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Author Topic: Brawlbox Resources & History  (Read 3873364 times)
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Naruto200Man
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    « Reply #2085 on: July 12, 2011, 11:44:08 AM »


    BTW Guys, sometimes when the anim porter doesn't port the translations, just copy/paste the translations from frame 0 onto frame one without the t stance (translation only) that's how I fixed the glitch in my peach psa.
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    Justin712
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    « Reply #2086 on: July 12, 2011, 01:27:39 PM »


    Yeah he's rigged to both WaistN and BustN.

    Also wouldn't that mean I would have to rotate it to the right position every keyframe?
    « Last Edit: July 12, 2011, 01:28:42 PM by Justin712 » Logged

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    Naruto200Man
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    « Reply #2087 on: July 12, 2011, 01:32:12 PM »


    Hey guys, how goes it with the dae importer? Could I possibly  make anyone over any other character as long as I rig the model myself?

    Also, could somebody like, make a step by step video tutorial of how to use this? Text tuts are good references in my case, but I also have use for video tutorials.
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    BlackJax96
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    « Reply #2088 on: July 12, 2011, 01:33:45 PM »


    Yeah he's rigged to both WaistN and BustN.

    Also wouldn't that mean I would have to rotate it to the right position every keyframe?

    Well you could just edit the first frame, get the difference from the previous values, put the previous values back in and then use the edit all button to add or subtract the difference to all of the frames. The way it looks, ds22 (or whoever is up for animating Naruto) will have to do that for every animation...

    Hey guys, how goes it with the dae importer? Could I possibly  make anyone over any other character as long as I rig the model myself?

    Also, could somebody like, make a step by step video tutorial of how to use this? Text tuts are good references in my case, but I also have use for video tutorials.

    I said that once it's done, I'd make a video tutorial.
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    Naruto200Man
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    « Reply #2089 on: July 12, 2011, 01:37:15 PM »


    Kay...

    so, judging from how you guys are already talking about animating these characters, are we THIS close to having DAE importer fully working?  I don't need a timeframe, hell, I'll wait until Skyward Sword comes out if I have to lol but a percentage would be a good idea.

    Also, could you look at Daz Studio's DAE format and see if it would work with the importer? Daz Studio may have it's own DAE format, but it can export objects as a DAE so...
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    « Reply #2090 on: July 12, 2011, 01:40:47 PM »


    I could edit every frame to make it look good, but it would be nicer to try and fix the rotation on the model itself first rather then leaving it like that and having to fix every animation (which probably is fixable by de-rigging the messed bones, rotate them the value it is off and then re-rig them).

    @NaruZeldaMaster
    The importer and use of imported models are as far as BlackJax96 said it was, of which he said was still unfinished (saving still doesn't work).
    « Last Edit: July 12, 2011, 01:47:02 PM by ds22 » Logged

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    « Reply #2091 on: July 12, 2011, 03:14:13 PM »


    Quote
    No, it's not. I know that for a fact, you're making more work for yourself XD You gotta believe me, this is coming from someone who knows Brawlbox like the back of their hand.

    The lack of using the animation porter disturbs me. I really think I should make a video tutorial on it. Don't use the t-pose copy trick, use the animation porter! I think I'll get started on the tutorial right now

    if I find time I could make a video why I like 4.2 better. btw its just my opinion, you must not care about that =).  And why shouldnt I use the T-pose trick? this would really interesst me.
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    BlackJax96
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    « Reply #2092 on: July 12, 2011, 03:41:04 PM »


    if I find time I could make a video why I like 4.2 better. btw its just my opinion, you must not care about that =).  And why shouldnt I use the T-pose trick? this would really interesst me.

    Because the translations that actually change as the animation progresses, like TransN, aren't fixed using that method.
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    SmashClash
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    « Reply #2093 on: July 12, 2011, 04:04:57 PM »


    if I find time I could make a video why I like 4.2 better. btw its just my opinion, you must not care about that =).  And why shouldnt I use the T-pose trick? this would really interesst me.
    He built off of 4.2 so it's 4.2 with added stuff. So I don't see how it could be better.
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    « Reply #2094 on: July 12, 2011, 04:09:35 PM »


    Plus, 4.2 lags when you play an animation.
    This version doesn't.
    One of the few things 4.2 does better right now is PAT0 editing though.
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    « Reply #2095 on: July 12, 2011, 04:18:17 PM »


    Hey, ds22, do you know of any tuts for rigging models to a brawl skeleton? I figured id ask you, seeing as how you know how to do it......
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    « Reply #2096 on: July 12, 2011, 04:25:07 PM »


    Plus, 4.2 lags when you play an animation.
    This version doesn't.
    One of the few things 4.2 does better right now is PAT0 editing though.

    I'm pretty sure I literally copied and pasted the code for PAT0 editing into my modset (since I don't know anything about PAT0, and there wasn't much for me to do different than the modset anyways). It should be able to edit PAT0s exactly like modset 4.2.
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    « Reply #2097 on: July 12, 2011, 04:27:12 PM »


    Your better of asking Justin712, since he said the way I rigged it wasn't good.

    @BlackJax96
    I tried to open a PAT0 node, but I didn't get the list.
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    BlackJax96
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    « Reply #2098 on: July 12, 2011, 04:31:12 PM »


    Your better of asking Justin712, since he said the way I rigged it wasn't good.

    @BlackJax96
    I tried to open a PAT0 node, but I didn't get the list.

    Hmm, I guess not. I could've sworn I did...
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    xxmasal22xx
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    « Reply #2099 on: July 12, 2011, 04:32:17 PM »


    Your better of asking Justin712, since he said the way I rigged it wasn't good.

    K thanx.

    On that note, Justin712, can you help me out here?

    What is PAT0 anyways?
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