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Author Topic: Messed-Up Peach bones in Bones Thread...  (Read 2147 times)
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TokoyamiTheDark
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    « on: December 07, 2011, 04:29:15 PM »


    I just realized that, after rigging a model with Peach's bones, that the one in the bones thread are resized, just like the Zelda ones used to be, so I can't make my character over Peach! It all get messed-up, just like the older Zelda Bones used to do... Does anyone have raw, working bones of Peach?
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    « Reply #1 on: December 07, 2011, 05:42:13 PM »


    How to get bones from a Brawl model in 3 steps:
    1. Export the model from Brawlbox v0.65 to DAE. Then import that DAE into 3ds Max. Make sure you change the unit conversion to centimeters (it defaults to inches, which will shrink your model).

    2. Click each object seperately and press delete. This will guarantee you don't delete any bones (because sometimes bones are selected with the objects if you use H to select them).

    3. There you go, an MDL0 bone tree in 3ds Max.
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    « Reply #2 on: December 07, 2011, 06:40:44 PM »


    For some reason, 3ds Max doesn't import anything... I did every steps, but nothing appears... I use 3ds Max 2010, and here are the errors I get while trying to import a Brawl DAE model :

    The following parent and/or ancestor node(s) is/are not part of the BindPose definition.
        -RootNode
        -YRotN
        -XRotN
        -TransN

    The following Link node(s) is/are not part of the BindPose definition.
     -BustN
     -LShoulderN
     -WaistN
     -CollarN
     -RShoulderN
     -HipN
     -L4thNa
     -L4thNb
     -L2ndNa
     -L2ndNb
     -LHandN
     -LThumbNa
     -LThumbNb
     -LShoulderJ
     -L3rdNa
     -L3rdNb
     -LArmNa
     -LArmJ
     -L1stNa
     -L1stNb
     -RHandN
     -R3rdNa
     -R3rdNb
     -R4thNa
     -RShoulderJ
     -R2ndNa
     -R2ndNb
     -RThumbNa
     -RThumbNb
     -RArmNa
     -RArmJ
     -R1stNa
     -R1stNb
     -R4thNb
     -HeadN
     -MouthN
     -NeckN
     -LKneeJ
     -LFootJ
     -LToeN
     -LLegJ
     -RLegJ
     -RKneeJ
     -RFootJ
     -RToeN
     -HairDN
     -HairCN
     -HairBN
     -HairAN
     -SkirtFN2
     -SkirtFRN2
     -SkirtFRN1
     -SkirtSRN2
     -SkirtSRN1
     -SkirtSRN3
     -SkirtFRN3
     -SkirtBRN1
     -SkirtBRN2
     -SkirtBN1
     -SkirtBN4
     -SkirtBN2
     -SkirtBN3
     -SkirtBRN3
     -SkirtBN5
     -SkirtBRN5
     -SkirtBRN4
     -SkirtBLN5
     -SkirtBLN4
     -SkirtBLN2
     -SkirtBLN3
     -SkirtFLN1
     -SkirtSLN1
     -SkirtFLN2
     -SkirtFN1
     -SkirtFN3
     -SkirtFN4
     -SkirtFRN4
     -SkirtFRN5
     -SkirtFN5
     -SkirtSRN5
     -SkirtSRN4
     -SkirtBLN1
     -SkirtSLN2
     -SkirtSLN4
     -SkirtSLN3
     -SkirtFLN3
     -SkirtSLN5
     -SkirtFLN5
     -SkirtFLN4

    The following Link node(s) is/are not part of the BindPose definition.
     -BustN
     -LShoulderN
     -WaistN
     -CollarN
     -RShoulderN
     -HipN
     -L4thNa
     -L4thNb
     -L2ndNa
     -L2ndNb
     -LHandN
     -LThumbNa
     -LThumbNb
     -LShoulderJ
     -L3rdNa
     -L3rdNb
     -LArmNa
     -LArmJ
     -L1stNa
     -L1stNb
     -RHandN
     -R3rdNa
     -R3rdNb
     -R4thNa
     -RShoulderJ
     -R2ndNa
     -R2ndNb
     -RThumbNa
     -RThumbNb
     -RArmNa
     -RArmJ
     -R1stNa
     -R1stNb
     -R4thNb
     -HeadN
     -MouthN
     -NeckN
     -LKneeJ
     -LFootJ
     -LToeN
     -LLegJ
     -RLegJ
     -RKneeJ
     -RFootJ
     -RToeN
     -HairDN
     -HairCN
     -HairBN
     -HairAN
     -SkirtFN2
     -SkirtFRN2
     -SkirtFRN1
     -SkirtSRN2
     -SkirtSRN1
     -SkirtSRN3
     -SkirtFRN3
     -SkirtBRN1
     -SkirtBRN2
     -SkirtBN1
     -SkirtBN4
     -SkirtBN2
     -SkirtBN3
     -SkirtBRN3
     -SkirtBN5
     -SkirtBRN5
     -SkirtBRN4
     -SkirtBLN5
     -SkirtBLN4
     -SkirtBLN2
     -SkirtBLN3
     -SkirtFLN1
     -SkirtSLN1
     -SkirtFLN2
     -SkirtFN1
     -SkirtFN3
     -SkirtFN4
     -SkirtFRN4
     -SkirtFRN5
     -SkirtFN5
     -SkirtSRN5
     -SkirtSRN4
     -SkirtBLN1
     -SkirtSLN2
     -SkirtSLN4
     -SkirtSLN3
     -SkirtFLN3
     -SkirtSLN5
     -SkirtFLN5
     -SkirtFLN4

    ''The Initial position (or Initial Pose) of the skinned objects is missing. The plug-in will create a pose automatically but running the 'Assume Skin Pose' command may create unexpected results.''

    ...and I get nothing at all, not even a single bone...that's why I was asking if someone had Peach's bones...
    « Last Edit: December 07, 2011, 06:42:05 PM by TokoyamiTheDark » Logged

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    « Reply #3 on: December 07, 2011, 07:28:55 PM »


    update ur .dae importer Im srs here
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    « Reply #4 on: December 07, 2011, 09:13:13 PM »


    update ur .dae importer Im srs here

    I updated my FBX Plug-In to the newest version, but gets TONS of error messages...and something that looks like bones, but shaped like a Cross (NO KIDDING!!!) so... I have failed, and Peach's Bones really should be updated in the Bones Model thread... Here's a screenshot to show what I mean by 'Cross' :


     Im srs here I had this problem countless of times before the Bones Thread even existed, I dunno why, but 3DS Max seems stubborn from importing DAEs originating from BrawlBox...

    « Last Edit: December 07, 2011, 09:20:27 PM by TokoyamiTheDark » Logged

    I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! Sad

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