I need a new dummy bone added off of a character's Neck bone, though when I add a new bone with Fort's tool it can only put it under TransN.
Is there anyway to change this?
I tried asking something similar to this and got nowhere...
they told me to use fort waffles after I already explained that fort waffles adds a bone to the last offset...
I need it before 'TransN' so I can rename it to 'TopN'
Will anyone help :srs:
Quote from: Pik on August 28, 2010, 03:29:20 PM
I need a new dummy bone added off of a character's Neck bone, though when I add a new bone with Fort's tool it can only put it under TransN.
Is there anyway to change this?
I don't think so, because after you add bones, you can't make anymore hex changes...
I think the closest thing to this would be using the Bone Hierarchy tool to move the ThrowN bone under the NeckN, and then use the Bone Adder to add an Extra Bone, and switch the names of the ThrowN and ExtraBone, because they don't move any part of the body, so they're pretty much the same. Maybe you can try that?
unfortunately, as Sumire said, once you add bones, hex changes won't show. besides, the added bones aren't even actually bones, the only reason the bone adding program was made was to get models that didn't have enough bones to be able to have enough bones to replace characters other than the Alloys.
one option is to find a bone thats not connected to the model, like the ThrowN, hex the bone index to be where you want it, and then move the rest of the bones one down. this usually works for me.
Quote from: snoopy on August 28, 2010, 05:05:21 PM
besides, the added bones aren't even actually bones
extrabones arn't bones... hah...
then what's this:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/aa747c9444ff3c15dfb37e0e512264dea7fd30439b4cb74329e996a5155251ac)
I'm so freakin tired of telling people it's not funny
yes I did that by modifying the extrabone...
everything on the extrabone is set to 0
OK, they're technically bones, but they exist just for the sake of existing. They serve no other purpose.
Sure, you can move them around and whatnot, but using them for things like shields and stuff will not work. Moving an extra bone in an animation will not move the model at all.
The only purpose I can think of for using them is to attach GFX to in PSA to Brawlbox projectiles.
if you rename an extrabone to a vgroup (such as: 'ArmL') then it'll move that part of the model...
but of course you can't have 2 ArmL bones...
don't forget...
I'm a game developer (self taught)
I know my stuff
anyways... back to my first Q
in that model that's displayed...
you see:
Pachirisu
Origin
I renamed 'Pachirisu' to 'TransN'
now I need to add a bone before that, and mane it 'TopN'
eg:
TopN
TransN
Origin
Quote from: Tcll on August 28, 2010, 06:52:35 PM
anyways... back to my first Q
in that model that's displayed...
you see:
Pachirisu
Origin
I renamed 'Pachirisu' to 'TransN'
now I need to add a bone before that, and mane it 'TopN'
eg:
TopN
TransN
Origin
But why did you rename the first bone to TransN?
Quote from: ds22 on August 28, 2010, 06:59:03 PM
Quote from: Tcll on August 28, 2010, 06:52:35 PM
anyways... back to my first Q
in that model that's displayed...
you see:
Pachirisu
Origin
I renamed 'Pachirisu' to 'TransN'
now I need to add a bone before that, and mane it 'TopN'
eg:
TopN
TransN
Origin
But why did you rename the first bone to TransN?
Pika's transN is at index 2 not 1, just switch the origin and TransN around
when I did that...
it didn't animate correctly
(I had to scale it from the Waist bone...)
that looked fine in brawlbox...
but it messed up in brawl...
it works if I scale TransN...
but then the other Pikachu's are giant...
Well, seeing as I can't do what I originally wanted, is it possible to give bones new IDs? That's the next best thing for me, although this bone discussion is getting interesting.
Thanks for the input guys.
like what do you mean??
renaming the bones??
eh... I'm lost...
http://forums.kc-mm.com/index.php?topic=9248.0 (http://forums.kc-mm.com/index.php?topic=9248.0)
This place has a whole bunch of bone info...
And it shows you how to change bone indexes, too! Is that what you meant by "IDs?"
Sorry, I don't know a lot of terms when it comes to this stuff. Basically how a bone would be called "2C" in PSA rather than it's name.
Is that an index? o:
Quote from: Pik on August 28, 2010, 10:11:03 PM
Sorry, I don't know a lot of terms when it comes to this stuff. Basically how a bone would be called "2C" in PSA rather than it's name.
Is that an index? o:
Yep! So just look in the guide and it'll tell you how.
well I've just partially proved you guys right...
(I'm not using any logic hacking)
anyways...
all the normal bones have their normal data displayed in the hex data...
the extra bones are just litterally nothing but '00'
there's no index, no nothing...
so how does it have a higher index value?
and the mdl0 offset for any extrabone is the offset for the first bone...
even the data is the same...
how does fortwaffles program add bones to an mdl0 (hex wise)