download brawlbox modset 4.1 (Fixed Bugs) (http://brawldev.googlecode.com/files/BrawlBox.zip)
Rydia's tutorial (http://forums.kc-mm.com/index.php?topic=16579.0)
Quote from: beroChange Log of Modset4.1
* Added a button "Paste only Trans" to Animation editor
* PAT0 editing function(test)
* Drag-And-Drop Animating(THANKS,KRYAL!)
Draggable Bones:
Quote from: Kryal;11604757Okay, it's done (for the most part)
Lots of changes yes, but our focus is on:
Maths / Matrix / Vector3
GLPanel / GLContext / ModelEditControl
All the work takes place in ModelEditControl:
Take note of the PostRender event, which renders the rotation orb when a bone node is selected.
- At the very end of PostRender, ghost nodes are drawn into the z-buffer for every bone. The z-buffer is cleared prior.
- New display list objects are employed through GLContext.GetSphereList / GetRingList / GetCircleList. These all contain primitives with a radius of 1. Rendering to the desired radius is simply a matter of calling glScale with the desired radius.
Take note of the MouseDown event, which handles bone node targeting.
- First, the currently-selected bone is tested against the mouse point.
- Take note of how the 'radius' variable is calculated, scaling the orbRadius constant to the camera distance.
- The GLPanel.ProjectCameraSphere method is called for the current bone. This either intersects the bone sphere or its camera-facing plane using a ray from the mouse point.
- This point's distance is then compared to the bone node, and tested against the radius and the orbit ring.
- If the point falls within radius: convert the point to local-space, get its angles, and test for axis snapping.
- If the point falls within the orbit ring, enable orbit snapping.
- If the point falls within neither, transfer to hit-detection. (We will try selecting a new node)
- After snapping flags have been set, call GetOrbPoint. This retrieves the world-point that intersects our snapping plane, using a ray from the mouse point. Take note of how the normals for the planes are calculated. The point is then clamped to a distance of 'radius' from the node center.
- Convert this point to local-space and store it. This will be our origin point.
- Store the bone's old rotation values. These will be used for escape-key cancelling.
Part 2: If no bone is selected use hit-detection
- Get depth of mouse point. If < 1 we found something.
- UnProject the point to world coordinates.
- Compare all bones to this point, finding one whose distance matches the node radius. (Not the rotation orb)
The MouseMove event is where the rotations are updated:
- Call GetOrbPoint to retrieve the snapped world-point.
- Convert the point to local-space. We will compare this to our origin point.
- Create a matrix by multiplying the bone's transformation to an Axis/Angle matrix.
- The Axis/Angle matrix is created by Matrix.AxisAngleMatrix, just supply the origin point and the new point.
- With this new matrix, derive the resulting angles by calling GetAngles.
- Subtract the bone's frame angles from the resulting angles to get the difference. Notice how GetAngles is used twice.
- Truncate the difference by wrapping the degrees from >180 and <-180. This allows the angles to continually increase/decrease.
- Apply the new angles by adding the difference to the bone's frame state. (I let the anim panel handle this so that keyframes are created)
Some things to watch out for:
Bone scaling may affect how these points are converted to local-space.
I ditched the Quaternion method because conversion is a nightmare. However, converting a matrix to euler angles can be problematic. You may notice that the rotations look fine, but the angles are odd. This particularly happens to the y-angle.
http://www.smashboards.com/showthread.php?t=277835&&page=25 :happy:
I never knew much about this, but will it make bone editing simpler?
Quote from: Hax on November 13, 2010, 05:06:49 PM
I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier.
Quote from: LordNOaH on November 13, 2010, 05:10:34 PM
Quote from: Hax on November 13, 2010, 05:06:49 PM
I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier.
:af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2:
Quote from: Soverign on November 13, 2010, 05:19:27 PM
Quote from: LordNOaH on November 13, 2010, 05:10:34 PM
Quote from: Hax on November 13, 2010, 05:06:49 PM
I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier.
:af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2: :af2:
THis...is win...I can't wait!
:af: :af: :af: :af: :af2: :af2: :af2: :af2: :happy: :happy: :happy: :happy: :yay: :yay: :yay:
Ok enough smiles.
I haven't read anything but animating is easier and i'll read it soon though. But will rotation with the numbers still be viable? I know theres a preview release...hmm....someone should make a video o.o
Draggable bones! YESZ :falcon:
Draggable bones is so much win!!! But there's no undo button :(
When is it going to be relased?
Random advice time.
If you are using the newest modset and you find the angle value to be really odd(as in too far away from 0), You can fix it. Look at the value and if it's more than 360 or -360 Add or subtract 360 as long as it will get you closer to zero and fix transitions..... unless the previous keyframe has a ridiculously high value.
