Hi everyone,This tutorial will show a few rigging tricks that some may or may not know. Tricks: a)Readjusting Skin b)How to detach without losing rig c)How to attach without losing rig(I'll put this up later, since you'll most likely won't need this) d)How to move objects from one boneset to another (later, my method may not be the best,i´ll look it up) e)How to import an already rigged character, keeping the original rig. (later, this needs much more explanation)
a)Readjusting Skin:
Sometimes the skin modyfier does not match with the current state of the scene. This causes that when importing to brawlbox the bones wil have the same position as in max but the model will keep the skins original pose. This you see in 3DS max:
This in brawlbox:
To see if it the skin was modyfied uncheck and check it (The light bulb next to skin modifier), you'll notice the movement.
now right click, copy the skin modyfier,
After copying, right clic, collapse all
paste the skin modyfier back, you'll notice it moves but in the opposite way.
Go down to advanced parameters (on the skin) and check and uncheck "Always deform"
As you can see, after importing to brawlbox it is fixed, ignore textures, that'll be for the next trick.
b) how to detach without losing the rigg:
As you can see the wolf is already rigged, but on brawlbox its textures are weird. This is cause everything is a single object and it needs to be detaching according to textures. To do this identify what uses different textures. The wolf uses 5: Body Earings Metal thingy Eyes Eyelid
This means it'll need to be detached accordingly. To do this, clone the main object. I name them to remember what I'm detaching. The main body object will be called "wolf".
I'll detach the metal bracelet first, so I'll name the clone metal. Be sure to set it as "copy".
On the Edit Mesh(or poly) of the metal object, I'll select everything but the metal bracelet(I'm selecting by object, can be done by faces as well) then press supr (that delete key).
Now the only thing remaining on the metal object is the metal bracelet.
Now you do the same but on the oppossite way, on the wolf object I'll delete only the bracelet.
Now there are two objects, and if I rotate the bone, both keep the rig.
This is an example of when it is done selecting faces. The eyelids where attached to his head.(It looks white cause in this image the view setting is in "Object color" not "material color", ignore this, it is only to show they where a single element, vertices where welded together and stuff but still used two textures)
Now the model should display properly on brawlbox
For now that'll be it. I'll add the other tricks here whenever I have time. Good luck importing, any doubts I'll try to answer. Yoda speak FTW
Hi everyone. I'm writting this tutorial to see if it helps someone. I have not seen if it is done already or not but here it is. This tutorial is about the "Skin Wrap" modifier.
Skin Wrap: Its a modyfier used to adjust an object to the deformations of another. If for example, I had shirt and wanted it to adjust to an already rigged body, I would use skin wrap over the shirt and make it follow the body. The good thing about Skin Wrap is that it has the option to convert it to Skin.
It is really simple and saves a lot of time. I´ll explain it by adding the waist thing from Ezio to Toon Link.
So in this case, first you need to align the object to where you want it. It has to be over an already rigged object.
Now, we scroll on the modyfier menu and add a Skin Wrap modyfier. Under Parameters, you'll see the "Add" button. Clic it and then clic the object you want to follow. In this case I'll clic on T links body.
As easy as that. Test it and see if it works. Here is how the morphs resulted:
Now scroll down on the skin wrap options and find the one called "Convert to skin"
After you click, it will create a skin modyfier on top of your skin wrap. Just delete skin wrap and leave the skin modyfier.
It should have a working skin modyfier now. Easy as that. You may need to adjust stuff a little bit so that the objects don't go trough each other. In this case it worked flawlessly. I just deleted Toon links body underneat the waist thingy. It can be imported into Brawlbox as any mesh would.
Notes: -The images where you see him bending are just for demonstration. You should have it in the initial position when adding the Skin Wrap and when converting it to Skin.
-If you want to delete the model underneath the object, do it after you did the Skin wrap conversion to skin. If done before creating the skin wrap it would not work because it will have nothing to follow.
-If deleting something after it has been rigged you should uncheck "Always deform" on advanced parameters for the skin modyfier of the object you are deleting or modyfing. -I want a Sandwich -Defeating a sandwich only makes it tastier -I am no real super sand This will be useful for those who have models that have many layers of objects or want to add something to an already rigged model. Hope it helps someone.
