I'm curious if there's some way we can display character models at the Character Select Screen similarly to the way Smash Bros N64 did. I feel like this should be something that we can do, however if it isn't, I can see how the engine would limit that function.
There are better ways, I think. Like editing the CSS from its natural files, as well as with the Brawlex Clone engine, you can ADD slots, and in a more easier manner.
I understand adding slots and what not, but as far as placement and rotations and translations and stuff goes, am I better off just doing it withing the CSS files or using CSS Organizer?
I apologize if this is the wrong place to be asking so many unrelated questions, is CSS Organizer 2.0 still the way to go about creating custom character select screens, or have there been any new methods since then that I've missed?
Sorry this reply is delayed, but yes, just get a normal Brawl character model and skeleton in Max or Maya, erase the regular character model, start editing the boneset, hiearchy, and whatnot to fit it around your new character, then rig.
If you're using Max, be sure that the scale of the import is 1 instead of 0.39____.
Thank you~ Off to play around with some skeletons.
Custom Skeletons will work fine provided you do your bone hiearchy edits in Max or Maya BEFORE you rig the model.
Project M's Mewtwo and my Simon Belmont PSA are the best examples, as they use existing bone Hierarchies but add bones and modify translations and rotations to allow animating the tail and whip respectively, while having their own proportions.
Oh and like ShinF said, you need to make sure that you don't have less bones than the original character.
So would you say that simply modifying existing skeletons is probably the best approach to take? There's many different angles to approach something like this, I'm just trying to pinpoint the best/easiest one.
The only real limit I'm aware of (other than the obvious file size limit) with skeletons is that it can't have fewer bones than the original. Even then, you can just have bones that are unbound to any vertices. I know for sure Mewtwo has a custom skeleton. It's so different that it won't even work with a model bound to Lucario's original skeleton.
It's possible to make movesets that don't even resemble the original characters, with totally custom animations and attacks. It's a lot of work of course, and there are still limitations (mainly the inability to create new articles) but there are quite a few PSAs that do this. If you want to se an example of what's possible (though very difficult to create), check out Project M's Mewtwo:
Actually replacing the movesets is just like replacing costumes - copy and name the files properly and it's done. It's creating them that can be difficult.
If you want to find PSAs, just use the advanced search on the Vault and search for Character -> PSAs. You'll find quite a few.
While those mods to exhibit functionality I would like to tap into, to my understanding, those models use pre-existing character skeletons, correct? If I'm wrong, please tell me. I think thats the thing I'm most hung up on. Custom skeletons; Do they work properly (assuming you make your own animations for them and whatnot)?
Well, you could always replace all the originals and add new ones if you wanted.
Like, no exaggeration, I stopped modding SSB when the model importer was about 4 days after release and I had played with it for a little while, just lost interest. Is replacing the standard characters with alternate meshes/bones/animations any sort of complicated thing (aside from the obvious modeling/animating etc). In other words, do we have the full capability to import an entire mesh and bones and create custom animations to go along with a moveset, or are we limited to the given bones?
EDIT: Perhaps someone could point me in the right direction. I'm wanting to do a total revamp of the entire roster and basically create a new slew of characters, but not just mesh replacements. Total animation changes, new meshes, new bones, the whole deal. What threads should I be looking at at this point? Like I said, it's been a while...
I haven't been really following the Smash modding scene, but lets say I wanted an entirely custom, unique, roster. Could I use this to remove all the regular characters from the CSS and only display custom characters? If I didn't need more slots than the original 40 (or whatever it is), would it be better to just replace pre-existing character slots, or would more issues arise from that than if I were to just add them as customs and display only the custom characters on the character select screen?
I'm coding animation exporters and importers for like, 3 different formats atm, with the option to bake the animation or not. This has been requested so much, I'm surprised you guys didn't think I'd do it by v0.69.
I'm going to remove that text importer once these are done too. I don't like it.
Didn't mean to stir up any fuss, was just wondering. Would make model/psa/animation mods a lot simpler to pull off.
It's been a while since I've done anything brawl modding related in a while. I have one question: Is direct animation importing from an outside source possible with Brawlbox? Sorry if it's answered already somewhere in this thread, but I'd rather not sift through an epoch's worth of pages.