For example: If I get -400, I add 360 and will end up with -40. The bone's rotation won't appear to be changed, and the transition is much smoother.
yeah, there are still bugs (Especially rotation I've noticed) and I'm not sure when the official release will come.
Quote from: LordNOaH on November 13, 2010, 05:10:34 PM
Quote from: Hax on November 13, 2010, 05:06:49 PM
I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier.
Prepare for higher quality bone edits. >:D
Yay! Imports from other games, prepare to flood Brawl. >:D
WELL, I played around with it for a few minutes. click a line wrapped around the circumference the sphere to change its rotation; Red=X axis, Green=Y axis, and blue= Z axis. you can also simply click the sphere and control all three at once, but I found this difficult to control. I have no idea what the yellow circle around the sphere is for, it also changes all rotation values, but its limited and also hard to control.
I assumed that this would also be able to control the translation values, but it appears that it doesn't. I'm a little disappointed at this, as this is what I was excited for. It would make more sense if when the bone was selected, it could be dragged along the x and y axises, and perhaps a button held such as ctrl or shift would allow the z axis to be changed. and maybe another toggle button to change from rotation to translation.
I might play around with this myself to add this, but my C# is rotten.
So I got around to testing this and it was pretty cool :D. But totally confusing :(
I've never actually figured out which axis is which in the 0.63v version of animating. Very interesting. Can't wait for an official release.
Quote from: Date Masamune on November 13, 2010, 07:43:24 PM
Yay! Imports from other games, prepare to flood Brawl. >:D
^This^
EDIT:When previewing imported models from other games, only the first bone will show up and the models is unmovable :(
The model import I'm working on shows all the bones... and this update reminds me a lot of 3ds max :O
I think the problem with imports is added bones. Open a model without any bones added and it should work
Yup. Also BACK UP YOUR MOTION ETC AND YOUR ANIMATION.
If you knew what happened to me and Lyn, you would know why.
THankfully, I managed to recover the animation.
Quote from: BlackJax96 on November 13, 2010, 10:19:42 PM
The model import I'm working on shows all the bones... and this update reminds me a lot of 3ds max :O
I think the problem with imports is added bones. Open a model without any bones added and it should work
Really? That sucks though :(. Well I look forward to it still :D
Quote from: LordNOaH on November 13, 2010, 05:10:34 PM
Quote from: Hax on November 13, 2010, 05:06:49 PM
I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier.
I said easier. I never said perfect.
And of course added bones won't work. They're simply tacked on pieces of hex in the model, they aren't really a part of the model. It isn't as simple as being able to add bones by simply adding a piece of hex into the model. Bone injection isn't going to happen anytime soon.
Quote from: LordNOaH on November 13, 2010, 10:40:25 PM
Quote from: LordNOaH on November 13, 2010, 05:10:34 PM
Quote from: Hax on November 13, 2010, 05:06:49 PM
I never knew much about this, but will it make bone editing simpler?
yes, any type of animation editing, model imports, etc will be much less tedious and far easier.
I said easier. I never said perfect.
Are you talking to me about the model import no animating thing? Because the post you quote never say anything about perfect :(
Honestly. I am a little nervous about using V0.64. Cause that means that interpolation with the bones will be a problem, and in my experience, it tends to destroy animations or make them hard to manage.
I may be a scrub for saying this, but I think I would still be more comfortable with V0.62b. At least until whatever glitches there may be have been fixed up.
Quote from: Hollow on November 13, 2010, 06:29:21 PM
When is it going to be relased?
next week this will be released with PAT0 editing for new custom stage icons for PW's new code.
Hey, is anyone else experiencing the problem that the brawbox v.64 doesn't save properly? If so, is there a fix for it? thanks.
^Do you mean it corrupts the files? Because that's what happens to me.
It previewed a model from ToS just fine, but apparently can't preview a vertexed Ike. At least the Cloud or Naruto vertex hacks can't open.
Normal Ike is fine.
I wonder if other characters have the same problem.
http://www.smashboards.com/showthread.php?t=277835
4.0 opens the Naruto vertex just fine.
So...... how is PAT0 editing done, exactly?
XD
Quote from: ds22 on November 14, 2010, 11:29:47 AM
http://www.smashboards.com/showthread.php?t=277835
4.0 opens the Naruto vertex just fine.
wow that was quick xD .64 was buggy because it was only supposed to be a preview of the draggable bone feature. I assume this is a more official release and those bugs have been fixed.
Looks like you gotta update the OP and title
It lags pretty bad in the model editor for me... :( I'll just use v0.63d for now
Quote from: BlackJax96 on November 14, 2010, 06:44:00 PM
It lags pretty bad in the model editor for me... :(
^This
After swapping the animation and moving the bones by dragging slightly, interpolation kicked in on top of rotations spiking like 720%.
