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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / TSGs Animations - Taking Requests (Batch Closed) on: July 08, 2014, 08:02:57 PM
I'll start taking requests again. I'm only taking 2 requests at a time. Try to keep requests relatively simple, at least for now.

Guidelines:
-I will not accept any animation request over 60 frames long (longer than one second).
-When making a request, info about the character plus a few references of the requested animation is required along with the necessary files. I will not accept any request without references or the necessary files.
-I will only accept one request per person per batch.

Slots:
1. (KJP) Fire Blast animation (SpecialNMegaY) for Solo Charizard PSA
2. (Emmeryn) Peach's Smash 4 Aerial Up attack

When I finish this batch, people can start making requests again.

____
Current Progress on Dins Fire:




I may split the animation later into a start, charge/wait, and release/attack. When I finish it, I'll probably upload the animation in case someone wants to use them for anything.


____
It's been a while since I've animated, but someone requested an animation. Here's a finished grab animation of OOT Gannon:



Dins Fire WIP

Charizard -Seismic Toss
I was nearly done with this in BrawlBox, but I decided to just completely redo it in Maya.  I'm still working through the blocking phase and trying to figure out some poses.  I also gotta add the beginning planet rotation motion thing.
http://i.imgur.com/XdN2qQe.gif

Scrapped, Old BB Seismic Toss

http://i.imgur.com/qhyZbW4.gif
http://i.imgur.com/6E6u4C3.gif
http://i.imgur.com/wTaC71j.gif
http://i.imgur.com/0HeYNvE.gif
http://i.imgur.com/c2okNFr.gif

Zero Suit Samus - BackFlip
WIP, but I might scrap the animation.  It lacks personality and would need to be entirely redone with different poses.  
http://i.imgur.com/HGRO1u7.gif
http://i.imgur.com/sVmyLkj.gif
http://i.imgur.com/wuLgUxz.gif

Misc

Feedback welcomed.
2  Super Smash Bros. Brawl Hacking / Programming / BrawlBox Minor Animation Changes on: June 20, 2014, 05:03:46 PM
The changes has been merged with BB .73 by libertyernie
Download

I made this about a month ago.  This is for animators, building on the last BB version from BlackJax. I made the edit after realizing that BB unwantingly changes adjacent keyframe's tangents after creating, deleting, or editing a key's value.

--------------------------------------------

I've added a few settings within the Interpolation Editor that helps with general BB animating.

Display->Linear->Show/Edit Values As Linear
-Any edits made from within the transform boxes, including copy/cut/paste buttons, and the 3D gizmos will begin editing from the seen linear values.  For example, when rotating the 3D gizmo, instead of the tool rotating to the bezier interpolated value before the rotation begins, causing bones to also move out of place, the gizmo and joint will remain in it's linear orientation.


Options->GenerateTangents-> Alter Selected Tangent On Drag
-Whether or not to actively change the selected key frame's tangents when dragged within the IPO editor.

Options->GenerateTangents-> Alter Adjacent Tangents-> Key Frame Drag
-Whether or not the adjacent tangents are actively generated after the current key frame has been dragged within the IPO edior

Options->GenerateTangents-> Alter Adjacent Tangents-> Key Frame Create
-Whether or not the adjacent tangents are actively generated when a key frame is created.  -IIRC, key frames are created even when the value is editted within the transform boxes or when using the 3D gizmo.

Options->GenerateTangents->Alter Adjacent Tangents-> Key Frame Delete
-Whether or not the adjacent tangents are actively generated after the current key frame has been deleted.


--------------------------------------------


Thats it haha.  All of these settings are checkable to enable/disable them.  These are very minor settings to help animators and remove some annoyances.

I haven't used it much, but I'm uploading it for others that may find it more useful.

--------------------------------------------

Minor, other note.  IIRC, I've noticed that when importing animations from Maya, the tangents are changed/generated (I could be wrong).  I might look into this later if needed when I start importing my animations into BB- if I do.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / ShyGuy's Animation ToyBox - Need an animation? on: May 15, 2014, 05:29:39 PM
I wanna get back into animating, but I don't really play brawl or do PSA's anymore.  So if anyone has an animation they need, then make a request.  I can only use Brawlbox to animate as I don't have Maya or 3ds Max.  I probably won't accept all requests and only take a few at a time.  When making a request, info about the character plus a few references of the needed animation would help along with the necessary files.

Here's what I did about 3-4 years ago before I stopped animating and left =/

Side Smash(s4s):
original:



Side Tilt(s3s):
original:




UpSmash(Hi4):
original:



GettingUp:
original




Dodge Back:
original:


The chances of this thread dieing is probably pretty high.  But I wanted to atleast try because I do like animating.

