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Author Topic: DAE Model Importing for Dummies  (Read 103246 times)
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Swift Red
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« Reply #195 on: May 29, 2012, 08:31:55 PM »


I did rotate and they looked fine but they were mostly the isolated movements. (One thing moving at a time)

When we get in the motion everything is kinda splattered so I'm not sure what I did wrong.
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    « Reply #196 on: May 29, 2012, 08:38:56 PM »


    Rig the model one part at a time. So rig a part export and use brawl box to see how it looks animated. If it doesnt look right edit in max then export again. If you go slow it should be ok. Also make a keyframe in max and see how it looks when you move the slider forward. Only weighting it doesn't make it move fluidly.
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    « Reply #197 on: May 30, 2012, 01:01:20 AM »


    I did rotate and they looked fine but they were mostly the isolated movements. (One thing moving at a time)

    When we get in the motion everything is kinda splattered so I'm not sure what I did wrong.

    The only thing I could think of in that case is that you accidentally imported the wrong dae file into Brawlbox by mistake. I don't think that's what happened though.

    Are you sure you rotated the bones in 3DS Max without problems? The key bones you should rotate around are the HeadN, LshoulderJ, RshoulderJ, RarmJ, LarmJ, L/RhandN, L/RLegJ, L/RKneeJ, L/RFootJ. When you rotate these bones around, the vertices should resemble what you see in Brawlbox. It doesn't matter if you rotate these bones one at a time, in fact I strongly recommend that you do.
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    « Reply #198 on: May 30, 2012, 12:24:55 PM »


    What I gave most of the weight to each piece is as follows:

    LArmJb, RArmJb, NeckN, Ponytail03N, BustN, HipN.

    As for the legs I put them into 3 parts.
     High parts of the legs had RLegJ and LLegJ.
    Knee parts had RKneeJ and LKneeJ.
    Feet had RToeJ and LToeJ.

    I can send you the files if you would like to have a look.
    « Last Edit: May 30, 2012, 12:25:53 PM by Swift Red » Logged

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    « Reply #199 on: May 30, 2012, 01:07:27 PM »


    Yes that would be nice. And who's this over?
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    « Reply #200 on: May 30, 2012, 02:05:11 PM »


    What I gave most of the weight to each piece is as follows:

    LArmJb, RArmJb, NeckN, Ponytail03N, BustN, HipN.

    As for the legs I put them into 3 parts.
     High parts of the legs had RLegJ and LLegJ.
    Knee parts had RKneeJ and LKneeJ.
    Feet had RToeJ and LToeJ.

    I can send you the files if you would like to have a look.


    Use LarmJ and RarmJ instead of the jb bones. I'm not sure if it makes a difference, but I noticed this is what most importers do. What I was saying though was that you should rotate each of those bones I mentioned, and you should be able to see the problem areas.

    If you're still having a difficult time with this, I'll take a look.
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    « Reply #201 on: May 30, 2012, 02:54:58 PM »


    Use LarmJ and RarmJ instead of the jb bones. I'm not sure if it makes a difference, but I noticed this is what most importers do. What I was saying though was that you should rotate each of those bones I mentioned, and you should be able to see the problem areas.

    If you're still having a difficult time with this, I'll take a look.
    Yeah it was the jb bones. I took a look at it. It seemed like the jb bones wouldn't move with the rest of the bones. So I re-weighted them just enough as to give a challenge and not do it all. Also some hair was attached to places that it shouldn't be. The hair is long and is really close to the arms and legs. It's an easy mistake to attach them on accident.
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    « Reply #202 on: May 30, 2012, 09:30:52 PM »


    Do you think someone will add a tutorial on getting textures to show up in Brawl?  They show up in BrawlBox, but not in the game.  The model I downloaded is TokoyamiTheDark's, which came with two .jpeg files (which had the textures themselves).  If someone could update the first page or something concerning texture, it would be a great help.
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    « Reply #203 on: May 30, 2012, 10:49:24 PM »


    What does the model look like in game?
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    « Reply #204 on: May 30, 2012, 11:48:02 PM »


    What does the model look like in game?


    Black and gray.  This is how it looks in BrawlBox, or rather, this is how it supposed to look:
    http://img217.imageshack.us/img217/7913/terraoverpeach.jpg

    However, I believe the textures from the model I replaced (in this case, Peach's) are still intact, which makes the import look bizarre (weird colors).  What I'm trying to do is get the jpeg files (the ones used for the model I rigged in 3DS Studio Max 2011) to replace all of FitPeach05's previous texture files.  The thing is, I don't know crap about placing textures over old ones.  I know about exporting/replacing them, but as for the eyes, face, body, leg, etc textures, I'm completely lost, and there are only two jpeg files, which came with the model.

