|
|
« Reply #45 on: February 02, 2016, 06:44:18 PM » |
|
Pyotr Luzhin found out how to do it, though they're still ironing out some bugs and stuff, so we're gonna have to wait until then.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #46 on: February 02, 2016, 07:24:30 PM » |
|
Incase you misunderstood i want to switch the spring state to when it touches ground, so it'll work the same (doesnt give damage after 1st hit, and dissapears after a few sec) Not like after it hits, bounces and hits other too.
How do i delete a specific bone's keyframe tho?
|
|
« Last Edit: February 02, 2016, 08:17:42 PM by Hilmy091 »
|
Logged
|
|
|
|
|
|
|
« Reply #47 on: February 02, 2016, 08:23:30 PM » |
|
I'm not sure how that would be done.
Removing a keyframe is as easy as adding one. Just delete the rotation, translation, and scale values you have for a given Frame.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #48 on: February 04, 2016, 05:10:03 AM » |
|
Any news from Luzhin? Can maya edit the same animation i modified in brawlbox just for the euler filter something to make my animation smooth? Is there any particle that looks like a straight line? (any colour)
|
|
« Last Edit: February 04, 2016, 05:13:04 AM by Hilmy091 »
|
Logged
|
|
|
|
|
|
|
« Reply #49 on: February 04, 2016, 07:02:10 AM » |
|
I'll have to ask him later.
As for exporting a BB animation for use with Maya, there was a plugin that was in development for it, but it was never finished nor released.
The closest thing to that I can think of is Captain Falcon's Side Special GFX, which uses both a model and particles.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #50 on: February 04, 2016, 06:30:14 PM » |
|
Hmm your right, is there a way to copy the gfx into the system gfx? or atleast a specific character's gfx. How do we set up the graphic id that'll be used in PSA?
btw where's captain falcon's side b gfx? I can only find his falcon punch in ef_captain.pac and fitcaptain.pac c:
|
|
« Last Edit: February 04, 2016, 06:37:27 PM by Hilmy091 »
|
Logged
|
|
|
|
|
|
|
« Reply #51 on: February 04, 2016, 07:17:06 PM » |
|
The "system GFX" is in the common3.pac, which is very strict about editing, so I wouldn't recommend it. Instead, you would add the GFX (models and particles) of the effect you want to the ef_fighter of your choice.. Though for Side Special, the GFX is PtcCaptainFNMain, I believe. Take a look at this post on how to get a general idea on how to add GFX to an existing ef_fighter. http://forums.kc-mm.com/index.php?topic=75849.msg1352827#msg1352827
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #52 on: February 05, 2016, 06:29:11 PM » |
|
I did all those and it seems to work, but the particle just randomly switch to a different particle constantly (red dots, red rectangels), instead of falcon's straight line :/
Is there really none system particle that looks like a straight line???
|
|
« Last Edit: February 05, 2016, 07:14:44 PM by Hilmy091 »
|
Logged
|
|
|
|
|
|
|
« Reply #53 on: February 05, 2016, 07:28:20 PM » |
|
Did you make sure to insert the ptc_captain_fire texture from the REFT section of the ef_captain into your own ef_fighter?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #54 on: February 05, 2016, 11:05:17 PM » |
|
Yes, I imported the reft to my character. Do I open FitFigher.pac or ef_fighter.pac? I used FitFighter.pac
Theres 3 ef_fighter, 1 inside the FitFighter, 1 in the effects folder, and 1 inside ef_figher.pac Now replaced the 1 in ef_figher.pac, but theres still the random particles.
Update : Just notice there were 2 reft folders, imported the image but now it looks like a weird blue-red flare
|
|
« Last Edit: February 05, 2016, 11:21:03 PM by Hilmy091 »
|
Logged
|
|
|
|
|
|
|
« Reply #55 on: February 06, 2016, 07:24:15 AM » |
|
You add it to the ef_fighter inside the FitFighter.pac.
Are you sure you're not confusing REFF with REFT?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #56 on: February 06, 2016, 04:16:13 PM » |
|
Are you sure you're not confusing REFF with REFT?
Oh ....... But yea i put PtcCaptainFNMain in the reff,placed the texture in reft. in FitFighter.pac, it no longer shows the randomly changing particle, but instead shows a red and blue flare
|
|
« Last Edit: February 06, 2016, 04:28:07 PM by Hilmy091 »
|
Logged
|
|
|
|
|
|
|
« Reply #57 on: February 06, 2016, 04:37:15 PM » |
|
Did you make sure to export the sub REFF entries? Including PtcCaptainFNMain, there's 4 REFF entires that relate to it. Since you have PtcCaptainFNMain, export the three REFF entries that are under it from the ef_captain.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #58 on: February 06, 2016, 06:03:40 PM » |
|
Oh, the FNSmoke, FNTsubu and FNMainFlare? Why didnt you say that earlier XP It seems to work now, thx again.
Currently I'm interested if I can actually find a sm4sh's FitFighter.pacs, If you found it, Please tell me the link.
|
|
« Last Edit: February 06, 2016, 06:18:05 PM by Hilmy091 »
|
Logged
|
|
|
|
|
|
|
« Reply #59 on: February 06, 2016, 06:31:44 PM » |
|
It was explained in the post briefly.
Smash 3DS and Wii U's moveset formats are drastically different from Brawl's moveset format.
|
|
|
Logged
|
|
|
|
|
|