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Author Topic: Brawlbox Resources & History  (Read 3814125 times)
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BlackJax96
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    « Reply #1650 on: June 27, 2011, 04:37:36 PM »


    i just say you can add bones now Cheesy
    does this work better then the old way?

    since i am in needing of just one bone for Lucas

    If you're talking about adding bones to MDL0s, that can't be saved yet. The MDL0 rebuild function still isn't complete.
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    KTH
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    « Reply #1651 on: June 27, 2011, 04:39:03 PM »


    Ok KTH, I added the thing you requested. When you click the Scale All button, if you put a bone name in the textbox that doesn't exist already, it will be added to each CHR0 and resized.

    (I updated the Mediafire file)

    Oh i see something.

    Ok we have the scale but we don't have the translation. :s
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    DoctorFlux(Mariodk)
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    « Reply #1652 on: June 27, 2011, 04:41:09 PM »


    If you're talking about adding bones to MDL0s, that can't be saved yet. The MDL0 rebuild function still isn't complete.
    ok damn ;(


    Oh i see something. Ok we have the scale but we don't have the translation. :s
    yeah i have just tested it and it dont got Translations Sad (needed if renamed TransN bone)
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    KTH
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    « Reply #1653 on: June 27, 2011, 04:46:01 PM »


    ok damn ;(

    yeah i have just tested it and it dont got Translations Sad (needed if renamed TransN bone)

    But this okay, that create bone but you can fix that really fast.

    But that destroy all bone.
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    Segtendo
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    « Reply #1654 on: June 27, 2011, 05:23:12 PM »


    Translation and Rotation replacement options would be nice.
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    BlackJax96
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    « Reply #1655 on: June 27, 2011, 05:43:24 PM »


    You guys have to explain more in-depth.

    Scale only requires 1 keyframe at the beginning of the animation. Rotation and translation have keyframes all over the animation. Do you want to add or subtract from every one of those existing keyframes? Why would you want to mass edit translation anyways when you have the port animation tool?
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    KTH
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    « Reply #1656 on: June 27, 2011, 05:47:54 PM »


    You guys have to explain more in-depth.

    Scale only requires 1 keyframe at the beginning of the animation. Rotation and translation have keyframes all over the animation. Do you want to add or subtract from every one of those existing keyframes? Why would you want to mass edit translation anyways when you have the port animation tool?

    No, we just want you add some like on Preview.

    But we don't need rotate. You see?

    We need translation for the character touch the ground.
    « Last Edit: June 27, 2011, 05:49:56 PM by KTH » Logged


    Ninka_kiwi
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    « Reply #1657 on: June 27, 2011, 06:11:38 PM »


    The demo is pretty amazing I tried it out and I'm loving the new features.

    Just a question but will it be possible to edit the vertices in brawlbox any time soon since you implemented a vertices button that showed the vertices?

    Also another question what will the kinect feature do once it is finished?
    « Last Edit: June 27, 2011, 06:13:13 PM by Ninka_kiwi » Logged

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    « Reply #1658 on: June 27, 2011, 06:26:06 PM »


    Also another question what will the kinect feature do once it is finished?

    It will allow animations to be made via video. You could videotape yourself doing the move, and then the model could do the same.
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    Ninka_kiwi
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    « Reply #1659 on: June 27, 2011, 06:30:19 PM »


    Thought it was somthing like that just wasn't entirly sure if it was possible to do O.o

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    BlackJax96
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    « Reply #1660 on: June 27, 2011, 06:31:44 PM »


    It will allow animations to be made via video. You could videotape yourself doing the move, and then the model could do the same.

    But it's recorded live, and you have to use the Kinect to record yourself.

    Just a question but will it be possible to edit the vertices in brawlbox any time soon since you implemented a vertices button that showed the vertices?

    I'm mostly focusing on finishing the model rebuilder so that you can import daes and change the bone tree, etc so I probably won't finish that any time soon until I figure out how to unweight the vertices correctly. But yeah, you will be able to edit the vertices.
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    « Reply #1661 on: June 27, 2011, 09:27:43 PM »


    -.-
    you people will fangazm over anything...

    this is only just beginning to be as epic as Blender...



    on another note,
    I'm not gonna be on for quite a while ;_;
    my G-ma's an idiot who could care less for us, and is throwing us out...

    so it'll be a while before I get anything back...
    I don't think I'll have net to keep everyone UD'd, but JSYK I'll work on my converter if possible Smiley
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    « Reply #1662 on: June 28, 2011, 04:44:10 AM »


    AWESOME!
    I'm surprised to hear that you guys finally achieved perfect model importing.
    Who did this stuff,BlackJax96 or Tcll?
    Anyway, good job!!
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    Kind of want to start making mods for this again

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    « Reply #1663 on: June 28, 2011, 07:00:27 AM »


    AWESOME!
    I'm surprised to hear that you guys finally achieved perfect model importing.
    Who did this stuff,BlackJax96 or Tcll?
    Anyway, good job!!
    Yeah I thought that's what the title said too, and then I read the thread.

    Sorry to hear about your situation Tcll...
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    « Reply #1664 on: June 28, 2011, 09:59:30 AM »


    How do you edit the verticies?
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