Hm.... I see. That is a problem. And why cant you dummy bone it? Its worked on similar projects iv seen. What is the problem with this one? But anyways, so those two missing bones are they major flaws in the animations? What wont be there since we dont have the bones. And BTW, these bones, whos are they again? Link's?
Zero's model, so they are Zero's bones. We swapped models, and thus swapped bones, we didn't swap Zero's polygons onto Link (which wouldn't have worked). Zero doesn't have a HaveN Bone on either hand, nor does he have a bone named TransN or ThrowN. He is missing some needed bones.
I could ask Eldrian if he would answer soon.
If you wanted to convert Zero's bones to their brawl equivalent, his TransN would be 55, HipN would be 58, LHaveN would be 79 and RHaveN would be 90.
It may be possible to hex these bones with Link's flags over them to make them act normally.
Yea, the only thing that would be bad about using the motion file is the fact that it makes psa more complex, due to the fact that this increases the size and wont work without it.
The magic of the "clean" button that only works with BrawlBox .62b, clicking clean on every animation lowers the file size down quite a bit, allowing more to be added or changed.
Although I wish people payed more attention for the thread to discuss size modding. -_-
(my second sig if anyone wants to discuss size modding somewhere that isn't this topic)
If your using DingoBerriz method of resizing, don't you have to use the Motion file? I guess One slot does not mean one file.
Talking to him about this is actually how we figured it out the method for these kind of hacks. =P
And even if it requires a motion file, the motion file still only applies to this one slot. If used without motion file, he should just be normal Link sized or whatever size he was after vertexing since the YRotN bone does nothing.
It still only takes up one texture slot regardless. And a motion file that doesn't hurt anything isn't that bad to have to use.
Just generate sword glow and position it right in PSA. That's all.
As for a possible vertex to let him use brawl animations. You could always make Zero brawl animation compatible, then make all the current animations work for the brawl animation friendly Zero.
There would only be translation fixes and modding brawl animations, and fixing bone glitches through PSA.
okay a team member of mine on hardcorebrawl hacks is making a vertex exported right now which is almost done basically meaning you could just export the vertex of zero onto link and you'd have a perfect vertex edit then you'd be able to use ingame animations. hes gotten it to work fully with stages and trophies and he will hopefully get it to work for characters very soon.
If you want Zero with Brawl animations, it takes 2 minutes to make any import use brawl animations. There's just the bone glitches. And Velen isn't doing that. (if you are curious about it one slot imports with brawl animations, don't ask here)
We also need a vertexed Z-Saber we could replace one of Link's articles with for Zero to use in place of the actual article from TvC since all we have is the polygon sticking from his back.
Once you get the model, you can replace his sword glow model with the Z-Saber and use it as a sword glow.
But is the import still going to be continued since if it's using the CoN PSA and an Ike vertex? If not this is no different then just using the PSA from the thread and using the vertex from fireking.
Just checking because if the import isn't being done, and neither is a new PSA, this thread will have lost it's purpose and should be locked since nothing new is being made and the vertex and PSA have their own threads after all.
May I suggest using an embedded mibbit chat box rather than the java applet for our chat room? Everyone seems to have trouble with it, and mibbit is far superior anyways.
I agree, I get forced to mibbit anytime I go to the chat anyway. Just annoying as hell to have to do so.