Wait, then how do you rig a model, then, if the bones aren't with the model? Like, how does the rigging even work? Does the file with the bones specify exactly which vertices are rigged, or something? Post Merge: February 06, 2017, 06:14:10 AMAlso, is there a good tutorial on how to do it with 3DS Max, so that I can have some idea of what to do, to write the Blender tutorial?
Can it also export the existing bones in .dae format, in a similar way, by exporting .dae of the model with the bones, in Noesis exporting that to another .dae?
Awesome, thanks, Nano! I honestly didn't know about that program! However, I do want to at the very least finish with my Blender->Brawl tutorial before I start even tackling installing mods for Smash 4, which will probably be after I finish Wolf Link's model imports, but before I do the main moveset, as that's when I'll start on Project Recolor. Hopefully, with that program able to import .dae files, I will probably be able to spend significantly less time with figuring out how to import Blender models to Smash 4 and making a tutorial than with Blender to Brawl.
While I'm not a graphic designer, and therefore can't create stuff from scratch, I'm decent enough at editing pictures and such to be able to make these icons updated, including incorporating into some of the icons(For example, the icon that is at the top of the website, showing all the characters) Smash 4 in addition to Brawl. But yeah, I could easily update a lot of those to look nicer and more modern. I am super-busy, right now though, so it would be multiple months before I could create any, but I'd be happy to upload any of my finished icon edits as .png files.(And these would be in the exact same dimensions as the current ones, with alpha, of course[if applicable])
Also, if you could get the donate button back up, I'd be happy to donate every once in a while(I must admit, I can't donate much at all, since I'm more or less broke atm), but I can only pay with PayPal, so if you could have it be compatible with paying through PayPal, I'd be much obliged.
Also, is there anything technical that I could help out with, so that Vyse isn't killing himself and tearing his hair out? I have little knowledge about HTML, knowing only the very basics, and know a bunch in Java, if that background helps, and I have been told that I'm technical.
P.S. You guys are neither lazy or incompetent, just very busy. And I feel you.
In my opinion, I think that if we expanded BrawlBox to be able to handle Smash 4 models as efficiently as it handles Brawl models, then word would spread like wildfire, and they'd also be reminded of Brawl's awesome modding capabilities, as well.
My Main Speculations:
Also, the site isn't necessarily dying. There might not be consistent new introductories all the time like there used to be, but there are still new people on a monthly basis, and new entries in the Vault on a fairly daily basis. I just hope that kc-mm does in fact stay awesome, now that Blender importing is available. Hopefully, after I finish Project Wolf Link and start on Project Recolor, I can start with messing around with Smash 4 modding, seeing if I can figure out a way to import models to Smash 4 with Blender. But even though that's a while off, I think that since my tutorial (If successful, which it likely will be, just like for Blender to Brawl was successful) would be on kc-mm, I'm sure that would increase traffic on kc-mm, because being able to import models to a game with Blender is one of the most anticipated importing type. It's why every major company in the world that makes anything model-related open to the public, like Mixamo, Unity, UDK, Shapeways, or Sketchfab, able to use Blender models.
I have; they occasionally still pop up, just not nearly as much as they used to. GB probably also has something similar, though, I'm sure; there's always gonna be some sort of server error on every website that isn't uber-famous.
Ok, I must admit, I was expecting either the vertices or a ref texture or alpha being the reason; I did not expect to see a UV that's different; so, not sure I can help you with that part. Wait, though, so you're saying that it does look fine in BrawlBox, though, so that wouldn't make sense that the UV should be the problem; the UV would change how it looks in BrawlBox. So now I'm really confused. Post Merge: January 22, 2017, 10:01:06 AMGamidame might have a good point, though; see if you can, in Max, rig any vertices that aren't yet rigged, and see if that's all you have to do. Post Merge: January 22, 2017, 10:02:50 AMAlso, if you still have the .blend file from before you exported from Blender, or if you can easily re-create that, would you mind uploading that, please, so I can take a look at it?
Ok. Then in that case, play some animations from FitLinkMotionEtc.pac(Like mentioned above), but this time, I want you to expand the top bar in the model previewer, and enable vertices for the render. Now there should be green dots on the model. The first moment that you see any irregularities like in-game, use the left panel to scroll through each polygon by selecting individual polygons, and seeing when the irregular part on the hand gets covered with green dots. When you find that, that means that that particular polygon is the problem. Post Merge: January 21, 2017, 07:20:46 PMIf you don't see any irregularities when playing the animations, it's likely a problem with materials or shaders, but first try this, and just tell me if you do see the irregularities with this test.
Ok, so the sword and shield on his back are super-easy to fix. In BrawlBox, expand the MDL0, expand the Objects folder, and, should be at the end, under Visibility Bone for the objects on his back, set them to the right ones. Look at the original Link MDL0 to know which visibility bones to use.
As for the other problem, do a test, with a temporary file, where you replace each and every texture with a single color(So that you can figure out what texture, or polygon, is being used on the side of the gauntlet like that), and also preview the animations in BrawlBox.(Open up the Model Previewer, expand the left tab, and when choosing which file to open, choose FitLinkMotionEtc.pac, and then Wait1, Wait2, and Wait3 are good choices to see general movement/rigging patterns) Also, since you said that it happens when he gets his smash ball, look at all the polygons in the Objects folder, and see which ones are set to the EyeYellowM visibility bone.