA, I remember DAO used to tell me "Brawlbox is the devil when it comes to editing PSAs dude, it corrupts them and makes them unable to be opened with PSA or tabuu", I have added it to the OP now btw


Title: Re: Unknown Flag: the way to keep your model's shape and dont affect the bonethree
Post by: BraveDragonWolf on February 09, 2017, 01:31:32 PM
ohhh, yeah, I have noticed some PSAs which were edited in bb cant be opened with PSA, I remember DAO used to tell me "Brawlbox is the devil when it comes to editing PSAs dude, it corrupts them and makes them unable to be opened with PSA or tabuu", I have added it to the OP now btw


BB might be misunderstood. ^^ This one time I tried to edit Bowser in BB...His specials were unusable in-game, it just make him stay in place like he's frozen. Obviously his specials had been tampered with...wouldn't hurt to re-code and fix them. Other PSA's like Mario or Shiek have that certain coding in there action scripts that might need to be changed in "PSA" before they are opened in BB. I have a not too old Project M PSA for Shiek that I edited in BB.

Post Merge: February 10, 2017, 09:03:46 AM
OK!...I just further tested my moveset file with the flags and it turns out, PSA's made in brawlbox kinda makes a couple animations glitch a little bit with the flags applied. They make the character go in mid air like so.

(http://i.imgur.com/VykQ06r.png)

There IS a little bit of a save here. There's the next unknown flag just under the one we use now. It works perfectly but, it sinks the character into the ground a little...I guess that's "Fixed Translation"?
If you look real close you can see it.

(http://i.imgur.com/4slxax7.png)