    Picture A - http://www.filefactory.com/file/27cpu60yur8f/n/diss_01.png
    Picture B - http://www.filefactory.com/file/vhskgwgdhqf/n/diss_00.png

    Here are the .pac and .pcs files.  Keep in mind that previously, this was some random texture hack someone made over Peach, but the extracted .dae shows up normally in 3DS.

    http://www.filefactory.com/file/5jy82w1257g5/n/FitPeach05.pcs
    http://www.filefactory.com/file/1m8slphyty61/n/FitPeach05.pac

    And the .dae I'm working on http://www.filefactory.com/file/72liuc9dblgb/n/Esper_Terra_over_Peach_WIP.DAE

    How can I get the textures to work in Brawl?

    « Last Edit: May 31, 2012, 12:01:20 AM by the_randomizer » Logged

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    « Reply #205 on: May 31, 2012, 02:42:41 AM »


    please tell me the rig isnt finished yet
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    « Reply #206 on: May 31, 2012, 08:03:35 AM »


    Black and gray.  This is how it looks in BrawlBox, or rather, this is how it supposed to look:
    http://img217.imageshack.us/img217/7913/terraoverpeach.jpg

    However, I believe the textures from the model I replaced (in this case, Peach's) are still intact, which makes the import look bizarre (weird colors).  What I'm trying to do is get the jpeg files (the ones used for the model I rigged in 3DS Studio Max 2011) to replace all of FitPeach05's previous texture files.  The thing is, I don't know crap about placing textures over old ones.  I know about exporting/replacing them, but as for the eyes, face, body, leg, etc textures, I'm completely lost, and there are only two jpeg files, which came with the model.

    Picture A - http://www.filefactory.com/file/27cpu60yur8f/n/diss_01.png
    Picture B - http://www.filefactory.com/file/vhskgwgdhqf/n/diss_00.png

    Here are the .pac and .pcs files.  Keep in mind that previously, this was some random texture hack someone made over Peach, but the extracted .dae shows up normally in 3DS.

    http://www.filefactory.com/file/5jy82w1257g5/n/FitPeach05.pcs
    http://www.filefactory.com/file/1m8slphyty61/n/FitPeach05.pac

    And the .dae I'm working on http://www.filefactory.com/file/72liuc9dblgb/n/Esper_Terra_over_Peach_WIP.DAE

    How can I get the textures to work in Brawl?



    Do you mind uploading those files to mediafire? Mediafire is less hassle.
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    « Reply #207 on: May 31, 2012, 08:13:07 AM »


    Do you mind uploading those files to mediafire? Mediafire is less hassle.


    Sorry about that, yesterday was an off day for me and didn't consider the fact that you guys needed a quicker way to download the files.  That was inconsiderate of me to say the least...

    Here ya go!

    - Both .png files for the textures (which I erroneously states as being jpeg files)
    - The .max file I rigged the model on (which, strangely enough for me, is nearly complete)
    - The .dae file I exported for use in BrawlBox
    - Both FitPeach05 files for use in Brawl, which are to be placed in the Brawl data/fighter/peach folder (if you use Dolphin)
     All in one convenient zip file!

    http://www.mediafire.com/?ghs1nw2aysy1lhb

    If the link dies, let me know.
    « Last Edit: May 31, 2012, 08:31:29 AM by the_randomizer » Logged

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    « Reply #208 on: May 31, 2012, 08:50:26 AM »


    Simple answer for simple question. In the .pac file (and maybe .pcs) you added the textures in max so brawlbox recognized they're there, but you need to include them in the the texture node. So in FitPeach05.pac and .pcs go to TextureData[0] right click the .brres(the red node) and click in the pop up menu inport texture. I'm assuming you know how to import models because you got your model in the file. Also you might want to look at that line coming out of the chest.
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    « Reply #209 on: May 31, 2012, 08:55:42 AM »


    Simple answer for simple question. In the .pac file (and maybe .pcs) you added the textures in max so brawlbox recognized they're there, but you need to include them in the the texture node. So in FitPeach05.pac and .pcs go to TextureData[0] right click the .brres(the red node) and click in the pop up menu inport texture. I'm assuming you know how to import models because you got your model in the file. Also you might want to look at that line coming out of the chest.


    Yikes, I didn't realize that the hair wasn't quite rigged all the way on the model, will fix right away! Still have one problem, I just realized, is that one png contains the body textures, and the other contains the hair textures, and since I can only import one file at a time for the .brres, it kind of poses as an issue.

    Edit: Here's a .dae file with less rigging corruption http://www.mediafire.com/?w00w9da95oq79t9
    « Last Edit: May 31, 2012, 08:57:38 AM by the_randomizer » Logged

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