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« Reply #15 on: November 13, 2010, 03:39:24 PM » |
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The model import I'm working on shows all the bones... and this update reminds me a lot of 3ds max :O
I think the problem with imports is added bones. Open a model without any bones added and it should work
Really? That sucks though  . Well I look forward to it still 
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« Reply #16 on: November 13, 2010, 03:40:25 PM » |
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I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier. I said easier. I never said perfect. And of course added bones won't work. They're simply tacked on pieces of hex in the model, they aren't really a part of the model. It isn't as simple as being able to add bones by simply adding a piece of hex into the model. Bone injection isn't going to happen anytime soon.
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« Last Edit: November 13, 2010, 03:56:50 PM by LordNOaH »
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« Reply #17 on: November 13, 2010, 03:55:11 PM » |
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I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier. I said easier. I never said perfect. Are you talking to me about the model import no animating thing? Because the post you quote never say anything about perfect 
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« Reply #18 on: November 13, 2010, 04:02:21 PM » |
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Honestly. I am a little nervous about using V0.64. Cause that means that interpolation with the bones will be a problem, and in my experience, it tends to destroy animations or make them hard to manage.
I may be a scrub for saying this, but I think I would still be more comfortable with V0.62b. At least until whatever glitches there may be have been fixed up.
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 3DS Friend Code: 2895-6640-9302
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« Reply #19 on: November 13, 2010, 04:15:29 PM » |
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When is it going to be relased?
next week this will be released with PAT0 editing for new custom stage icons for PW's new code.
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« Reply #20 on: November 13, 2010, 07:22:55 PM » |
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Hey, is anyone else experiencing the problem that the brawbox v.64 doesn't save properly? If so, is there a fix for it? thanks.
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« Reply #21 on: November 13, 2010, 11:41:57 PM » |
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^Do you mean it corrupts the files? Because that's what happens to me.
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« Reply #22 on: November 14, 2010, 03:57:33 AM » |
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It previewed a model from ToS just fine, but apparently can't preview a vertexed Ike. At least the Cloud or Naruto vertex hacks can't open.
Normal Ike is fine.
I wonder if other characters have the same problem.
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« Last Edit: November 14, 2010, 04:40:35 AM by dingoberriz »
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« Reply #23 on: November 14, 2010, 04:29:47 AM » |
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« Reply #24 on: November 14, 2010, 08:46:24 AM » |
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So...... how is PAT0 editing done, exactly?
XD
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« Reply #25 on: November 14, 2010, 11:06:51 AM » |
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wow that was quick xD .64 was buggy because it was only supposed to be a preview of the draggable bone feature. I assume this is a more official release and those bugs have been fixed.
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« Reply #26 on: November 14, 2010, 11:44:00 AM » |
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Looks like you gotta update the OP and title It lags pretty bad in the model editor for me...  I'll just use v0.63d for now
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« Last Edit: November 14, 2010, 12:10:11 PM by BlackJax96 »
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« Reply #27 on: November 14, 2010, 12:37:42 PM » |
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It lags pretty bad in the model editor for me...  ^This After swapping the animation and moving the bones by dragging slightly, interpolation kicked in on top of rotations spiking like 720%. I guess I just suck with this since now I have to fix and redo everything in .62b to avoid all the problems ._. I'll stick to just swapping and fixing with .62b. I'd rather not chance things doing that and spending way more time with three steps (swap & fix translation, adjust rotations, go over everything done to make sure it works right) and just stick to swapping and fixing translation with some minor tweaks for legs on ground level. Interpolation becomes a big problem for characters at random times anyway.
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« Last Edit: November 14, 2010, 12:43:49 PM by dingoberriz »
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« Reply #28 on: November 15, 2010, 08:14:45 AM » |
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I have an idea that MIGHT be possible (I posted this at smashboards too) for brawlbox, it would take some hard coding, and maybe adding a simple animation program to the works. (like a simple flash program or rather) But it might work.
What you do is preview your character in the model preview image like normal, but you only load two animations. 1: The characters wait1 animation 2: The character animation you want to port (Say ikes up B on sonic or something like that)
Once you have those open you would right click the animation you want to 'port' and an option window would come up. Asking you to load a wait animation from the character you want to port it over to.
After you hit 'okay" on the menu, since brawlbox itself knows how each individual character animates (including sonic) it would create a new animatioin from scratch (this could take a while depending on the character/animation, the other character that said animation is being ported to, and the length of animation.) and save it as a different file which you are asked to name uppon completion.
You open up the preview again after closing it then when you load the new animation created by brawlbox, it's exactly like the animation on the other character you took it from! Well besides the fact that it starts and ends with the other character (Sonic instead of ike) 's wait animations.
Soooo possible...yes...no....maybe??
Either that or you could make it where you could copy a frame from one animation, and starting from the other characters wait animation paste it and brawlbox would make the right adjustments automatically.
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« Reply #29 on: November 15, 2010, 09:52:52 AM » |
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What are pat0 exactly ? Because if I remember thanks to it we will be able to add custom icons in the SSS to ue with P_W's Stage expansion code.
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