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Author Topic: Brawlbox Resources & History  (Read 3877407 times)
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SuperSmasher
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« Reply #4665 on: October 09, 2011, 03:44:36 PM »


No.

alright i tried, well, what xactly is flawed in the importer?
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    « Reply #4666 on: October 09, 2011, 03:49:06 PM »


    alright i tried, well, what xactly is flawed in the importer?
    Err, I thought the BrawlBox v0.65 wasn't released yet...
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    « Reply #4667 on: October 09, 2011, 03:52:07 PM »


    Err, I thought the BrawlBox v0.65 wasn't released yet...
    Im srs here
    It isn't. He's asking what's wrong with it.
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    BlackJax96
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    « Reply #4668 on: October 09, 2011, 03:58:34 PM »


    alright i tried, well, what xactly is flawed in the importer?

    Something having to do with polygon data...
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    DSX8
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    « Reply #4669 on: October 09, 2011, 03:59:53 PM »


    Something having to do with polygon data...
    so once that fixed.. then it'll be fully working.... or?
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    Kind of want to start making mods for this again

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    « Reply #4670 on: October 09, 2011, 04:02:44 PM »


    our
    You had no part in this except bombarding him with questions.
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    TokoyamiTheDark
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    « Reply #4671 on: October 09, 2011, 04:04:28 PM »


    You had no part in this except bombarding him with questions.
    Our? Where did you got that word?
    « Last Edit: October 09, 2011, 04:05:52 PM by TokoyamiTheDark » Logged

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    « Reply #4672 on: October 09, 2011, 04:07:30 PM »


    Our? Where did you got that word?
    Right here.
    Congrats at the model import BlackJax! That means we're very close to our goal! Keep it up! Wink
    All you've done is ask questions Im srs here
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    TokoyamiTheDark
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    « Reply #4673 on: October 09, 2011, 04:10:23 PM »


    Right here.All you've done is ask questions Im srs here
    When someone says 'we', it sometimes doesn't specially mention that person itself, but a majority of people. I know I haven't done anything but questions, but it turned out to be funny since I didn't use the word 'our' Cheesy

    EDIT : We may have different points of view towards something, and that's how I see it. I respect your own, even if you don't think so.
    « Last Edit: October 09, 2011, 04:14:46 PM by TokoyamiTheDark » Logged

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    « Reply #4674 on: October 09, 2011, 04:16:26 PM »


    hey BJ :/
    Have you figured out what the first and second 16bit values of the relocation offsets do yet??
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    « Reply #4675 on: October 09, 2011, 04:28:02 PM »



    Sooner or later, THIS will become a reality in my own Wii. I don't care about shadings, what,s important to me is a well built model! She has her original skeleton, though. Would I have to change the skeleton, or I can leave it like this?
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    « Reply #4676 on: October 09, 2011, 04:48:20 PM »


    *image of Esper Terra*
    Sooner or later, THIS will become a reality in my own Wii. I don't care about shadings, what,s important to me is a well built model! She has her original skeleton, though. Would I have to change the skeleton, or I can leave it like this?
    It depends. If you want it to work over another character (like I did for Kit), then you'll need to rig them over the original character's skeleton, but if they're going to be a separate character, then it's not necessary. There is a slightly better way of matching a character to another's bone structure, but in order to do so you'll have to rescale the character to match the original's proportions as close as possible.
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    « Reply #4677 on: October 09, 2011, 04:54:09 PM »


    It depends. If you want it to work over another character (like I did for Kit), then you'll need to rig them over the original character's skeleton, but if they're going to be a separate character, then it's not necessary. There is a slightly better way of matching a character to another's bone structure, but in order to do so you'll have to rescale the character to match the original's proportions as close as possible.

    Then how do I do this? Since my 3ds Max doesn't read DAE Brawl models, I don't know where I can get a Brawl skeleton for her. If only someone could make .3ds file for all Brawl characters with their skeleton then put it in MediaFire or something, then it would be easy for me, as no model I found on google had bones...
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    « Reply #4678 on: October 09, 2011, 05:02:37 PM »


    Then how do I do this? Since my 3ds Max doesn't read DAE Brawl models, I don't know where I can get a Brawl skeleton for her. If only someone could make .3ds file for all Brawl characters with their skeleton then put it in MediaFire or something, then it would be easy for me, as no model I found on google had bones...
    The way I did so was by scaling Kit to match Zero Suit Samus's size as close as possible (though I'll be fixing it up significantly), renamed the bones, then re-imported ZSS's skeleton (which, by doing so, set all the translations and rotations for Kit's bones to mimic those of ZSS). Then I used Morpher to fix the polygons, and deleted the extra, non-ZSS bones, re-rigging where necessary.

    But as for not being able to import DAE files, make sure you have the latest Autodesk FBX plugin installed for your 3DS Max version, and use that to import the DAE files from BrawlBox. (Make sure you scale the root bone to 100%, because it always seems to make it 39.37% whenever I do so.)
    « Last Edit: October 09, 2011, 05:11:42 PM by RandomTBush » Logged


    TokoyamiTheDark
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    « Reply #4679 on: October 09, 2011, 05:08:14 PM »


    There are no FBX plugins for 3DS Max 8... I somewhat feel in pain... Sad
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