Good news and bad news. The bad news is that Antasma is currently on the backburner. The good news is the reason why: I'm working on animating Bowser's Keep! Yes, waiting on DSX8 was taking too long, so I went and got BrawlBox and tried a hand at animating myself. I'm only doing the animation, though, so I still have to rely on DSX8 for the other parts. Still, this means major progress on the stage for the first time in months, and as long as things go smoothly, the stage may even be done before the end of the month!
Excellent! Now I can finally start getting around to the theme again. School is a serious load on my back...
If "dont change" still isnt working, you can set it to add and set the values to 0. The scale is a multiplier, so scale it by 1.7, not 0.7.
I will see the addition part for rotation. Though I think the resize problem lies in translation. I just tried resizing, it was the same as what I wanted it. But when I just checked the replace translation, it resized so that it was smaller than the Kart.
In Brawlbox when I had everything right, it looked fine. But in-game, it was rotated.
I changed the animation keyframes to how i wanted it, and it looked good in Brawlbox. But when Ludwig went into the game, he was on his side again.
And a minor thing, in Brawlbox, when I use the edit all to make him 0.7 units larger, he is smaller than the kart, which he would normally be big to sit on.
There seems to be a bug when I change the position/size of a character. In the game, Ludwig is floats on the kart, and is positioned a couple inches away from the steering wheel. So I try to position him, using the Edit All function on the brres in Brawlbox v68.d.
But when I input all of that, this happens.
This has been affecting the sizes and transitions of my hacks. The only ones that I am okay with are Roy and Lemmy (Maybe?), but it has been affecting Iggy, Morton, Larry, Ludwig, and Wendy. I was wondering if that was a bug or if I did anything wrong.
I'm running into a couple of problems with my hacks. I have the normals edited so that it's averaged. But when I import it into Brawlbox, it shows the same un-averaged model as before. Do I have to do something with 3DS Max? Here's the modifiers I have set up.
Light-bulb on: Skin Light-bulb on: Edit Normals
If I have Edit Normals before skin, it will get me an export error.
Thanks for the feeback! There will be more. BabyLuigiOnFire and I are still deciding on which character Wendy fits best on, but we'll eventually get to the others. We can make two versions, and we don't even need to vertex hack. We can simply replace Iggy's banana hair with Lemmy's rainbow hair if you can go with that.
You mean like what I have in my profile pic? I got that covered. I'm not that into the Brawl hacking stuff much, so Im clueless on vertex hacks. The Classic Iggy model I rigged is used for Mario Kart Wii and Brawl, so I can give you the model for Brawl.
I just submitted Lemmy Koopa. This time, the lighting and the rig should be better. I also twisted his ponytail a bit to have a less stiff pose. I had some trouble, however, fitting his model into Squirtle's bones.
I will be redoing Penguin Mario as well, so I can fix the lighting and improve the rig. Wendy Koopa will be coming shortly.
This is beautiful. I can't wait for anymore upcoming Koopaling hacks! (I'd like to help out with some recolors, plus a vertex hack for Iggy, to make him look more like the old Iggy.)
Mario Luigi Peach Daisy Toad Bowser BJ SM Goomba Koopa Petey King Boo Dry Bones DK Yoshi Bullet Bill Paper Mario Baby Bros
Team Sonic
Sonic Tails Knuckles Amy Cream Shadow Rouge Dr. Eggman Chao Classic Sonic & Tails Metal Sonic E-123 Omega E-102 Gamma Emerl E-121 Phi Silver Blaze
Some of the Mario characters would be good for costumes. Like Paper Mario would be a costume for Mario. Or if he were to be independent, then Dry Bones as a costume for Koopa. And what would Bullet Bill do?
Also, wouldn't Wario and Waluigi fit the Mario series as well?
And as for the Sonic series, I'd like to see Team Chaotix in the mix too.
But like I said, awesome idea. I can't wait for this.
When I use the skinwrap, there are some polygons that arent part of the skin modifier, such as the eyes. The whole model is gray except the eyes, which are white. It says the eyes don't have a skin. Is there a way to get the eyes as part of the skinwrap?