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Author Topic: How to use the animation exporter  (Read 6220 times)
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Snivy
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    « on: February 25, 2013, 06:24:15 PM »


    This is a very simple tutorial, but it may prove useful for some people. There is a video here:
    Brawl Animation Tutorial: Animation Exporter
    Post any questions below.

    Note: All bones must be a child of a bone called, "TopN."
    Note2: If you want to replace an animation with your animation, follow these steps:
                1. Import your animation.
                2. Export the animation as a CHR0.
                3. Open the FitCharMotionEtc.pac for your intended character.
                4. Replace the old animation with the new animation.
    « Last Edit: April 16, 2013, 10:31:06 AM by Snivy » Logged

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    « Reply #1 on: February 25, 2013, 06:36:57 PM »


    Post any questions below.

    y u no demo with v0.67b? lol
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    Snivy
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    « Reply #2 on: February 25, 2013, 06:38:30 PM »


    y u no demo with v0.67b? lol
    They both work about the same? I don't know.
    Don't kill me.
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    « Reply #3 on: February 26, 2013, 03:40:16 AM »


    so it's really this simple... lol
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    Snivy
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    « Reply #4 on: February 26, 2013, 07:09:32 AM »


    so it's really this simple... lol
    Yeah, not much to it. Tongue
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    « Reply #5 on: April 02, 2013, 04:49:42 PM »


    i have a problem :/
    when i click on select all bones there is "all bones selected (0)"
    do you know why?
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    Snivy
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    « Reply #6 on: April 02, 2013, 06:31:40 PM »


    i have a problem :/
    when i click on select all bones there is "all bones selected (0)"
    do you know why?
    The first bone has to be named "TopN" for the script to work. Just remember to keep that in mind, K?
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    « Reply #7 on: April 15, 2013, 10:46:52 PM »


    So theoretically, with this technique, is it possible to create a custom animation for Peach (such as a custom grab/attack animation using the Key Frame option)? After you import it into Brawl Box how would use it to replace the grab attack animation in FitCharMotionEtc.pac?
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    Snivy
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    « Reply #8 on: April 16, 2013, 10:26:58 AM »


    So theoretically, with this technique, is it possible to create a custom animation for Peach (such as a custom grab/attack animation using the Key Frame option)? After you import it into Brawl Box how would use it to replace the grab attack animation in FitCharMotionEtc.pac?
    You would have to open BrawlBox, make a new BRRES, right click on it, select import character animation and open the dialog, go to the drop down menu and click on raw text (.txt), import your animation, then export the animation as a CHR0, then open the FitPeachMotionEtc, find your animation, and right-click on it and replace it with your new animation. Simple as that.

    (Edited top post.)
    « Last Edit: April 16, 2013, 10:31:25 AM by Snivy » Logged

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    « Reply #9 on: April 16, 2013, 10:31:19 AM »


    You would have to open BrawlBox, make a new BRRES, right click on it, select import character animation and open the dialog, go to the drop down menu and click on raw text (.txt), import your animation, then export the animation as a CHR0, then open the FitPeachMotionEtc, find your animation, and right-click on it and replace it with your new animation. Simple as that.

    i find it funny how it's actually simpler than it seems to be when explained Tongue
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    Snivy
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    « Reply #10 on: April 16, 2013, 10:32:26 AM »


    i find it funny how it's actually simpler than it seems to be when explained Tongue
    I watered it down in the top post.
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    « Reply #11 on: June 06, 2013, 12:44:32 PM »


    I dont care if Im warned for necroposting, I need help with the problem I got using this method
    I tried a simple animation to test it

    it looked all good on 3ds max and I used the script as shown in the video
    I also edited the .txt to delete the f next to 101 as shown in the video
    and I imported the .txt and all fine, just when I tried to load the animation, it showed this

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    Snivy
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    « Reply #12 on: June 06, 2013, 01:33:50 PM »


    I dont care if Im warned for necroposting, I need help with the problem I got using this method
    I tried a simple animation to test it

    it looked all good on 3ds max and I used the script as shown in the video
    I also edited the .txt to delete the f next to 101 as shown in the video
    and I imported the .txt and all fine, just when I tried to load the animation, it showed this


    Can I get a copy of the .max save file? (I think it's OK to necropost, as long as it is relevant.)
    I might be able to figure out what is causing it.
    EDIT: I'm having problems with the exporter too, it might be BB, or the script. This only seems to be occurring with CFalcon's bones, though... (It's only getting one of his bones rotating.)
    EDIT2: While trying to check when what stopped working, this reared it's ugly head at me in .67b and lower, using the animation exporter from the downloaded .zip.

    « Last Edit: June 06, 2013, 06:29:50 PM by Melon Lord » Logged

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    « Reply #13 on: June 06, 2013, 05:45:58 PM »


    maybe this only happens with captain's models, ill try with other character model
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    « Reply #14 on: September 18, 2013, 06:11:40 PM »


    Is there any chance you could upload the text file it gave after running the script? Or just pasting its content here would be fine too. I want to make a similar plugin but for Maya so I need to study how the file works.
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