Any and all criticism is appreciated.  If I make garbage, then say something because I wanna get better haha lol.
4  Help & Tutorials / Help / Das Donkey 2 Patching Error on: February 11, 2011, 12:34:52 PM
I keep getting errors patching mdl0s(not chars) with a small vertex file size and was wondering if its just something i did wrong or just becuase its too small. Lets see...i exported the mdl0(named mdl0.mdl0), vertex(.ddf),and the model bres, and then converted the bres to dae.  Then in 3ds max i ran m64's script and fixed the dae.  Exported the vertices i wanted as obj.  Then when i try an create a patch i get errors.  With one model, it says
Code:
File: Error: java.io.EOFException.ddf 
Created successfully!
And the other model when i try to patch, i get a message box error with something similar..except in spanish.  Then it says it was created successfully, except it doesnt create the file while saying im editing the file... UHh yeh..ima keep trying to see wut im doing wrong, ive edited actual chars and it worked fine tho.


edit: yeh.. i think its cuz of how small the vertex file size is...i edited a char and it worked fine...>.>
5  Help & Tutorials / Help / NTSC-U: FIghter Folder on: February 10, 2011, 11:14:10 PM
Just wondering if anyone has the fighter folder( i same as the one in the bv vault  data part.). There are some files that were deleted from ill's mediafire acc that i need.  Im not exactly looking for a specific thing, just multiple stuff - the fighter folder that i need should include(like ill's) the motion,textures,effects(psa), entry, final etc for each char.
6  Help & Tutorials / Help / 3ds Max 2010 on: February 01, 2011, 02:19:28 AM
Im new to vertexing...and 3ds max.  But im trying to follow a few written tutorials on mariokart64's vertexing method. Only problem right now is that when i import the .dae, it doesnt show up.

-using Ais 1.3
-openColladaMax 1.2.2
-3ds Max 2010

if you need to know anything else, just ask. And thnx for helping.
7  Super Smash Bros. Brawl Hacking / General Hacking Discussion / TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released on: December 26, 2010, 01:39:43 PM
Programs:

Bone Tree Editor beta
Bone Tree Editor V1.1

External Graphics Editor v1

*ABLE TO EDIT/TAKE EXT GFX FROM ANY EFLS->MISCDATA[1].  
From
stages
characters
final smashes
adventure stages
enemies
minigames

To
assist Trophies



Summary:


Bone Tree Editor:
                                  - Allows you to move bones anywhere on the bone tree by drag and dropping within a tree view. Can also edit attributes in textboxes to the right(flags,nodeIds,etc)

External Graphics Editor v1:
                               - allows you to replace sub ext gfxs by drag and dropping from one tree view to another.  Able to edit Final smashes, characters, and stages ext gfx, ANY EFL-> MISC[1] EXT FILE



Tutorial

Bone Tree Editor V1
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


Bone Tree Editor V1.1 Tut-
File-load-Choose Mdl0

- 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


DL
http://www.mediafire.com/?ug66z5qqnu6837p

External Graphics Editor V1:


* if you didnt do this yet, export all the miscdata[1] files you want/need and put them in a folder.  You can rename the files as long as you keep "MiscData[1]" with it

1) Load the Exe.
2A) file -> Load:
         2Aa)choose the main character you want to edit
         2Ab) if you already chose a main character, choose the other character to load to use for gfx

2B) file  -> load folder
        2Ba)choose the main character you want to edit
        2Bb)if you have already loaded the main character, choose the folder with all the "MiscData[1]" files
                to load
*If there are two of the same files, it will only load one of them
* the main char tree view of ext gfx will appear
*It will only find filenames that include "MiscData[1]" + whatever you want

3) From the drop down box on the right, choose the character you want that you want to view, a tree view will load showing their ext gfx

4) choose an ext gfx and drag and drop to the main character tree view onto an ext gfx to replace it
*"Ptc" gfx names will/can not be replaced because they call the sub gfx...and i havent figured out how to call em lol

5) edit away

6) save As..self explanatory..hopefully


Extras:
-Shows how much bytes added/subtracts
-Shows current file size
-Shows total Gfx
-Shows total subgfx(replacable ones)
-if the tree node text turns green, it has been replaced
-It loads miscdata[1] files
-Edits Final Smashes,Characters,and stage ext gfx(MiscData[1])

DLs

Bone tree Editor
http://www.mediafire.com/file/kwc98887gk3udgz/Bone%20Editor%20Test.exe