I'm updating this thread again, so come by once in a while I decided to add a list of the projects I'll be making, including request I said I'd make. Order may vary but I'll list the ones I remember. I may put some other hack unannounced but I think I need a list cause of the growing amount of projects I have atm -Nero / Link - Gunner Yuna /Zelda - Ryu (Shaman King)/ C. Falcon - Alex Mercer / Wolf -Chocolobe /wolf - Rathalos GS Hunter/ Ike -Vitinho's TL request -Hao /C.falcon? -Jake the dog (Custom model) / ness or lucas?
Hope you like them. Clic over the image for the download.
Yoh from Shaman King. My favorite anime from childhood. He is over pit, has an overoul and two different swords. DOWNLOAD WARNING: some poepole have reported probblems with him, as soon as I discover what causes them, I´ll fix them.
Alexander "Sasha" Hell (Seikon no Qwaser)
Here is Sasha from the Infamous anime Seikon no Qwaser. A friend requested it, and I liked his wapon so I had to try. The anime for what I saw, is really weird but the character was cool enough to caught my interest in vertexing him. He has a sizemod for him to be a little bit smaller than marth.
He also has special final smash eyes. His left eye turns red and a cross- like patern covers the left side of his face.
Hi. If someone would be so kind as to share a NTSC-US Brawl save for dolphin with all characters unlocked, I´ll be very thankful. I normally test on my wii, but dolphin is much faster and portatile, but I do not have all characters unlocked, and I´m probably too lazy to unlock all of them again. For some reason my dolphin is not acepting codes, so a save would fix this.
The name of the topic. Can effects be vertexed? I have tried but unsuccesfully. I tried with lucario's aura ball, and I can not even import the original vertex set to 3DS, also tried with DD box( the first one). Is there a way to vertex effects, or at least lucario's aura ball?
I want to put ganons model over wolf, I do not know if it is actually possible, but in theory it should work if it had more bones. I think only 3 or 4 bones are needed. I tried the bone adder, but It does not seem to work. Also tried new brawlbox but as you may know it does add bones but lags ingame. So anyone can help me, tell me how or do it for me, or point me in the right direction?
I have looked around and have found little about this. I am trying to edit pits texture so his right hand shares textures with the left one instead of his heels. I know you can check the values in Max and convert floats to hex, then hex it into the mdl0. I have done that before and it worked, but pits hand has many uv points, and hexing would take a lot of time. I read there was another method that involved using Mk64n script, but all of the video tutorials are private in youtube, and there is no written tutorial for the UVs. Anyone would give me a hint on how this method works?
Im having trouble with making something semi transparent, but I managed to make pits wings transparent. So I ask, is there a way to make one of pit's polygons reference another material? like changing the material it uses for one that is already on the model, can this be done? if so how? or any clue on the matter.
I need help figuring how to make pits wings traslucent (semi transparent), I edited the texture to be semi transparent but if i put the value too low it is completely invisible and if its around 50% visible, in game it looks completely opaque, so no transparency. My question is, why does this happen?, the texture format is RGB5A3, and it should let me use semitransparency, falcos headgear uses it too. Also, could it have something to do with materials or anything else?.
In short: I just need help making pit's wings semi transparent.
I need help with the transparency of a texture. Well, to be more precise with pit's swords, the inner part that looks purple, i want to make it semi-transparent. But, I know that the CMPR format used by his bow/swords does not support semi transparency, so my question is if there is a way to make it semi transparent by changing the texture format? if so, how can i change it, I tried brawlbox but in game it still looked opaque. Is there a way to change the format? even if it requires hex, I would aprreciate any help
This hack is based in the anime/manga character Tsuna from Hitman Reborn, he has his custome from the varia arc... or so I think
The moveset is loosely based in a PSP game, Katekyoshi Hitman Reborn Battle Arena, but it was just a quick edit for him to fight differently from Ike, any ideas for changes are welcome and may be taken into account
I Changed All of his smashes to avoid the use of sword.
Changed His aerials
Slightly changed Neutral B
Side B is almost the same
Down B is slightly faster counter andFreezes (Zero Point Breaktrough First Edition)
Up B is just to get more hight, not very useful for combat, inspired heavily in a Cloud PSA cause i did not found how to give him an up B
New Final Smashes on Ground: X Burner... before anyone mentions it, I know he did not learn it until the future arc Also: the front flame is stronger by about three times and the back one only "pushes"and burns