I guess I just suck with this since now I have to fix and redo everything in .62b to avoid all the problems ._.
I'll stick to just swapping and fixing with .62b. I'd rather not chance things doing that and spending way more time with three steps (swap & fix translation, adjust rotations, go over everything done to make sure it works right) and just stick to swapping and fixing translation with some minor tweaks for legs on ground level. Interpolation becomes a big problem for characters at random times anyway.
I have an idea that MIGHT be possible (I posted this at smashboards too) for brawlbox, it would take some hard coding, and maybe adding a simple animation program to the works. (like a simple flash program or rather) But it might work.
What you do is preview your character in the model preview image like normal, but you only load two animations.
1: The characters wait1 animation
2: The character animation you want to port (Say ikes up B on sonic or something like that)
Once you have those open you would right click the animation you want to 'port' and an option window would come up. Asking you to load a wait animation from the character you want to port it over to.
After you hit 'okay" on the menu, since brawlbox itself knows how each individual character animates (including sonic) it would create a new animatioin from scratch (this could take a while depending on the character/animation, the other character that said animation is being ported to, and the length of animation.) and save it as a different file which you are asked to name uppon completion.
You open up the preview again after closing it then when you load the new animation created by brawlbox, it's exactly like the animation on the other character you took it from! Well besides the fact that it starts and ends with the other character (Sonic instead of ike) 's wait animations.
Soooo possible...yes...no....maybe??
Either that or you could make it where you could copy a frame from one animation, and starting from the other characters wait animation paste it and brawlbox would make the right adjustments automatically.
What are pat0 exactly ? Because if I remember thanks to it we will be able to add custom icons in the SSS to ue with P_W's Stage expansion code.
Broken Download.
Try this one then.
http://www.mediafire.com/?61mtbcgqv3la19s
4.1 link that fixed a bug of sorts....
It worked! Thanks!
Quote from: NaruZeldaMaster on November 15, 2010, 03:14:45 PM
I have an idea that MIGHT be possible (I posted this at smashboards too) for brawlbox, it would take some hard coding, and maybe adding a simple animation program to the works. (like a simple flash program or rather) But it might work.
What you do is preview your character in the model preview image like normal, but you only load two animations.
1: The characters wait1 animation
2: The character animation you want to port (Say ikes up B on sonic or something like that)
Once you have those open you would right click the animation you want to 'port' and an option window would come up. Asking you to load a wait animation from the character you want to port it over to.
After you hit 'okay" on the menu, since brawlbox itself knows how each individual character animates (including sonic) it would create a new animatioin from scratch (this could take a while depending on the character/animation, the other character that said animation is being ported to, and the length of animation.) and save it as a different file which you are asked to name uppon completion.
You open up the preview again after closing it then when you load the new animation created by brawlbox, it's exactly like the animation on the other character you took it from! Well besides the fact that it starts and ends with the other character (Sonic instead of ike) 's wait animations.
Soooo possible...yes...no....maybe??
Either that or you could make it where you could copy a frame from one animation, and starting from the other characters wait animation paste it and brawlbox would make the right adjustments automatically.
I think it's possible. But I'm tired now, so I'll do that in a month.
Quote from: Bero on November 20, 2010, 01:45:44 AM
Quote from: NaruZeldaMaster on November 15, 2010, 03:14:45 PM
I have an idea that MIGHT be possible (I posted this at smashboards too) for brawlbox, it would take some hard coding, and maybe adding a simple animation program to the works. (like a simple flash program or rather) But it might work.
What you do is preview your character in the model preview image like normal, but you only load two animations.
1: The characters wait1 animation
2: The character animation you want to port (Say ikes up B on sonic or something like that)
Once you have those open you would right click the animation you want to 'port' and an option window would come up. Asking you to load a wait animation from the character you want to port it over to.
After you hit 'okay" on the menu, since brawlbox itself knows how each individual character animates (including sonic) it would create a new animatioin from scratch (this could take a while depending on the character/animation, the other character that said animation is being ported to, and the length of animation.) and save it as a different file which you are asked to name uppon completion.
You open up the preview again after closing it then when you load the new animation created by brawlbox, it's exactly like the animation on the other character you took it from! Well besides the fact that it starts and ends with the other character (Sonic instead of ike) 's wait animations.
Soooo possible...yes...no....maybe??
Either that or you could make it where you could copy a frame from one animation, and starting from the other characters wait animation paste it and brawlbox would make the right adjustments automatically.
I think it's possible. But I'm tired now, so I'll do that in a month.
Sweet :3 just imagine the posibilities!
