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Author Topic: Windhunter7's Blender Importing Tutorial(Blender to Brawl)  (Read 15181 times)
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windhunter7
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    « Reply #45 on: January 14, 2017, 03:42:09 PM »


    No, what I said before was actually in Project Wolf Link's thread, and I said I was going to start it:

    Still on hold for now, but some time this week, or next Sunday(the 1st of January), I will resume the project and start on the importation and tutorial. Smiley

    And then, after that, I said that my goals(Not fact, but what I hope to accomplish) will be to get to finishing a particular part of the tutorial before the semester starts:

    Yup; I'm working on it now, actually! It's gonna be a 3-part video tutorial, and I'm almost done with the introductions to each of the 3. All that's left to this part is the subtitles, which I should be able to finish tonight. Before school starts, my goals are to get at the very least to the actual rigging part of the tutorial, and hopefully pass that and start on the "Making the model fit the same pose", which is actually the most important crucial part of the whole process, as well as one of the most difficult parts. The second hardest and important is the rigging, and then everything else is mostly juts clicking buttons, so fairly straight-forward.

    And I would've gotten to that part, too, if it weren't for those medling kids! Or the fact that I got a cold and am not going to do a video tutorial with a cold.
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    windhunter7
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    « Reply #46 on: February 28, 2017, 09:17:17 AM »


    Important Note: I updated the OP to have a primary summary of what exactly to do(Basically, a mini-version of the video tutorial, but without the video, images, or details; it's in text), with the previous disorganized tutorial in the spoilers; see my notes in white in the OP. Also, I have not yet continued work on the tutorial because midterms are right now for a few weeks, but I plan on continuing work on the tutorial soon.
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    windhunter7
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    « Reply #47 on: March 26, 2017, 07:18:12 PM »


    I was wrong about the steps for how to align the bones and re- parent and stuff, so I just edited the OP! Check out the latest version of my mini- tutorial! Hopefully I can finish with the full one somewhat soon!!! Wink

    Post Merge: March 26, 2017, 07:18:51 PM
    Also, tested this one, so I know it works this time!
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    windhunter7
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    « Reply #48 on: May 04, 2017, 07:13:02 AM »


    Important Update: I edited my summary thing in the OP, because the steps involving confusing gobbly-gook and constraints wasn't even working, and it's 100% not needed, because I misunderstood some stuff. So now, 12 steps has gone to 9, including removing the step that's really annoying with editing constraints for every single bone. Now all ya gotta do for Blender importing is as simple as moving some bones around, and only a few resizes and clicks, other than that! I'm so excited that it's so much even simpler now! Kirby Dance

    Happy Face
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    Lasercraft32
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    « Reply #49 on: April 28, 2018, 01:19:50 PM »


    Why though? I
    I might eventually make a program that will auto-do it as a separate program or something, but that is more or less at the end of my very very long list of agendas that I have planned.

    know your probably busy, but I have no clue how to rig models even with this tutorial!

    You should definitely make this!
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    windhunter7
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    « Reply #50 on: April 28, 2018, 05:06:28 PM »


    Have you tried the video tutorial? This one is more of a summary, so this one's more for people who know Blender extremely well
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    Lasercraft32
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    « Reply #51 on: May 09, 2018, 12:54:37 PM »


    What do I do if it explodes when I use the animations???
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    « Reply #52 on: May 18, 2018, 07:07:44 PM »


    I can't get the weights to work properly; I followed all the steps of your tutorial countless times and I can never get the weights right, even when I normalize them. When I delete the Armature Modifier the model is stuck in T-Pose and won't follow the bones no matter what, and when I don't the model derps out in various ways depending on what weight I painted on it/normalized on it that try.
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    windhunter7
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    « Reply #53 on: May 18, 2018, 07:33:06 PM »


    I do tutoring via Discord and/or Skype for these sorts of things, would either of those work for you? @DarkNebulaDoji
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    Russell_SSB
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    « Reply #54 on: July 07, 2018, 06:17:46 PM »


    Hey, I got the model made in Blender, but as I place it in BrawlBox the model is stuck in its T-pose and it doesn't do anything, not even the moves in the moveset. Plus, I'm still trying to get use to importing the models as playable fighters and the bones are messed up which doesn't make it move. Is there anything I am doing wrong?
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    windhunter7
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    « Reply #55 on: July 10, 2018, 11:07:32 PM »


    Major Update! Completely finished the tutorial! Also now is including a FAQ, too! Smiley

    A link to here on my website coming soon!

    The video tutorials eventually coming!

    Kirby Dance Kirby Dance Kirby Dance

    Post Merge: July 11, 2018, 12:01:55 AM
    @Russell_SSB

    A lot of my old tutorial was confusing, and the oldest tutorial still being there, taking up space, was making it rather clunky; check out the most recent, and final, tutorial, which I literally updated only about an hour or so ago, and see if that helps! Smiley
    « Last Edit: July 11, 2018, 12:01:55 AM by windhunter7 » Logged


    windhunter7
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    « Reply #56 on: July 22, 2018, 03:39:09 PM »


    Another major update! Added 7 additional FAQs:

          - Mirroring Hands/Boots
          - Merging Vertices
          - Bone IDs Being Off from the _end Bones
          - Weird Normalize All Bug
          - Separating Mesh into Several Meshes
          - Automatic Weights Not Working and Producing an Error
          - Bones Pointing in All Directions
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    windhunter7
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    « Reply #57 on: July 29, 2018, 06:14:37 PM »


    Update: Added a new FAQ about reducing filesize, and I also numbered the FAQs, too! Happy Face
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    windhunter7
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    « Reply #58 on: August 07, 2018, 10:11:57 AM »


    Update: Added a new FAQ about a further possible step to fix exploding vertices.
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