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Author Topic: DAE Model Importing for Dummies  (Read 103276 times)
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    « Reply #255 on: August 02, 2012, 10:47:39 AM »


    Hey guys,

    I've been following your guide, but I just can't get the .DAE to import correctly. I've tried different plugins, even the ones you linked to. I'm using 3DS Max 2010. Whenever I import my Ganondorf looks like this:

    http://imgur.com/a/IFx4L

    I've tried both Ganondorf and Wolf (Wolf looks even WORSE! Tongue) I tried the .DAE creating progress with both Brawlbox 0.65 and 0.67. I really don't know what I am doing wrong. I downloaded a .DAE model from a different game and it imports just fine.

    It would be great if I could get some help so I could get started! Sad
    A few post up says the answer. You need to reset the scene for importing brawl models.
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    « Reply #256 on: August 06, 2012, 07:43:01 PM »


    I really hate to ask this but I'm a total noob.... Everything seems straight forward and I have experience with models and such from making .dats for ffxi but I can't export my mdl0 into a dae. I dled a plugin from the link you provided for my version of 3d max (9, 32bit) but when I go to export the pac the only option that comes up is to export it into a raw model file. Am I missing something?
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    « Reply #257 on: August 07, 2012, 12:50:49 PM »


    What version of BB are you using. The newer ones have the option to export as .dae "I really hate to ask this but I'm a total noob"everyone has questions so don't hesitate to ask, no one will judge you. Everyone starts somewhere.
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    « Reply #258 on: August 10, 2012, 02:29:47 PM »


    So if I make sure I have the newer version of bb, then I don't need one of the 3d max plugins?
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    « Reply #259 on: August 12, 2012, 08:15:49 PM »


    So if I make sure I have the newer version of bb, then I don't need one of the 3d max plugins?
    No, you'll still need a way to import .dae files. Max 2010 has the right .dae importer already. When you extract the mdl0 from the .pac file bb will default save it as .mdl0, so change the dropdown box under the file name changer to .dae.
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    « Reply #260 on: August 13, 2012, 10:18:10 PM »


    Ok I've been messing with this these past few days trying to port diff models on skeletons and I run into am issue every now and then. After I apply the skin modifier, I select the vertices of the arm below the elbow like in the guide. Then I click the weight tool, but the larmj bone isn't appearing on the list, just the bones for the hands and sword. This usually happens when I try to bring in dissidia models. Right now I'm trying to put onion knight over toon link. When I use ff 10 or 12 models the bone shows up.
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    « Reply #261 on: August 14, 2012, 01:56:51 PM »


    I must be missing something. Every time I load up a .DAE file, it either doesn't show up or the entire program crashes. This happens with every single .DAE file I use, and I've been following this tutorial exactly as it is written. If it helps; I'm using 3DS Max 2010, and I'm sure I have the correct plugins. Also, I'm using the most recent version of Brawl Box. Is there anything that can be done about this?
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    « Reply #262 on: August 14, 2012, 02:11:14 PM »


    Are you talking about importing a .dae into 3ds Max or BB?
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    « Reply #263 on: August 14, 2012, 02:12:36 PM »


    Importing it into 3DS Max.
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    « Reply #264 on: August 14, 2012, 02:32:04 PM »


    Try running it as an administrator when you're starting it up. Right click>Run as Administrator
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    « Reply #265 on: August 14, 2012, 02:36:39 PM »


    That did the trick; thanks! I wonder why it kept doing that crazy stuff when I wasn't running as an administrator though...
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    « Reply #266 on: August 14, 2012, 03:23:55 PM »


    You're welcome, it's the same for me. I don't know why it works that way, I'm just glad it does. Tongue
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    « Reply #267 on: August 20, 2012, 11:37:03 AM »


    This is what happened when I tried to apply my textures lol. I ran the script though an error did pop up. Could that be my problem or is it something worse and far more complicated? lol Whatever the problem I'm determined to learn how to do this and start making some mods.
    « Last Edit: August 20, 2012, 11:51:22 AM by duoblade » Logged

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    « Reply #268 on: August 20, 2012, 11:55:43 AM »


    Uncheck "Propogate Materials" before running the detach script.
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    « Reply #269 on: August 20, 2012, 03:23:58 PM »


    Ok I was able to run the script without any errors but it still looks the same. As if there's no uv mapping or something. Any suggestions?
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