Oh and what about the ability to load three seperate animations, Say peaches side B animations, and then create one new animation in a similar way? Not sure if that'd be useful, but heck, why not? :s
Also might I request drag and drop animation for 'translation' too? you could switch it on and off with a button :)
Having drag and drop affect translation would cause a lot more trouble than it's worth.
There's a Only translation button for paste that can help.
Huh...that's too bad XP
BTW any reports for Lyn :D
Quote from: EternalYoshi on November 20, 2010, 02:21:28 AM
Having drag and drop affect translation would cause a lot more trouble than it's worth.
why is this?
Quote from: LordNOaH on November 20, 2010, 05:37:35 PM
Quote from: EternalYoshi on November 20, 2010, 02:21:28 AM
Having drag and drop affect translation would cause a lot more trouble than it's worth.
why is this?
Yeah, you could do it real easy, Right click the bone for drag and drop translation and left click the bone for drag and drop rotation :D easy fix? :s
Quote from: NaruZeldaMaster on November 20, 2010, 05:39:06 PM
Quote from: LordNOaH on November 20, 2010, 05:37:35 PM
Quote from: EternalYoshi on November 20, 2010, 02:21:28 AM
Having drag and drop affect translation would cause a lot more trouble than it's worth.
why is this?
Yeah, you could do it real easy, Right click the bone for drag and drop translation and left click the bone for drag and drop rotation :D easy fix? :s
No, that's a lot easier said than done, coding that isn't so simple. I was asking why a drag and drop translation feature would cause trouble. Are you thinking of accidentally dragging bones EY?
Quote from: LordNOaH on November 13, 2010, 08:44:43 PM
if when the bone was selected, it could be dragged along the x and y axises, and perhaps a button held such as ctrl or shift would allow the z axis to be changed. and maybe another toggle button to change from rotation to translation.
Nobody answered my question :oshi:
Does the pat0 support allow custom icons to use with Phantom Wing's Stage Expansion Code ? Because I think I read something about it somewhere...
someone please elabarate i have no clue XD
Quote from: Link40 on November 20, 2010, 06:51:58 PM
Nobody answered my question :oshi:
Does the pat0 support allow custom icons to use with Phantom Wing's Stage Expansion Code ? Because I think I read something about it somewhere...
Its supposed to, but I've yet to see it work.
http://www.smashboards.com/showthread.php?t=277835&page=29
Drag and Drop Translation = Stage Hacker Preference
Drag and Drop Rotation = Animation Hacker Preference
Stage hackers would prefer drag and drop for translations. That's why it would be suggested. Though not anywhere as annoying as bone rotation for animations, I'm sure it would make stage hackers quite a bit happier.
I'm saying that based on the fact that I hate the draggable bones and interpolation. Makes character animation not worth doing for me. :P
Quote from: dingoberriz on November 21, 2010, 10:41:58 AM
Drag and Drop Translation = Stage Hacker Preference
Drag and Drop Rotation = Animation Hacker Preference
Stage hackers would prefer drag and drop for translations. That's why it would be suggested. Though not anywhere as annoying as bone rotation for animations, I'm sure it would make stage hackers quite a bit happier.
I'm saying that based on the fact that I hate the draggable bones and interpolation. Makes character animation not worth doing for me. :P
Oh,is drag and drop rotation annoying and do you hate it?
I advise you not to use Modset. :P
Quote from: Bero on November 21, 2010, 11:29:20 AM
Oh,is drag and drop rotation annoying and do you hate it?
I advise you not to use Modset. :P
Aside from the constant random 360 and 720 rotation spikes I got that made me spend 4 times as long on something simple from me obviously doing something wrong, I love it. xP
Not to my preference with the interpolation. The rotation spikes could be avoided. The interpolation sucks more then anything at times. Any chance of this modset without the interpolation?
I made a video guide if that helps any... http://forums.kc-mm.com/index.php?topic=16579.0
Quote from: RydiaFromFF2 on November 21, 2010, 12:19:14 PM
I made a video guide if that helps any... http://forums.kc-mm.com/index.php?topic=16579.0
ah, thats what the yellow circle does. Nice tutorial.
And Bero, would you like to make your own thread here similar to the one @ smashboards?
Quote from: dingoberriz on November 21, 2010, 10:41:58 AM
Drag and Drop Translation = Stage Hacker Preference
Drag and Drop Rotation = Animation Hacker Preference
Stage hackers would prefer drag and drop for translations. That's why it would be suggested. Though not anywhere as annoying as bone rotation for animations, I'm sure it would make stage hackers quite a bit happier.
I'm saying that based on the fact that I hate the draggable bones and interpolation. Makes character animation not worth doing for me. :P
What I would prefer is seeing all of the models (like in collision editor) while still being able to edit the position (like in model previewer). It would save a huge amount of trouble.