Ext Gfx Editor
http://www.mediafire.com/?bq4qkinz6j95wgr

Ext. Gfx Editor Test/proof pacs:

http://www.mediafire.com/file/1r1moki9m5rojfh/FitFalcotest.pac
http://www.mediafire.com/file/yxttakb3x6oqdw5/FitMario.pac
http://www.mediafire.com/file/u2sjlu7vz2lzhmk/FitMarioFinal1.pac
http://www.mediafire.com/file/4v1092j27aiyado/FitSnaketest.pac


credit: Tcll -> his notes helped me figure out the miscdata file
           microsoft -> creator of c#

I might improve this to add gfx/sfx too since they both have the same format

*Tip: For more gfx.  Find a character with alot of ext gfx and use dingos tutorial to replace the current file.  Then use my exe to edit them.
^ snakes has 90+ ext gfx

http://forums.kc-mm.com/index.php?topic=13960.0

*Tip: Export alot/all of the characters Miscdata1 files.  Make sure to keep "MiscData[1]" within the name.Put them all in one folder.  Use the load folder to load all the files at once.

8  Help & Tutorials / Help / Anyone Know Each/any Characters Game ID? on: December 20, 2010, 11:40:33 PM
Title says it all... anyone know where i can find the ids of each char?
9  Help & Tutorials / Help / What to Do after installing Homebrew 4.3? on: November 25, 2010, 02:30:33 PM
...my bro updated to 4.3 a long time ago and i forget how to do this...

After installing homebrew 4.3 what do i  need to do next?
10  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Bone Tree Editor- development thread : Version 1.1 released on: September 13, 2010, 05:57:53 PM
Beta DownLoad

V1.1 DownLoad

beta tut.

How to use:

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

11  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Has anyone ever wanted to edit... on: July 16, 2010, 02:23:14 AM
this is basically just a thread on things that would be interesting to hack/edit.  It would be similar to psa or something..

interesting things to edit:

cpu lvl

items
-animation/movement(green shell,barrel,bombomb)
-gfx, simply changing them
-hitbox, same as above
-collisions, (box on wheels...forgot name =P)
*above was basically about editing items like any char. In psa.

stages
-effects
     -gravity change
     -time manip.
     -reverse stage direction / reversed controls
     -hitboxes(pokemon/g&w stage/pictochat)
     -wind/slipper/moving floor/water(pokemon stadium)(pictochat-wind)(pikmin)
-transforming
     -breakable parts(luigi mansion)
     -(pokemon stadium/pictochat)
-player interactive parts
     -models
              -hurtboxes(shyguys on yoshi stage, rocket on pictochat)
              -?(springs that popup on pictochat) (wario stage effects)

pokemon/assist trophy
-basically just editing them like any char. In psa...



I can't think of anything else that would be interesting to hack/edit so....yeh... These are just my ideas on what I would like to edit.  If anyone wants to post ideas on stuff to edit that atm isn't possible, go ahead. 

*im sleepy so I might have posted something thats already editable
*i know nothing about stages...sorry if I posted stuff you can already change
12  Help & Tutorials / Help / scripts on: July 14, 2010, 04:23:56 AM
this isnt about m64's script(kind of got the idea from him though).  I was just wondering, "how do i create a program/script" so that i can do stuff in hex easier and quicker(and other things,hex mainly though)?  i am asking how to just create a program so i can start creating the script, not asking for people to actually do the script =p.


-yes i have/am searching for how atm...


edit: to be more specific, i don't know how to create a script thats compatible with HxD (hex editor)
13  Help & Tutorials / Help / Vertex Tips on: July 13, 2010, 02:45:49 AM
ehh...i was bored and thought that vertex hacking looked fun.  So I will probably dl the stuff for it tomorrow.  If anyone has any tips(not guides, I'll look at the already posted ones)  that they would like to share, thanks.
14  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Model imports - bone tree/glitches on: July 07, 2010, 07:24:07 PM
i was just wondering about imported models and their glitches... Do the problems come from the way their bone tree is setup?  If you were to just change the arrangement of them or just set them up like the character its ported over, it would work fine and you can use brawl animations right? 
15  Help & Tutorials / Help / extracting an iso... on: June 20, 2010, 08:07:13 PM
how do i use wii scrubber to basically import a model...  This technically has to do with brawl becuase i'd like to import models and maybe make a psa out of it.

- i am searching google, but it always shows multiboot tut.
- do i have to install it on the wii? Im using a separate sd card for it that doesn't have the homebrew stuff set up...?
- yes im trying to use it on a game that i own


- how to extract an iso using wiiscrubber(or at all)
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