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Author Topic: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67  (Read 99631 times)
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Snoopy
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    « Reply #195 on: December 30, 2010, 10:05:25 PM »


    hexing probably wouldn't do much good.  in the earlier days of model swapping when bone hexing was first figured out (about March), i did quite a few bone structure reorganizations, and most times the model would freak out (anywhere from random twitching to full on seizure mode, except like 10 times worse).  it'd be easier if Falcon was the one with a higher TransN, because then it'd only be a face bone that would be renamed.  the only other way to do it would be editing the FitLucario.pac with Tabuu, but then it would affect all the costume slots.  so, basically put, it's not gonna happen.
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    « Reply #196 on: December 30, 2010, 10:14:42 PM »


    ^Thx anyway, at least i know.
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    Anivernage
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    « Reply #197 on: January 08, 2011, 12:16:47 PM »


    hexing probably wouldn't do much good.  in the earlier days of model swapping when bone hexing was first figured out (about March), i did quite a few bone structure reorganizations, and most times the model would freak out (anywhere from random twitching to full on seizure mode, except like 10 times worse).  it'd be easier if Falcon was the one with a higher TransN, because then it'd only be a face bone that would be renamed.  the only other way to do it would be editing the FitLucario.pac with Tabuu, but then it would affect all the costume slots.  so, basically put, it's not gonna happen.
    well can you help us we have permission
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    Snoopy
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    « Reply #198 on: January 08, 2011, 01:57:29 PM »


    help with what/have permission to do what?
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    Anivernage
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    « Reply #199 on: January 08, 2011, 02:08:11 PM »


    help with what/have permission to do what?
    can you help us to fix the goku vertex port over lucario problem:
    runs in place and do animations quickly
    and permission to port, edit the model/psa files
    EDIT:we only need help on he freezes when he do his final smash and hold an item
    « Last Edit: January 08, 2011, 02:34:37 PM by anivernage » Logged


    Snoopy
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    « Reply #200 on: January 08, 2011, 03:43:40 PM »


    well, freezing when using the Final Smash is probably a PSA issue, i'm not sure about that.

    and for the item holding, the fix is at the top of the first post.  sorry, i'd do it myself, but i'm really busy getting ready for the semester to start back up on Monday.

    and is it a full character replacement?  if it is, then you can just use Tabuu to fix the BoneRefs for the TransN, HipN, and ThrowN.
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    Kitikira
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    « Reply #201 on: January 09, 2011, 09:57:23 AM »


    I hope this has not already been said before, but someone might find this useful. When looking through ROB's bone structure, if found that his EyeYellowM bone index is 80.

    Edit: And you were right. His bone structure is literally a maze!
    « Last Edit: January 09, 2011, 11:33:19 AM by Kitikira » Logged

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    « Reply #202 on: January 09, 2011, 05:56:11 PM »


    80, huh?  well, since not many models have a model bone at 80, let alone even have 80 bones, it won't be a problem.  that, and Tabuu can change which bone it references anyways.  and ROB has 163 bones, so almost no model can replace him to begin with.

    but, thank you for the info, i'll go put it in the first post.
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    vontower
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    « Reply #203 on: January 09, 2011, 06:33:13 PM »


    Could you theoretically put fake bones in the model with the bone tree editor to help make (for example) the HaveN bones be in the right spot? or will the fake bones mess up the tree?
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    Snoopy
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    « Reply #204 on: January 09, 2011, 09:11:10 PM »


    that depends on what you mean by fake bones.  the bones from the bone adding program can't be moved, and any hexing to the bone structure after the bones have been added in won't show up.  you'd have to use current bones for that.
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    TheShyGuy
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    « Reply #205 on: January 09, 2011, 10:10:05 PM »


    http://www.mediafire.com/?peemevwd196mw81

    win... added bones and moved em to the left hand as a haveN....

    fail...(not really) -> added bones share the same offsets(rot, trans,size)
                              -> eh something with the last bone...had a prob with it when using my exe(updated one)
                              -> there are actually other problems...atleast with my exe loading it after editing....my fault probably lol

    so yeh i used my bone tree editor to move the added bones.  Ima make it so it knows(so you can edit) there are added bones and blah blah lol

    o yea and fort waffles program just creates a copy of the tree so you gotta edit the 2nd tree. -> look for 00 00 00 D0 after the last bone of the first tree

    edit: erm you wanted the have bone in the right spot...forgot about that 1 sec...

    edit2: ^nvm lol...nothing to use as a left haveN bone srry....

    edit3: @vontower if you wanted the left haveN bone just  ask.  Ill make the haveN using a real bone thats useless like the capM or something....actually lmao i coulda just used that  >.>.... Hmm got a feeling im way off on what you wanted, but eh now you can edit added bones
    « Last Edit: January 09, 2011, 10:25:23 PM by TheShyGuy » Logged

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    « Reply #206 on: January 09, 2011, 11:37:39 PM »


    wha......

    where the heck have i been?  that is amazing.  and here i thought i already tried moving them, but couldn't, so i gave up and thought that it was impossible.  but they still can't be edited besides, can they?  from the model you've edited, it looks like it could be a perfect HaveN bone, because it's not connected to the model at all, but still is connected to the bone structure at the wrist.  this could also be used to give model imports ThrowN bones too.  quite a few possibilities...

    and a second tree though?  i guess i don't know as much about the model structure as i thought.  is the second tree placed right after all the original bones, or somewhere else?  and at the risk of sounding stupid, the tree is just the bone structure, right?
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    « Reply #207 on: January 09, 2011, 11:57:50 PM »


    I havent tested to see if they are "real" and I doubt it is.

    Yes it's the structure. For Mario it was located at 281116(decimal) instead of 9136.  And to clear it up a bit more, fortwaffles program creates a copy of most(all?)of the mdl0. That's why the size is bigger n there are two trees instead of one.
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    « Reply #208 on: January 10, 2011, 09:06:05 AM »


    okay, that makes sense why it increases the size of the model so much even after adding just a few bones.

    and one last question, with the edited Mario you posted, the ExtraBones that were moved to the hand were still indexed as 64.  do you know if you can change that?
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    vontower
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    « Reply #209 on: January 10, 2011, 12:33:07 PM »


    what im trying to do is,
    My HaveN bone is way to low. I was hoping i could put some fake bones in there so that the haveN bone would be in the right spot.


    Edit: I guess what i really want is to change the bone index of the HaveN bone
    « Last Edit: January 10, 2011, 12:37:12 PM by vontower » Logged

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