Oh, and viewing all of the models animated at the same time (instead of one at once)
Probably hard to do, but it'd be worth it for stage hackers.
Could you do that, Bero?
Quote from: ForOhFor Error on November 21, 2010, 05:43:16 PM
Quote from: dingoberriz on November 21, 2010, 10:41:58 AM
Drag and Drop Translation = Stage Hacker Preference
Drag and Drop Rotation = Animation Hacker Preference
Stage hackers would prefer drag and drop for translations. That's why it would be suggested. Though not anywhere as annoying as bone rotation for animations, I'm sure it would make stage hackers quite a bit happier.
I'm saying that based on the fact that I hate the draggable bones and interpolation. Makes character animation not worth doing for me. :P
Oh, and viewing all of the models animated at the same time (instead of one at once)
Probably hard to do, but it'd be worth it for stage hackers.
This would lag really hard. An alternate option to this would be a modification to the collision editor that allowed you to chose animation files and frames to view for each model.
@RydiaFromFF2
At last,tutorial for modset! Thank you!
@LordNOaH
Umm... I think it's good to have a thread about modset here,but it's a bit hard for me to look after it...
@ForOhFor Error
That will use large amount of memory. I think it's not hard though.
This is going to really help me on things.
And I'm not sure if this is on topic or not, but I have two suggestions:
-More BRSAR compatibility.
-Have an "Undo" option.
Quote from: KingJigglypuff on November 30, 2010, 02:19:06 PM.
-Have an "Undo" option.
oh
GOD do we ever need an undo button... Hell undo 1 step is enough for me.
For the draggable bones if you don't like what you've done and you're still holding the mouse hit exit and it will return to its original rotation.
We need an Undo button
Hey there, any progress on my animation porting idea? :s
any note on adding new file formats??
REFF
REFT
more info here:
http://tcll5850.webfreehosting.net/sbf.htm
there's a bunch of them...
note: this data has to be UD'd (it is very old)
EDIT:
if anyone has used HexEdit before,
I have a template on the REFT format :)
<?xml version="1.0"?>
<!DOCTYPE binary_file_format SYSTEM "BinaryFileFormat.dtd">
<binary_file_format name="REFT" type_name="" comment="" expr="" default_byte_order="big" default_read_only="false" default_char_set="ansi">
<define_struct type_name="data" comment="" expr="">
<data type="int" name="string_len" format="unsigned" len="2" display=""/>
<data type="string" name="image_name" format="ascii" len="string_len" display=""/>
<data type="int" name="image_offset" format="unsigned" len="4" display=""/>
<data type="int" name="image_len" format="unsigned" len="4" display=""/>
<jump offset="image_offset + header.header_len + 24" comment="" origin="start">
<struct name="image_data" type_name="" comment="" expr="">
<struct name="header" type_name="" comment="" expr="">
<data type="int" name="unk" format="unsigned" len="4" display=""/>
<data type="int" name="width" format="unsigned" len="2" display=""/>
<data type="int" name="heigth" format="unsigned" len="2" display=""/>
<data type="int" name="image_len" format="unsigned" len="4" display=""/>
<data type="int" name="format" format="unsigned" len="4" display="hex" byte_order="little"/>
<data type="none" name="pad" len="16"/>
</struct>
<data type="string" name="data" format="default" len="image_len-32" display="data"/>
</struct>
</jump>
</define_struct>
<struct name="header" type_name="" comment="" expr="({this.num_files} files)">
<data type="string" name="magic" format="ascii" len="4" display=""/>
<data type="int" name="unk1" format="unsigned" len="2" display="hex"/>
<data type="int" name="unk2" format="unsigned" len="2" display="" comment="I think this may be an index..."/>
<data type="int" name="filesize" format="unsigned" len="4" display=""/>
<data type="int" name="unk3" format="unsigned" len="2" display=""/>
<data type="int" name="num_files" format="unsigned" len="2" display=""/>
</struct>
<for name="file" count="header.num_files || header.num_files - 1" stop_test="header.num_files == 0" type_name="" comment="">
<struct name="file" type_name="" comment="" expr="{this.header.filename}">
<struct name="header" type_name="" comment="" expr="">
<data type="string" name="magic" format="ascii" len="4" display=""/>
<data type="int" name="filesize" format="unsigned" len="4" display=""/>
<data type="int" name="header_len" format="unsigned" len="4" display=""/>
<data type="int" name="pad1" format="unsigned" len="8" display="hex"/>
<data type="int" name="string_len" format="unsigned" len="2" display="hex"/>
<data type="int" name="pad2" format="unsigned" len="2" display="hex"/>
<data type="string" name="filename" format="ascii" len="string_len" display=""/>
<data type="string" name="pad3" len="header_len - (string_len + pad1 + 16)" format="default" display=""/>
</struct>
<struct name="data_table" type_name="" comment="" expr="({this.img_cnt} images)">
<data type="int" name="table_len" format="unsigned" len="4" display=""/>
<data type="int" name="img_cnt" format="unsigned" len="2" display=""/>
<data type="int" name="pad" format="unsigned" len="2" display="hex"/>
<for name="image" count="img_cnt || img_cnt - 1" stop_test="img_cnt == 0" type_name="" comment="">
<use_struct name="image" expr="{this.image_name} {this.image_data.header.width}x{this.image_data.header.heigth}" type_name="data" comment=""/>
</for>
</struct>
</struct>
</for>
<data type="none" name="bug_fix" comment="this just stops the error you get without this..."/>
</binary_file_format>
ask me if you don't know what to do with this ;)
but I've finally completed it...
