Before I actually start my haitus, gonna import two Wii U models to be include in this SSB4 thing going on at the moment, got the Mario Bros trophy models from russmars2, and he's going to get the textures later. Just wanted people to know I was working on these two. Luigi will be pretty simple to t-pose, but Mario is going to be hell.
Yes I started a Meowser import because I was given a custom model that was based off the Galaxy model and had better claws, ears and tail. I stopped shortly after because I lost interest in it quickly, I don't plan on finishing him though. Does someone else want the model? Also I am taking a break from the forums for a while to focus on GoldenMushroom, and I'm only going to be releasing a few hacks in the next few days because they were close to being done, but for the next few months I'll be "Offline" for long periods of time, with maybe a hack every once in a while. I AM NOT LEAVING FOR GOOD!!! It'd actually be impossible for me to leave Brawl Hacking since I make my animated videos via Stage Hacks. lmao
Sometimes the rig is better if there aren't any vertices that have a weight of 1 of a bone, I've found myself having the vertices around the ShoulderN bone being a combination of weighted to both BustN & ShoulderN and rigged to ShoulderN & ShoulderJ.
It does make sense, but the question is, Peach's N bones are so jacked up, why should I rig them and just go to the J bones instead? Are they truly necessary to rig on Peach? I can never seem to rig shoulders right no matter what I do.
The only times you can get away with not rigging the ShoulderN bones over Peach is if the new character has the big poofy dress shoulders like Peach and Daisy because those shoulders will cover up the arm actually being disconnected for the most part, but since Ruto's arms are connected to her torso the ShoulderN bones are kinda required. I mean you could go ahead and skip the ShoulderN bones and then test that rig in the animations and see what she looks like, but it'd help if the ShoulderN bones were rigged. However, I know that shoulders are not your thing (besides me reading you saying that you've always had trouble with them in that post, I remember you saying the same thing many times before) so I won't blame you if you skip the ShoulderN bones. Some characters have weird ShoulderN bones.
Tabuu! How...how did you fix the UV mapping? DK's own is pretty messy except for his eyes, tongue, and tie. I used the 3D Ripper method. Only down side is that they are always skewed when using it on Dolphin. Easy fix though.
The problem with ShoulderN bones is that different characters have those placed differently, if you look at the arm and finger bones, practically all characters that have those have them placed at the same general area according to the character's proportions, but ShoulderN bones are random. Compared Mario's ShoulderN bones to Snake's ShoulderN bones, Mario's are close to his ShoulderJ ones, but Snake's are pretty far away. That's one of the reasons why they're so hard to rig, it's hard to get used to them...if that makes any sense...
Pssst....her's arms are just a little below the bones....move her upper half a little.....it shouldn't be that noticeable, but it will be a noticeable rig if you don't......at least it isn't as bad as the original SM64 Mario model, I know I sound like an [censored] right now, but that rig was horrible, the arms were a whole arm's height below the bones.
Anyway, I'm going back to K. Rool's files. Sorry progress is so slow, I'm juggling him and my fan-game at the same time, and it dramatically slows down progress because the latter usually ends up getting priority.
I can relate exactly...if not stronger because I'm trying to juggle back between tons of things. xD Especially since I want to try something new that might take a while to learn. Gotta love that short attention span. It's a blessing and a curse. lol
Yes, Tiki Tong will be over DK if I can find the hand models. He can go around slapping and punching lol.
From a 3DS max script from a Metroid Prime hacking thread I signed up in. The developer made a special one specifically for DKCR. 'm not sharing it here, mainly because there's still issues with it like messed up materials.
And to the one who asked for DK and Diddy, sorry I searched the ISO and have NO idea where they are. After I extracted the PAK files, the model files aren't named, but just have weird hex strings as their filenames.
How many are there? Probably a lot. Oh well, maybe someone could find them for me later.
I'm not a model import guy. I'm on a BRSTM maker. Chill your tits.
You're making a amalgam of the defective amiibos, and was only suggesting you add two arms cannons, after one of the most famous defective amiibos out there.
It's just you've said to add another cannon multiple times, and I've said multiple times that this was based off some random guy on FaceBook's idea, and that I'd make the double arm canon as a separate hack. And I also getting irritated by not being able to figure how to successfully make the file smaller.
reducing textures could help, my hw link dae was higher than 7,490kb/7.31mb and he still worked in game. 7,490kb/7.31mb is the current one because I did some more optimizing today. it was 10.1mb and worked in game.
What were the texture sizes? O_o I'll mess with it tomorrow.
I mean you may be working hardly on this, and getting..stressed...
Well it is irritating how 3ds Max recently decided to export dae files at like twice to three times it's real size, and I don't know why it's doing that or how to fix it. It might actually not do any good to restart because the problem is that 3ds max is making the dae files too big.