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Author Topic: How to use the Model Changer event  (Read 8329 times)
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BlackJax96
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    « on: July 09, 2012, 09:20:22 PM »


    So the event "Model Changer" 1 & 2 hasn't been understood properly for a while.

    And in case you didn't know, an "index" is the number, id, location, etc of a node in a list starting from 0.
    So the first node in a list would have an index of 0, the second would have an index of 1, etc.

    So here's how it works:

    There's a node in the data section of each moveset called "Model Visibility".
    The model visibility node has references 1 & 2.

    Reference 1 is for the event Model Changer 1, and Reference 2 is for the event Model Changer 2.
    Each reference has switches.

    Each switch node has multiple groups of bones located in them.

    It's just like VIS0. Those are bones that are attached to objects. When the bone group is turned on, all objects attached to all the bones in the group will become visible.

    Each switch node has one value in it that you can modify.
    That value is the index of the group of bones that will be visible at the start of every subaction.

    Now to explain what the actual event does.

    The event has two parameters:
    - Switch Index
    - Bone Group Index

    I believe this is self explanatory:
    Switch index is the index of the switch to select groups from.
    Bone Group index is the index of the group of bones that you want visible.

    Using the model changer will make only that group of bones visible. All other bone groups will be turned off.

    Now if you set the Bone Group Index to a value less than zero or greater than the amount of groups available, all objects will become invisible.



    I think that explains it all. Feel free to ask questions or correct me on anything if I'm wrong.
    I'll have pictures up... sometime. Although you really shouldn't need them if you can see already.

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    « Reply #1 on: July 09, 2012, 09:23:24 PM »


    This is how mariodk does the Fire Mario transformations.
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    BlackJax96
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    « Reply #2 on: July 09, 2012, 09:32:06 PM »


    This is how mariodk does the Fire Mario transformations.

    mmmmmk

    I just made the tutorial because now the model visibility node is fully editable (you can add new switches, groups and bones) and I wanted people to know exactly how it works with the event. Tabuu made it kinda hard to understand before.
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    StupidMarioFan1
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    « Reply #3 on: July 11, 2012, 06:17:42 PM »


    This is how mariodk does the Fire Mario transformations.
    Yep, but he just used the changer for Mario's hair polygons.
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    « Reply #4 on: July 11, 2012, 06:20:41 PM »


    This is how mariodk does the Fire Mario transformations.

    You know how when u set the eyellowm to turn on during the final smash, you can "add" an extra object:
    So does this mean we can still "add" an extra object when the eyeyellowm calls for it but at the same time have the power to "disable" another object???

    now that would be epic...
    « Last Edit: July 11, 2012, 06:22:04 PM by mr.mugenwii » Logged


    BlackJax96
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    « Reply #5 on: July 11, 2012, 06:22:58 PM »


    You know how when u set the eyellowm to turn on during the final smash, you can "add" an extra object:
    So does this mean we can still "add" an extra object when the eyeyellowm calls for it but at the same time have the power to "disable" another object???

    now that would be epic...


    Yep, just add another bone into the same bone group as EyeYellowM. Smiley
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    « Reply #6 on: July 11, 2012, 06:27:21 PM »


    Yep, just add another bone into the same bone group as EyeYellowM. Smiley
    how about disabling an object when final smash???

    i guess look into the model visibiltiy stuff and "delete" one group of objects???[

    what im trying to say is that is it possible to disable an object during final smash instead of enabling an object?
    « Last Edit: July 11, 2012, 06:31:40 PM by mr.mugenwii » Logged


    BlackJax96
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    « Reply #7 on: July 11, 2012, 06:30:06 PM »


    how about disabling an object when final smash???

    i guess look into the model visibiltiy stuff and "delete" one group of objects???


    Just make a new bone group that's the same as the other one but remove the bones you don't want visible. Then just switch to that group when you want the bones off.
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    « Reply #8 on: July 11, 2012, 06:33:48 PM »


    Just make a new bone group that's the same as the other one but remove the bones you don't want visible. Then just switch to that group when you want the bones off.


    if u can add new bone groups with no restrictions than i think i know what you mean...

    I wonder who will be the first to take this into actiooonnnn!!
    man wit so many new posibilities its a shame some people are thinking of abandoning brawl hacks...
    « Last Edit: July 11, 2012, 06:37:07 PM by mr.mugenwii » Logged


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    « Reply #9 on: July 11, 2012, 09:20:59 PM »


    All right, so I think I know what you're saying, If I add a couple of bone switches, then call them in BB, then I can add them by using Model Changer. I'm testing it first, then I'm going to post pictures if it works. Thanks for this tutorial, I'll ask questions if I need help.

    Edit: I think I did something wrong. I added a couple of bone switchers to the first, (Reference 1.) I've added a couple of bones to the model I'm using, so tell me if that is the problem.
    OK, the picture of the bone reference adds...
    (Note that there was no error on save)
    here's what happens on BB.
    Please tell me what I did wrong?
    Also, here is the one I edited: http://www.mediafire.com/?pdarxz117o7z6p1
    « Last Edit: July 11, 2012, 10:41:03 PM by Snivy » Logged

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    « Reply #10 on: July 11, 2012, 10:20:39 PM »


    All right, so I think I know what you're saying, If I add a couple of bone switches, then call them in BB, then I can add them by using Model Changer. I'm testing it first, then I'm going to post pictures if it works. Thanks for this tutorial, I'll ask questions if I need help.

    Edit: I think I did something wrong. I added a couple of bone switchers to the first, (Reference 1.) I've added a couple of bones to the model I'm using, so tell me if that is the problem.
    OK, the picture of the bone reference adds...
    (Note that there was no error on save)
    here's what happens on BB.
    Please tell me what I did wrong?
    Also, here is the one I edited: http://www.mediafire.com/?pdarxz117o7z6p1


    Thanks, I've fixed the issue Smiley
    The amount of switches for each reference needs to be the same, I forgot about that.
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    « Reply #11 on: July 11, 2012, 10:34:42 PM »


    Thanks, I've fixed the issue Smiley
    The amount of switches for each reference needs to be the same, I forgot about that.
    Oh, that would explain it. Thanks for the help.
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    « Reply #12 on: July 11, 2012, 11:02:20 PM »


    So I see how you can make Ikaros' eyes change to red version when she attacks.
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    BlackJax96
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    « Reply #13 on: July 11, 2012, 11:04:30 PM »


    So I see how you can make Ikaros' eyes change to red version when she attacks.

    Yep, this is what I plan to use for a lot of Ikaros' stuff ;O
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    « Reply #14 on: July 12, 2012, 03:07:46 PM »


    so does anyone sucefully made a model changer on eye yellow that turns some polygons invisible while showing  the eye yellowM objects?
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