there shouldn't be no errors in it btw... :/
oh yea...
something else I wanted to add...
a little something for CHR0 files...
v0.63b is the only one to support this,
it seems to be broken in all the following versions...
I liked being able to open a chr0 in brbx and select a bone,
to have a list of all the key-frames and bone positions displayed on the right side...
like this:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/eb32ca0b89936408ec7eaa811134e47bf4175046c3640ea48f297ac1203630c4)
if you could please add that back in,
and have support for quaternions as well,
it'd be much appreciated. :)
(I'd suggest adding a selection flip-switch button (eular/quat))
I ask for quat because Blender doesn't support a eular bone animation system... :srs:
(when inputing exact coords through the IPO editor)
it's quite a hastle having to DL a euler to quat converter that gives coords the
just twists the mesh into not what brbx displays when animating...
@Tcll: sorry to break it to ya but the creators of BB are on a different forum, smashboards to be exact... Hopefully some one from here that has a account on smashboards can pass your work on to them.. It seems you've worked hard and I wouldn't want that to go to waste :-\
Quote from: Nuke on January 02, 2011, 06:10:42 AM
@Tcll: sorry to break it to ya but the creators of BB are on a different forum, smashboards to be exact... Hopefully some one from here that has a account on smashboards can pass your work on to them.. It seems you've worked hard and I wouldn't want that to go to waste :-\
lol thanx :>.>:
I have an SWF acct...
mind linking me to the thread :)
I'll link this thread there ;)
and I hate to break facts, but this was actually an easy task XD
Quote from: Tcll on January 02, 2011, 03:40:04 PM
Quote from: Nuke on January 02, 2011, 06:10:42 AM
@Tcll: sorry to break it to ya but the creators of BB are on a different forum, smashboards to be exact... Hopefully some one from here that has a account on smashboards can pass your work on to them.. It seems you've worked hard and I wouldn't want that to go to waste :-\
lol thanx :>.>:
I have an SWF acct...
mind linking me to the thread :)
I'll link this thread there ;)
and I hate to break facts, but this was actually an easy task XD
TCLL
make an acount at go to SWF and send everything you posted to Bero
http://www.smashboards.com/showthread.php?t=277835
<3
Quote from: LordNOaH on January 02, 2011, 09:49:51 PM
Quote from: Tcll on January 02, 2011, 03:40:04 PM
Quote from: Nuke on January 02, 2011, 06:10:42 AM
@Tcll: sorry to break it to ya but the creators of BB are on a different forum, smashboards to be exact... Hopefully some one from here that has a account on smashboards can pass your work on to them.. It seems you've worked hard and I wouldn't want that to go to waste :-\
lol thanx :>.>:
I have an SWF acct...
mind linking me to the thread :)
I'll link this thread there ;)
and I hate to break facts, but this was actually an easy task XD
TCLL make an acount at go to SWF and send everything you posted to Bero
http://www.smashboards.com/showthread.php?t=277835
<3
O.O
Bero is like my buddy :D
he never comes around though T.T
man... Kryal... if only you'd come back and start up again...
that friend request I sent him hasn't been answered since I started my work...
well, I'm just gonna link him to this thread then :) (at my posts)
thanx :D
draggable bones you say, this cud greatly enhance the possibilities of vertex hacking.
Quote from: ShadowSnake on January 08, 2011, 03:21:30 AM
draggable bones you say, this cud greatly enhance the possibilities of vertex hacking.
umm...
I think you mean animating :P
Quote from: Tcll on January 08, 2011, 03:46:59 AM
Quote from: ShadowSnake on January 08, 2011, 03:21:30 AM
draggable bones you say, this cud greatly enhance the possibilities of vertex hacking.
umm...
