unless that's what the mod is for <_< (or if the mod is for removing the 30day trial, then I have that)
Have you tried it recently? It's actually not called XSI any more now that Autodesk picked it up. They renamed it to the name of the company they bought it from, which is weird, but whatever. You're right, it did have a real problem with crashing before, but it works great now in my opinion.
EDIT: Yowch. Spam huh? Alright, sorry if I made us get a bit off-topic.
blender26's GUI is at least a little more organized and well structured...
Is it? I've never compared the two. If I had to stop using 3ds Max and Maya I'd still probably sooner go for an alternative like the Softimage Mod Tool though. In the end I suppose it doesn't matter since you can achieve the same results on all of 'em, but for me Blender seems to make the process much more difficult.
I've only been able to use blender, what's the max interface like?
You ought to try it. The different selects like "polygon" and "vertex" are all in one nice neat little window, and it doesn't force you to memorize the shortcut keys right away like Blender does. And guess what? Left click ACTUALLY left clicks! Right out of the box. Who'd have thought.
My animation class' Maya educational license expired so we were all forced to use Blender. It was SUCH a nightmare. The teacher never used it before either, and she just assumed it would be easy to find everything she was used to, like the basic tools like extrude and subdivide, but she was terribly terribly wrong.
When everyone first opened it up it was on that default camera mode where the model flips upside down when you try to rotate the camera, so I had to walk around the room fixing it on everyone's computer so they wouldn't get motion sickness from that garbage.
A video guide? Sweet! I look forward to seeing that.
Yeah, it's sorta meshing into the rigging tutorial. I want it to be a "from 3ds max to Brawl" video instead, covering the basics of rigging at the same time.
there might be something more you have to do that I'm forgetting.
Pretty much covers it, just one thing. That problem could also be caused by having the texture set to something else other than CMPR without palettes. If you see that his texture data is set to CI8 or something, then you have to re-import the texture as CMPR.
That got rid of the lag but the textures are still glitching out in-game.
See above.
@Segtendo You need to set each polygon to their right material. Brawlbox automatically sets them all to the same material at the start, which appears to be his shoes or something in this case. Expand the mdl0, expand objects, go through each polygon and set the material to different ones until he looks right.
If he's only got one object then you've got a bigger problem.
Also that video will be up by the end of Tuesday, when I'll actually have more time. Sorry
If it freezes and crashes Brawlbox then there's no hope for that specific file. I think you ought to just try again since it probably just got corrupted somewhere along the way. I know when I'm replacing the shaders or the materials of my models I have to replace them one at a time, save, close brawlbox, and re-open it for each one or the mdl0 will do exactly what you're describing.
If you don't mind, would you explain this in more detail? Like, how should I do this?
Like this:
Open your character's DAE in Notepad++, scroll to the bottom and find the line <node id="TopN" name="TopN" type="JOINT"> then open up the DAE of your target character, which you can get from Brawlbox, so for example I would export Ike's mdl0 as a DAE from Brawlbox and open it up in Notepad++ since Naruto uses his skeleton. Then you scroll to the bottom and find that same node id.
From here you copy that entire paragraph of nodes that names all of the bones. ThrowN should be the last one I think. Make sure you copy all of the [/node]'s too. If you start copying the node for polygon0, you've gone too far.
Then replace your character's node paragraph for your bones with that one. Again, make sure you don't replace your polygon nodes. And that's it.
By doing this you're replacing your character's skeleton's rotations and translations with the Brawl fighter's rotations and translations, so there may be some stretching.
The lighting is built in local space while they're still on their face, you're right. I need to either change the lighting to build in world space... somehow, or build the lighting based on the axes... somehow.
Well, no rush. I'll include the fix in my video tutorial anyway. It's actually not as hard to do as it looks
I've made many performance upgrades (daes import faster now and will import with any system language) and fixes to reduce the overall filesize.
Nice work! Although, I'd like to point out a problem I'm having with Brawlbox. Maybe it's just for this model, but the ambient light gets built wrong on import. Here's the example:
The reason I think it's doing this is because Brawlbox builds the ambient lighting of the character while they're flat on their face before reading whether there's an axis conversion needed. The result is the character's entire front being dark. I made my own fix for this problem already in 3ds max, seen here:
Naruto is ready to Brawl!!!! I kid you not.
The result is the ambient lighting being built correctly:
It's odd, though, since this only occurs for things that did not come directly from brawl. For example, if I import Ike into 3ds max, model a hat for him, and re-import it, only the hat will have bad ambient lighting.