How to import models
Things youll need
- 3ds max 10
- .obj model(or any other format
- newest brawl box
- the character your going to import over bonesbones can be found here
http://forums.kc-mm.com/index.php?topic=35219.0)
where to get models??
-themodels resource
-free3dmodels
getting the model into 3ds max
1. open 3ds max and open your chars boneset
2. import your model and resize to the chars bones(WARNING DO NOT EDIT THE BONES AT ALL!!!)
3. if char is not in T pose then just vertex it to tpose(if char is already in tpose then skip this step)
4. after your model is fitting the bones now you press “M” on the keyboard and drag and drop the texture of your char onto the spheres
5. now drag and drop the sheres onto the models polygons
6. select each polygon and add a skin modifier(press the modify tab”looks like a square” and select the drop down box and press “skin”)
7. scroll down and press add then select all the bones on the list(Note the polygons will be the list also…be sure not to select those)
Rigging the model
1. now in the skin modifier press edit envelopes and check the vertice check box
2. youll notice some things are highlighted…blue etc well…those aren’t rigged correctly
3. now select any region…for example…. the top half of the body(not the head or neck)
4. now press F4 and youll notice you slect some verts(which are indicated by a white boxes)
5. now to rig those verts….now you go back to your bone list you added in step 7 of importing the model….then select the bone for the top half of the body and change the weight to 1.0(for most chars this is bone “BustN” )
6. now scroll your skin modifier and press the wrench looking tool and make sure that “BustN” is set to 1.0 and should turn or be dark red
7. now that are is rigged!!!…but that’s a simple bone..lets get into more advanced bones like the waist or the arms
Advanced bones
1. just like the top half of the body select another area of verts…for example the right arm
2. now youll want to look at arm…the lower part of the arm will be rigged to “RARMJ” and the top part of the arm will either be rigged to “RshoulderJ” or “RshoulderN”
3. now that you hae rigged the weight of those verts to 1.0 slect the region where the arm and elbow meet
4. you now want to weight these to 0.5 to the “Rarmj” and 0.5 to the “RshoulderJ or N” notice the color changes to a greenish color
5. youll want to do this to all areas that connect..joint areas if you want to give it a name…. like the hand to the arm or the waist to the bust…etc(but rig them to there correct bone of course)
checking the model
1. after an hour of so of rigging select the list icon(located at the top of the screen)
2. select a bone you rigged such as the arm and move it using the rotate tool
3. if rigged correctly things should be fine and move like an arm should
4. if not and half the arm is connecting to somewhere else then pres “ctrl+z” and then just go back into the skin modifier and press edit envelopes again selct that region and press the wrench tool
5. you might see something like Rarmj= 0.5746 and r shoulder=0.325 and a whole list of other bones you never riged??
6. to fix you just slect the bones you never rigged or the incorrect bones and set there weight to 0 and go back to the bones that are suppose to be rigged and rerig them
7. now that that’s all done go back to your bone list and press xrotn and move it forward…if you did the previous steps then the model will follow this bone as a whole(be sure to press ctrl+z so the bones back to where its suppose to be)
8. if not and you see things lagging behind then just repeat steps 4-6
getting the model into brawl box
1. now your done rigging!!! Now time to export
2. press export in the drop down green box thing
3. export it as a .DAE file
4. now a box will show up…check these boxes
-animation
-deformation
-skins
-convert geometry as bones
-triangulate
-single matrix
- y-up
5. then press ok and now it should export with no errors
Brawlbox
1. press file-> new -> brres
2. right click the bres and press import then model
3. select the .dae you just made
4. now go back up to the bres and press import and then texture
5. now import your textures and make their format CMPR
6. now go into the mdl0 file and go to shaders and replace their shader with this one
http://www.mediafire.com/?616odckzgqrp0cg 7. now press save and then close out of brawlbox
8. re open brawl box and open your bres
9. export the mdl0
10. now download a random texture hack of a char and replace its mdl0 with yours
11. delete any palwettes it has in the texture tab and any oher textures and Import your textures again as a CMPR format
12. preview the model
12. now save a .pac first and then save it as a .pcs
13. done