I think you mean animating :P
that too, but for vertexing if you go extreme with a mod you can realign the bones to fit your vertex, so in other words animations work better to make the vertex look better.
Quote from: ShadowSnake on January 08, 2011, 03:57:39 AM
Quote from: Tcll on January 08, 2011, 03:46:59 AM
Quote from: ShadowSnake on January 08, 2011, 03:21:30 AM
draggable bones you say, this cud greatly enhance the possibilities of vertex hacking.
umm...
I think you mean animating :P
that too, but for vertexing if you go extreme with a mod you can realign the bones to fit your vertex, so in other words animations work better to make the vertex look better.
umm... I see what you mean
but I'm afraid that's only an idea to put out there...
you'd have to add an edit mode to brawlbox to be able to do that...
right now it's only for animating, so it moves the mesh...
editing is for repositioning the bones...
I'll ask them though ;)
I'm working on draggable translation, but keep running into errors. TCLL you know C#?
@LordNOaH: Is there any way you could improve compatibility with the brsar?
Quote from: KingJigglypuff on January 11, 2011, 12:48:41 AM
@LordNOaH: Is there any way you could improve compatibility with the brsar?
not a chance, because I really suck at C#. I'm just learning the basics, really, and I don't understand most of kyral's and Bero's work
Quote from: LordNOaH on January 11, 2011, 12:31:57 AM
I'm working on draggable translation, but keep running into errors. TCLL you know C#?
I can only read it a little...
IDK it yet...
sry ;_;
Quote from: Tcll on January 11, 2011, 01:23:12 AM
Quote from: LordNOaH on January 11, 2011, 12:31:57 AM
I'm working on draggable translation, but keep running into errors. TCLL you know C#?
I can only read it a little...
IDK it yet...
sry ;_;
we should learn together xD
Quote from: LordNOaH on January 11, 2011, 01:30:16 AM
Quote from: Tcll on January 11, 2011, 01:23:12 AM
Quote from: LordNOaH on January 11, 2011, 12:31:57 AM
I'm working on draggable translation, but keep running into errors. TCLL you know C#?
I can only read it a little...
IDK it yet...
sry ;_;
we should learn together xD
o_o *raises finger*
you mean yur in the same hole I'm in... >.>
honestly, I'd be better off at learning C++
^(skip past my ranting to find out why) ;)
I don't use microsoft proggs but winXP and IE8
(no microsoft office)
^I wouldn't dare touch that filth... ^_^
along with microsoft visual studio (I don't do 30 day trial proggs)
I have DevC++
Quote from: LordNOaH on January 11, 2011, 12:59:34 AM
Quote from: KingJigglypuff on January 11, 2011, 12:48:41 AM
@LordNOaH: Is there any way you could improve compatibility with the brsar?
not a chance, because I really suck at C#. I'm just learning the basics, really, and I don't understand most of kyral's and Bero's work
If i cared enough i'd bother and learn it
however what plans do you have in mind to add to brawlbox?
Quote from: Chuy on January 11, 2011, 03:19:45 AM
Quote from: LordNOaH on January 11, 2011, 12:59:34 AM
Quote from: KingJigglypuff on January 11, 2011, 12:48:41 AM
@LordNOaH: Is there any way you could improve compatibility with the brsar?
not a chance, because I really suck at C#. I'm just learning the basics, really, and I don't understand most of kyral's and Bero's work
If i cared enough i'd bother and learn it
however what plans do you have in mind to add to brawlbox?
I'm planning on adding draggable translation as well as interpolation settings for animations if i can. Linear, gradual, and exponential. that'd be useful
Quote from: LordNOaH on January 11, 2011, 09:49:41 PM
Quote from: Chuy on January 11, 2011, 03:19:45 AM
Quote from: LordNOaH on January 11, 2011, 12:59:34 AM
Quote from: KingJigglypuff on January 11, 2011, 12:48:41 AM
@LordNOaH: Is there any way you could improve compatibility with the brsar?
not a chance, because I really suck at C#. I'm just learning the basics, really, and I don't understand most of kyral's and Bero's work
If i cared enough i'd bother and learn it
however what plans do you have in mind to add to brawlbox?
I'm planning on adding draggable translation as well as interpolation settings for animations if i can. Linear, gradual, and exponential. that'd be useful
What about that animation porting idea that I had too? (I think I posted it here :l ) I doubt it'd be difficult if you implimented a small flash movie program into it.
