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Help & Tutorials => A/A Tutorials => Topic started by: Snivy on February 25, 2013, 06:24:15 PM



Title: How to use the animation exporter
Post by: Snivy on February 25, 2013, 06:24:15 PM
This is a very simple tutorial, but it may prove useful for some people. There is a video here: Brawl Animation Tutorial: Animation Exporter (http://www.youtube.com/watch?v=oq-pNlsHRXs#ws) Post any questions below.

Note: All bones must be a child of a bone called, "TopN."
Note2: If you want to replace an animation with your animation, follow these steps:
            1. Import your animation.
            2. Export the animation as a CHR0.
            3. Open the FitCharMotionEtc.pac for your intended character.
            4. Replace the old animation with the new animation.


Title: Re: How to use the animation exporter
Post by: BlackJax96 on February 25, 2013, 06:36:57 PM
Post any questions below.

y u no demo with v0.67b? lol


Title: Re: How to use the animation exporter
Post by: Snivy on February 25, 2013, 06:38:30 PM
y u no demo with v0.67b? lol
They both work about the same? I don't know.
Don't kill me.


Title: Re: How to use the animation exporter
Post by: BlueBrain on February 26, 2013, 03:40:16 AM
so it's really this simple... lol


Title: Re: How to use the animation exporter
Post by: Snivy on February 26, 2013, 07:09:32 AM
so it's really this simple... lol
Yeah, not much to it. :P


Title: Re: How to use the animation exporter
Post by: DJ Lowgey on April 02, 2013, 04:49:42 PM
i have a problem :/
when i click on select all bones there is "all bones selected (0)"
do you know why?


Title: Re: How to use the animation exporter
Post by: Snivy on April 02, 2013, 06:31:40 PM
i have a problem :/
when i click on select all bones there is "all bones selected (0)"
do you know why?
The first bone has to be named "TopN" for the script to work. Just remember to keep that in mind, K?


Title: Re: How to use the animation exporter
Post by: the_randomizer on April 15, 2013, 10:46:52 PM
So theoretically, with this technique, is it possible to create a custom animation for Peach (such as a custom grab/attack animation using the Key Frame option)? After you import it into Brawl Box how would use it to replace the grab attack animation in FitCharMotionEtc.pac?


Title: Re: How to use the animation exporter
Post by: Snivy on April 16, 2013, 10:26:58 AM
So theoretically, with this technique, is it possible to create a custom animation for Peach (such as a custom grab/attack animation using the Key Frame option)? After you import it into Brawl Box how would use it to replace the grab attack animation in FitCharMotionEtc.pac?
You would have to open BrawlBox, make a new BRRES, right click on it, select import character animation and open the dialog, go to the drop down menu and click on raw text (.txt), import your animation, then export the animation as a CHR0, then open the FitPeachMotionEtc, find your animation, and right-click on it and replace it with your new animation. Simple as that.

(Edited top post.)


Title: Re: How to use the animation exporter
Post by: BlueBrain on April 16, 2013, 10:31:19 AM
You would have to open BrawlBox, make a new BRRES, right click on it, select import character animation and open the dialog, go to the drop down menu and click on raw text (.txt), import your animation, then export the animation as a CHR0, then open the FitPeachMotionEtc, find your animation, and right-click on it and replace it with your new animation. Simple as that.

i find it funny how it's actually simpler than it seems to be when explained :P


Title: Re: How to use the animation exporter
Post by: Snivy on April 16, 2013, 10:32:26 AM
i find it funny how it's actually simpler than it seems to be when explained :P
I watered it down in the top post.


Title: Re: How to use the animation exporter
Post by: Kyouma on June 06, 2013, 12:44:32 PM
I dont care if Im warned for necroposting, I need help with the problem I got using this method
I tried a simple animation to test it
(http://imageshack.us/a/img42/2007/ikkierr1.png)
it looked all good on 3ds max and I used the script as shown in the video
I also edited the .txt to delete the f next to 101 as shown in the video
and I imported the .txt and all fine, just when I tried to load the animation, it showed this
(http://imageshack.us/a/img835/2407/ikkierr2.png)


Title: Re: How to use the animation exporter
Post by: Snivy on June 06, 2013, 01:33:50 PM
I dont care if Im warned for necroposting, I need help with the problem I got using this method
I tried a simple animation to test it
([url]http://imageshack.us/a/img42/2007/ikkierr1.png[/url])
it looked all good on 3ds max and I used the script as shown in the video
I also edited the .txt to delete the f next to 101 as shown in the video
and I imported the .txt and all fine, just when I tried to load the animation, it showed this
([url]http://imageshack.us/a/img835/2407/ikkierr2.png[/url])

Can I get a copy of the .max save file? (I think it's OK to necropost, as long as it is relevant.)
I might be able to figure out what is causing it.
EDIT: I'm having problems with the exporter too, it might be BB, or the script. This only seems to be occurring with CFalcon's bones, though... (It's only getting one of his bones rotating.)
EDIT2: While trying to check when what stopped working, this reared it's ugly head at me in .67b and lower, using the animation exporter from the downloaded .zip.
(http://i.imgur.com/dvJ3Se3.png)


Title: Re: How to use the animation exporter
Post by: Kyouma on June 06, 2013, 05:45:58 PM
maybe this only happens with captain's models, ill try with other character model


Title: Re: How to use the animation exporter
Post by: Rayved on September 18, 2013, 06:11:40 PM
Is there any chance you could upload the text file it gave after running the script? Or just pasting its content here would be fine too. I want to make a similar plugin but for Maya so I need to study how the file works.


Title: Re: How to use the animation exporter
Post by: Snivy on September 19, 2013, 01:07:54 PM
Of course! The data is below. WARNING! It's very large.
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