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46  Help & Tutorials / Model Tutorials / Re: perfect auto-rig guide on: July 27, 2013, 02:53:45 PM
Now I've ran into a troubling situation.  I'm doing another Mario Kart Wii hack of Ludwig over Wario.  And when I used the technique, most things went wrong, except ironically, the arms and legs, which usually go wrong with the others.  Take a look at the original Ludwig import and the new Ludwig import.

Original Rig (Manually)


New Rig (Perfect Auto-Rig Method)


Ironically, the new one has the good things that needed to be fixed on the old one, but messed up all the good stuff on the old one.

However, when I did a Mario Kart hack of Boo over King Boo, the method worked perfectly.

I've done the method with Iggy too, and he looked messed up as well.  Maybe there should be a video on this.      
47  Help & Tutorials / Model Tutorials / Re: perfect auto-rig guide on: July 26, 2013, 03:49:29 PM
You word things in a very confusing way. So, you are making a hack for MK or brawl? Who are you trying to put over who? and what rig are you trying to keep? Cause it can go both ways.
Sorry I'm confusing you.  Let me try to explain further.

I am making a hack of Iggy over Diddy's bones.  I am trying to keep Diddy's bones when I export him from Brawlbox.  But when I put him on 3DS Max, he won't have a skin modifier, therefore, canceling out his rig.  I'm trying to keep Diddy's rig so I can put his rig on Iggy, giving Iggy a rig that's like Diddy.  I'm hoping it will keep it from making weird issues with arms, legs, and the neck, for I'm having many problems with those things.

It is a Mario Kart Wii hack, by the way.
48  Help & Tutorials / Model Tutorials / Re: perfect auto-rig guide on: July 26, 2013, 03:20:22 PM
if your exporting and importing is working good you should get the rig...
if not ask someone to do it for ya
In what, Brawlbox?  Or 3DS Max?

I'm not doing the method.  What I'm doing is trying to get the original rig of the Mario Kart Wii Bones, and to use Diddy Kong to rig Iggy with Diddy's rig.  Then after I get Diddy's rig, then I can do this method.
49  Help & Tutorials / Model Tutorials / Re: perfect auto-rig guide on: July 26, 2013, 12:32:44 PM
if it doesnt have the original rig, you're not going anywhere xD
try using the rigged brawl models resource thread, i think it's pinned in the model import board.
I'm using Mario Kart Wii bones.  I'm wondering if there was a way to get the original rigs of those characters, since I see there's original rigs of Brawl's characters.
50  Help & Tutorials / Model Tutorials / Re: perfect auto-rig guide on: July 26, 2013, 11:16:05 AM
I'd say yes. But I really didn't understand your question. Could you explain it a bit more?
Well, I exported the rigged model from the game into 3DS Max.  But it did not have the original rig.  So I put the skin modifier on it and they vertices were rigged to the bones.  But when I view it in brawlbox, they both seem to be rigged differently.  I'm asking if there was a way to export the original rig with the model, so you don't have to manually rig the bones of an original character.
51  Help & Tutorials / Model Tutorials / Re: perfect auto-rig guide on: July 25, 2013, 06:13:06 PM
Is there a way to get the original rig onto characters if you export the DAE file from Brawlbox?  Because when I import it in 3DS max, I have to put the skin modifier on there.  Then when I export that rig and put it into Brawlbox, everything is close, except its weirder than before.


Un-Altered


Exported from Brawlbox, then 3DS Max

52  Super Smash Bros. Brawl Hacking / Programming / Re: ColladaTool animation converter on: July 17, 2013, 06:46:59 PM
I keep getting this error:
Reading or Writing File
While reading or writing a file the following notifications have been raised.
    -ERROR: extra structure at the end of the main structure: <library_animations>
    -ERROR: Unable to parse xml/dae file
I'm using Max 2010 btw
I keep getting this error too.  I put the animations in a DAE file, but it won't load in 3DS Max. 
53  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 27, 2013, 08:22:47 PM
I am using Windows 8.  And yet, when I port Roy's Dae file, it stops working on 68.c.  Any solution to this?
54  Help & Tutorials / Model Tutorials / Re: perfect auto-rig guide on: May 27, 2013, 09:22:03 AM
You can import them into Max using brawlbox. You'd need to do so anyway if you plan on importing something. If for any reason you can't do that, you can get them in this thread : http://forums.kc-mm.com/index.php?topic=51862.0  links were down, not sure which ones work and not all characters are there. You can also ask in the model help section and see if someone can give you the character you need.

I tried getting the DAE file from Brawlbox onto 3DS Max, but when I did that, there was no skin modifier.  I am trying to get Iggy to go over Bowser Jr in Mario Kart Wii, but when I tried it, it said "Instance is not supported."  I wonder if it has to do with Bowser Jr. not having any rig.  He's got the bones and models, sure, but the actual rig?  I don't know. 
55  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 26, 2013, 11:01:27 PM
Bueno news!!!

I figured out why non-weighted objects and all normals were rotated forward 90 degrees on model imports and fixed it.
No more need to send to max and back again to fix them.

Thank beanz.
That is indeed some great news.  I was just having normals troubles.  I'll wait until next Brawlbox comes out then.  Cheesy
56  Super Smash Bros. Brawl Hacking / Model Imports / Re: Marioking64DS' model stuff and things... and yeah on: May 26, 2013, 07:34:00 PM


Biker Luigi is here and ready for action, get him now... or not it doesn't bother me... that much

I cannot wait to play as this.  Cheesy

Will there be by any chance, a Biker Waluigi?  I've always wondered what he would look like.
57  Help & Tutorials / Model Tutorials / Re: Mewtwo2000''s Tutorials: Shaders for imports on: May 24, 2013, 10:17:36 PM
Yeah, that's it. The final result is just that the rotations for the model have to be 90,0,0 in max. That's why the bone is used, the change made to the bone will be applied to the model, and it will have the right rotations and normals to use ingame from that moment on.

I may make a normal fixing video or something, I've already made 2 video tutorials showing me doing things in my desktop.
I see.  I will get started again tomorrow, because when I did some rigging, the wrist got messed up somehow, and then corrupted the entire project.  However, it's okay, for I have an original rig without perfect normals, (The Roy model that is currently in the download.)  I'll do the long manual way of looking back into it...  but it's still work that pays off in the end.  Smiley

Edit:  Roy's arm got messed up during the rig, thus I couldn't rig it anymore.  Sad

I hope the same does not apply for Iggy.
58  Help & Tutorials / Model Tutorials / Re: Mewtwo2000''s Tutorials: Shaders for imports on: May 24, 2013, 02:38:01 PM
I am working on the normals for my character now.  I already did the first few steps, which was the rotating the one bone, moving the bone, and exporting it to Brawlbox.  After I exported it from Brawlbox back to 3DS Max, do I have to delete the bone and then rig normally?  A video would help a lot for people who are having trouble with shader/normals.
59  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: April 28, 2013, 08:26:12 PM
Brsar's working quite fine.  The only problem is that like what Diddy said, was that it couldn't replace sequence files.  Would 68.b possibly have that?  
60  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: April 28, 2013, 06:01:20 PM
I'm going to abuse the hell out of Copying and Pasting Subroutines
I'm going to abuse sound replacement
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