...Why are so many people obsessed with bringing things from Melee to Brawl?
dunno about others, but if I could import stuff from Melee I'd likely rig some of the trophies. Because Melee 3D-rendered a lot of retro characters which everyone forgot about, or probably didn't even play the games they came from.
(ok, even I could probably recreate that last one but dawg)
not really, I'd be pretty happy if I could get some stages from Melee or whole sceneries from games on other consoles like Marvel vs Capcom 3.
Also, I think the Naruto model is just being used as a test for the importer. In any case, the current build can't get anything ingame, so don't get angry at him ninjaing your 2-bone block X)
And on the positive side: if a Brawl character skeleton imports well, a block with an extra bone will be loleasy and you'll get it in no time. No need to rush them.
well, that's the same thing as exporting the model, rigging it with a previously existing skeleton, and re-importing it. ie it's not hard, but you'll have to wait for the importer to be done. :V
Well, I didn't mean to say that you were a noob, just that noobs like me get ignored on that forum. Sorry for expressing myself kinda badly.
@br3: even if it's a premade mdl0, if you export it change the bone structure and convert it to .dae, it counts as a full import. And BlackJax said that imports didn't save well yet. Sorry about your 2-bone block!
Unless you were talking about hex editing a bone tree from a mdl0 into another mdl0, which would take forever anyways since you'd have to get the headers and rigging figured out. (since we don't have an mdl0 editor, that would be the only way to do that without going the export->import route, I guess?)
I think the only good way to get around Melee's dat so far is to use a ripper program with Dolphin, then. Well.
I guess you could ask on xentax info about the format, if you know some stuff about it. Just say you're interested in knowing how the model works and post what you know, tho. If you're a noob like me it's likely they won't help you X(
Maaan, I wanted to convert some models from Dynamarisa as future stage props, but they're in some custom format made by Tasofro. Opening it in a hex editor, the bones and textures indexes are out there in the open(written in japanese but still) so someone who knows what they're doing could probably figure it out but I'm a noob at this ><
My life aside, most of the models in Melee are also in trophy form. So if we can already convert those, it'd be great! It would just be time-consuming re-rigging some of them. (I'd totally want to rig the Ayumi and Diskun models Melee has, through. sooo awesome)
Yeah, I wrote that in the description actually. :p Pretty excited to be able to use the loads of touhou models out there, but that's also why I did something that I'm pretty sure didn't have a 3D version yet, so nobody will waltz in and say "oh hai I imported a version which looks 10 times better lulz"
"smart chr0 importer" that Kryal said he would start (but never did) It'll compare the translations between the chr0 and the model and edit the chr0 to fit the skeleton.
So rigging a model to a brawl skeleton won't allow us to use the native brawl animations right off the bat unless the model is a perfect fit.
Makes sense, I remember when M2000 released a version of Ganon's Tower which replaced the Ganon model with Cpt.Falcon, his arms and legs were stretched out because of the difference in animation translations.
...I think.
Anyways if we can import animation data from other wii games I'm already happy