Quote from: NaruZeldaMaster on January 11, 2011, 10:00:34 PM
Quote from: LordNOaH on January 11, 2011, 09:49:41 PM
Quote from: Chuy on January 11, 2011, 03:19:45 AM
Quote from: LordNOaH on January 11, 2011, 12:59:34 AM
Quote from: KingJigglypuff on January 11, 2011, 12:48:41 AM
@LordNOaH: Is there any way you could improve compatibility with the brsar?
not a chance, because I really suck at C#. I'm just learning the basics, really, and I don't understand most of kyral's and Bero's work
If i cared enough i'd bother and learn it
however what plans do you have in mind to add to brawlbox?
I'm planning on adding draggable translation as well as interpolation settings for animations if i can. Linear, gradual, and exponential. that'd be useful
What about that animation porting idea that I had too? (I think I posted it here :l ) I doubt it'd be difficult if you implimented a small flash movie program into it.
you can do it then :/
oh, and this:
(http://img227.imageshack.us/img227/2258/brawlboxxy.jpg)
but I kinda gave up on that one
hey noah.. this is a bit off topic..kind of. But did bero give u the actual source code, or do you use the one thats on the op of the modset thread?
-just asking cuz i dl the one on the op and i always get an error trying to build/debug it....
Quote from: TheShyGuy on January 11, 2011, 10:13:09 PM
hey noah.. this is a bit off topic..kind of. But did bero give u the actual source code, or do you use the one thats on the op of the modset thread?
-just asking cuz i dl the one on the op and i always get an error trying to build/debug it....
Yeah I use the one on the modset thread but I haven't been using the latest souce, I'm using the 3.2 source b/c I'm lazy. If it doesn't work for other ppl though you should tell him.
Well Daz Studio Advanced has an option for clothes called morph follower. Basically it reads all the data for the outfits and accessories, then alters it's shape to fit the shape of the characters body. I'm not saying you'd need a flash program like actual movie, just flash tools.
1: you open brawlbox and export an animation from one character, say capt falcon.
2: You open another character(NOT captain falcon) preview the model and open three animation files, the character's wait animation you want to port the animation too, the animation you want to port, and a completely new animation.
3: Through a dialogue you select from a button called "port" Then select the animations in order. 1: the characters wait animation 2: the animation you want to port 3: the new animation.
4: once those three animations are selected, you hit "okay" on the port dialogue and the flash tool goes to work. The flash tool's process is described below.
4A: first BB reads the bones positions, rotations etc of the character you're porting the animation to.
4B: Then BB reads the rotations of the bones for the animation you're porting, one frame at a time. (this could take longer depending on the length and complexity of said animation)
4C: Finally BB uses the flash tool to re-create the animation you're porting frame for frame using the chosen character's (Sonic instead of falcon) bones as if you were doing the animation yourself. Since it's a new animation there would be no glitches (translation and rotation wise) because the flash tool is simply creating a new animation that mimicks the animation you want to port using the Selected character's (Someone who's not captain falcon) bones. The difference being that the animation both begins and ends with the new characters wait animations. (Which is why we also load the character's wait animation that we want to port the animation to)
Does that sound difficult? :l
yes :| considering I can't even get tab functionality working
Quote from: LordNOaH on January 11, 2011, 10:39:37 PM
yes :| considering I can't even get tab functionality working
So you're starting from scratch >_>
If I ever learn C++ (which I doubt will happen) I might try to help, but I'd need to see how to edit BB's data too first :l
Quote from: NaruZeldaMaster on January 12, 2011, 01:47:07 AM
Quote from: LordNOaH on January 11, 2011, 10:39:37 PM
yes :| considering I can't even get tab functionality working
So you're starting from scratch >_>
If I ever learn C++ (which I doubt will happen) I might try to help, but I'd need to see how to edit BB's data too first :l
if you learn C++
could you maybe answer any Q's I may have :/
I don't use visual so C# is out unless I can find a good free compiler...
I ask for C++ since I use DevC++
works quite well to say the least :D
the brmdl (mdl0) viewer was made in DevC++ :)
I've been trying to figure out the code...
but it's quite a hastle -.-
Hey noah what'd you do with BB? It wont show the attributes/info on the table to the right anymore....if you cant remember than thats ...>.>...fine lol
Quote from: TheShyGuy on January 14, 2011, 01:14:34 AM
Hey noah what'd you do with BB? It wont show the attributes/info on the table to the right anymore....if you cant remember than thats ...>.>...fine lol
I probably [censored]ed something up in mainform.cs, but bero is fixing 4.1 dl that instead. Did you get my tabs working? lol
Can anyone PLEASE explain why I get a "Just in time" debugging error when I open up peach's motionetc file with Brawlbox modset 4.1? It only happens on two occasions.
1: when I open peaches motionetc (doesn't matter what source it is)
2: when I try to save a motionetc file I edited, even just porting an animation.
I really want to get started on animating, because porting attacks over to peach where the leg goes any higher than 90 degrees is lame and doesn't work :l