rebuilding bone structure is actually simple....this is mario with a quick edit to his fingers... its possible to move bones where ever you want...if you want me to change some other bones for proof i will...but not immediately since i don't check up on this site much anymore - just wanted to share this so its not a waste lol
export model into startup folder of this program rename file to input.mdl0 open the program Enter the TopNoffset mdl0 offset either plain edit with the table or use the move up/down button when done either close it or save - difference is that the save makes another copy
Move Up/Down: ehh theres a tab that shows you multiple choices to put in that box to use.
Start from Scratch: All it does is make every bone not have a parent or child. Rotations and translations are removed also
Polygon deleter: Self explanatory when you open it Deletes either the vertices or the polygons(zeroes em out) -can delete all/single/multiple polygons at once multiple - From To - deletes the first polygon you want to the next polygon you want multiple - Specific - can delete multiple polygons/vertices that aren't next to each other(can be though)
Plain editing: Well i didn't write a good tutorial yet. I wrote a bad one and its included in the program's 3rd tab
Changes Since the first version.... -Polygon/vertices deleter(zero out) -"start" from scratch" -Textboxes are letter proof making it less error proof -save -restore last save > didn't add an undo button so this is good enough for me
Plan to add: -make bone a child of the previous bone -undo/redo button
Problems: None that i know of
Version 1 Tut:
open exe file -> load file -> choose mdl0 file TopNOffset window opens -> enter top n offset press the load tree buttton
- Tree View- just as easy as drag and dropping nodes onto other nodes ..pretty self explanatory...
problems: sometimes when you click and hover over a node, the name turns transparent...no biggie lol
-Version 1.1 Tut-
File-load-Choose Mdl0
- Tree View- just as easy as drag and dropping nodes onto other nodes ..pretty self explanatory... [/color] problems: sometimes when you click and hover over a node, the name turns transparent...no biggie lol
change log:
v1.1 auto load tree filter for mdl0 files close file button added save fixed auto load extra bones loading bug fixed
hey sumire and ethan... sorry i haven't made any more animations....been busy.... but i will make some more later =p...might do blitz and her basic attacks(commando) or something....also instead of ruin, how about ruinga?
^change the index of his RHaveN Bone to the index of Ness's RhaveBone , i think that should fix it....someone should try that with the shield....psa uses the indexes as the boneid, in psa the boneid to hold items is ness's Rhave which is different than TL's havebone.
uh... you don't? i'm still unsure of how to fix it. i've been testing a few things, but nothings worked so far. it's basically because the shield has an animation on the ThrowN, but since model imports usually have fewer bones than the original, an ExtraBone is in place of the ThrowN, and it aparently won't apply the animaton that the shield should have because all the added bones reference the TopN which somehow cancels the animation, and that's why the shield is tiny and on the ground. i've seen a few imports with more bones than the replaced character, but when it shields, a random body part grows and shrinks with the shield.
basically, as of right now, there's no fix for tiny shields, except for having more original bones than the replaced character.
so if the mdl0 offsets are correct and not the topN bone's mdl0 offsets it would work? Or are you talking about the nodeld?
There is a way to make toad not apear just open the motion etc in brawlbox no model and look for a model in there call kinopo or something like that its toad just go in and set his scale to 0 for those animations
Isn't Toad an artical of peaches though? I've managed to do warlock punch without her making toad appear just by removing all her stuff in the special N and replacing it with that.
or you could've just deleted the codes "generate" article and set article action.... your way works too though i guess....
i don't think you can move characters with the trans bone (or at all with any bone) during specials besides up B. Although thats only for some characters, but peach sounds like one of them. The only thing i can say is to use character momentum.
pachi is an article. articles have animations. You can control article animations and have them play the same time as pikachu's animation. You cannot have articles play any of pikachu's animations that are in his motion arc..
edit:
put pachi over one of pikachu's articles and then do what i said and you be fine
pikachu is the main character still. Pachirisu is kinda like an article(model) that you imported that goes over one of pikachu's article. Wait 1 is for pikachu. wait_P is for pachirisu. Well since waiting is automatic, in psa for wait 1 put a "set article" action at the beginning. then whenever pikachu is doing his waiting animation, so is pachirisu. Pachirisu wouldn't technically be a computer.Who is it over?
no idea what Pachirisu is...but that doesn't matter. If Pachirisu is pikachu's article then you can choose which animation plays, while playing the current animation. you cannot control animations of opponents(as far as i know).
basically you can choose article animations and play them the same time as pikachu's animation with one button(subaction basically) through psa
can I add animations to the logic with the current software?? I want it to work 2 animations with 1 command eg: Wait1 (original) Wait1_P (custom)
im guessing "add animation to the logic with the current software" means you want to add an extra animation, which you use brawlbox for....just simply add it.
And make one command do 2 animations at once. you can make the animation happen directly after by just putting a change subaction using psa. Make it change to "NONE" subaction( i guess you would call an enum?). change none to the animation you want(exact spelling) and put an allow interrupt at the beginning.
I don't know if your using an import, so im just going to answer it like its a regular char. Move the transN bone when animating left to right. Make sure "moves character" is checked in psa for the subaction.
i forgot to tell you that i didnt animate the cape because lightning doesn't have one... basically check off polygon 127 and 129 when you view them.
if you want to animate his cape, then just make the regular animation. Then when it looks nice, do the cape animation, should make animating it easier.
Your kinda right about the player only seeing the sword(glow)...but having a bad animation would take away from how good it is...
are there any other animations i should help work on?....i should really finish up sora...but i don't feel like looking for vids for the moves that i don't know....o well ill finish him up soon =p....