I think Bagjac should've made the shell longer down cause Mighty's head looks just round.. He needs that longer shell thingy. And yay Gamma! Wonder how he's gonna look when Hd-ified.. You should try to get Beta MK II on Rob cause he floats and has two arms
Yeah. There won't be any HD-ifying of this texture. There are 30-something textures, and each texture is connected to a set of polygons spread out all across the model. (It made rigging a serious pain, actually.) There's so much reusing of the same texture that it'd honestly be easier to just remake the model from scratch. OR you'd have to string together large amounts of textures in photoshop and re-UV the entire thing.
So, short story, Gamma's gonna be going in all-out polygonal bright glory.
Actually, the problem is that Klonoa has TOO many bones, so you won't be needing to add any. There are other characters who would be perfect for Klonoa if you didn't want the grabbing thing to be so important.
Check out Snoopy's glitch fixing thread. You might find some answers there.
Also, I'll PM you the stuff. Expect it soon. I gotta turn Patrionoa back into Klonoa.
Obviously, DK's original moveset doesn't quite work with Klonoa. So the hitboxes are off.
Klonoa's ring grows MASSIVE when he shields.
Standard B freezes the game.
All of Klonoa's effects appear in the middle of the stage. From when he punches, to when he's hit, to when he lands after getting hit. All in the center.
Klonoa himself is pretty big. (About two or 3 hats taller than Luigi)
I don't know what grab does. I was getting my hat handed to me.....
Now, just so you know, this is just the original Lucas Klonoa model MDL0 replacing DK, along with the original Klonoa animations replacing DKs. I didn't use the reimported model I did.
Erm. Before anything, I just wanna tell ya. Not a brony. I just like the show. K?
Anyways, I had downloaded the Rainbow model and I wanted to give you a rigging suggestion.
For the legs, right now they're hard to animate because with the rig you have set to it, it's like Rainbow has one really long shin with no knees.
Now, I'm not saying I'm the best rigger, as this is just a suggestion, but it'd be a much easier animating if the thighs were a bit longer, and the XFootJ accounted for Rainbow's second knee instead of her ankle. Following that, the XToeN would probably be better off accounting for what the XFootJ is controlling at the moment. That way, the back legs would be able to bend properly and animate properly.
So yeah. I exported the bones and put them into 3DS Max 2010 using a 2011 plugin.
They needed a little work (only a little) to get them working in BB again.
Everything that had a SingleBind came out unskinned, but since SingleBinds only attach to one bone, it was pretty simple to re-rig them to the right bones.
Lastly, when I exported the first time there was a small error about some bones being rigged to a different bone than the initial pose. That'll probably be fixed if you do a re-rig, however. Probably.
Anyways, I imported into BrawlBox, and the animations came out fine. Perfect, actually.
However, re-adding textures will Kill the ENV texture that came with the model. I have a few ideas on how to re-add that, but they're just ideas......
Also, ignore the textures. They work fine, I just thought that Klonoa looked cool like that.