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Author Topic: Vertexing with DAE Importing  (Read 3577 times)
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    « on: July 30, 2012, 12:48:51 PM »


    Recently I have seen people asking about how to vertex with DAE importing... after a failed video tutorial I have decided to write up a written tutorial.
    What you will need
    -3ds Max
    -any BrawlBox that supports DAE importing
    -Basic 3ds Max, BrawlBox, and importing knowledge

    STEP ONE
    Export your desired model from BrawlBox as a DAE.
    Before you import it into 3ds Max, Reset the scene.



    STEP TWO
    Click any polygon and go to the Skin modifier.
    Scroll down, click Add Bones, and add all the bones that weren't in the modifier already.
    IF THE POLYGON DOES NOT HAVE A SKIN MODIFIER you will need to add one. Add all the bones to the modifier and RIG IT TO THE SAME BONE THAT POLYGON WAS SINGLE BINDED TO. Single binded means the entire polygon was rigged to one bone. You will have to rig it to that same bone or it will be screwed up. Some guessing/trial and error is needed if you don't want to check the original model.



    STEP THREE
    You can now begin to vertex! Go to the polygon you want to vertex, right click the Skin modifier and click Retain SubAnim Custom Attributes. Then right click again and Cut the Skin modifier.
    Now you can move around the vertices however you want. When you are finished, right click, PASTE INSTANCED to restore the polygon's rigging.



    STEP THREE.FIVE
    Since this is DAE importing, you have a lot more freedom than normal vertexing!
    You can apply other modifiers, like UV Unwrap if you want to do UV editing, and Edit Normals if you want to edit the normals.
    Just be sure to drag that modifier under the Skin modifier when you are done.
    NO MODIFIERS SHOULD BE ABOVE THE SKIN MODIFIER WHEN EXPORTING.
    You can also add things to the model, like Link's hat or something. You'll just have to rig it.



    STEP FOUR
    Export that sucker (as a DAE, obviously)!
    Import into BrawlBox. Check all the boxes in the import settings except for Force CCW Primitive Cull(unless you are using v.65 or v.65b, then don't check Remap Materials).



    STEP FIVE
    Don't celebrate yet, you still have some things to do.
    You will have to assign all the polygons to their respective visiblity bones (check the original file) and you will have to restore moving eyes to your model.
    Hint: Visibility bones usually end in M
    THERE ARE TUTORIALS IN THE MODEL TUTORIAL THREAD FOR ADDING EYES. You can also find tuts for transparency and other effects if you want those.
    You will also need to add metal, luckily BB has an automatic metal adder, and you might have to change the Cull on some things.
    Optionally, you can use the original model's materials and shaders.



    I think that's it, if there's anything that's missing or if you have any questions, tell me.
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    « Reply #1 on: July 30, 2012, 08:44:03 PM »


    Nice looking, I only skimmed it but it looks nice. Good job!!
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    « Reply #2 on: August 03, 2012, 09:10:48 PM »


    I haven't had time to check it out and try it yet but I really want to thank you for this Smiley
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    « Reply #3 on: September 29, 2012, 02:05:10 AM »


    This tutorial is great!. Thanks to this now I can do little changes to models.
    But, when I exported from 3DS Max to Brawlbox, something messes up and it shows me "Index was out of range" error.
    What can I do?
    « Last Edit: September 29, 2012, 12:41:08 PM by GanonZack » Logged


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    « Reply #4 on: September 29, 2012, 05:53:09 PM »


    This tutorial is great!. Thanks to this now I can do little changes to models.
    But, when I exported from 3DS Max to Brawlbox, something messes up and it shows me "Index was out of range" error.
    What can I do?
    Thanks.
    I've never gotten that error before. Make sure every polygon has a skin and every skin has all the bones in it.
    If that doesn't fix it, could you tell me exactly what changes you made to the model?
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    « Reply #5 on: September 29, 2012, 09:00:46 PM »


    Never mind. I just tested the edited model with a Motion in Brawlbox.
    I followed all of the steps correctly but I lost the rig in the process.
    This works with any model or only the original Brawl ones?...
    Maybe it's only that 3DS Max and Brawlbox hate me <.<...
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    « Reply #6 on: September 30, 2012, 07:29:20 AM »


    It should work with any model.
    What version of BB and 3ds Max are you using?
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    « Reply #7 on: September 30, 2012, 08:23:46 AM »


    Brawlbox v0.67b and 3DS Max 2013.
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    « Reply #8 on: September 30, 2012, 08:32:10 AM »


    I'm not sure if 2013 works with this (or importing all together).
    Is that the same version you've used for your imports?
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    « Reply #9 on: September 30, 2012, 08:46:46 AM »


    No, because I formatted my computer recently and that was the only one I could get.
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    « Reply #10 on: September 30, 2012, 11:09:42 AM »


    Well, that's most likely your problem.
    You're gonna have to get 2010 or 2011.
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    « Reply #11 on: September 30, 2012, 05:35:50 PM »


    Thanks for all your help and patience, I just found and downloaded the 2010 version.
    I will try it with this version.
    Edit: It works!.
    « Last Edit: September 30, 2012, 06:01:55 PM by GanonZack » Logged


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