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Super Smash Bros. Brawl Hacking => Programming => Topic started by: TokoyamiTheDark on September 16, 2011, 04:52:19 PM



Title: Giving bones to homebrew models?
Post by: TokoyamiTheDark on September 16, 2011, 04:52:19 PM
Well, I've created a homebrew model in 3ds Max from scratch (and I'm SO Proud of myself) but it has no bones at all. Since it's a robot,  it would go over R.O.B, but first, I must give my creation a basic skeleton that can move. My Robot is a DAE file and needs a skeleton. Do someone knows how I could create a skeleton (bones) for my robot?


Title: Re: Giving bones to homebrew models?
Post by: Naruto200Man on September 16, 2011, 06:51:56 PM
Just right click/export a brawl character's model as a DAE from BJ's newest BB and rig it to those bones. None of the other polygons and such from the brawl character will appear if you're using 3DS Max 8 to do it.

Use "Import" not open.


Title: Re: Giving bones to homebrew models?
Post by: TokoyamiTheDark on September 16, 2011, 07:00:17 PM
3ds Max ignores the DAE from the FitRobot00.pac file I imported and do as if the file was blank...in other words, 3DS max does NOTHING when importing :srs: Is it unusual?


Title: Re: Giving bones to homebrew models?
Post by: Naruto200Man on September 16, 2011, 07:09:46 PM
*facepalm*
1: open the fit robo00.pac in bj's new BB
2: open up the BRESS that robs mdl0 is in
3: right click the mdl0 file, NOT the bress...
4: Export the mdl0 file as a .DAE IT DOESNT MATTER THAT THE DAE IMPORTER IS FINISHED!
5: Import THAT dae into 3DS Max. You don't need MK's brawl script to import it. Though the bones of the character WILL be the same scale they would be if they were set up with a character imported to 3DS Max with Mariokart's method :P

doing things this way doesn't get you the polygons and such, but since you just want the bones, that works just fine. I plan on doing that with the CON3 characters I'm planning on importing :l


Title: Re: Giving bones to homebrew models?
Post by: ForOhFor Error on September 16, 2011, 07:10:46 PM
>.>
1. the pac file isn't the character's model
2. no editor really supports MDL0s anyway. You'd have to export the MDL0 as a DAE.


Title: Re: Giving bones to homebrew models?
Post by: TokoyamiTheDark on September 16, 2011, 07:16:05 PM
*facepalm* 1: open the fit robo00.pac in bj's new BB 2: open up the BRESS that robs mdl0 is in 3: right click the mdl0 file, NOT the bress... 4: Export the mdl0 file as a .DAE IT DOESNT MATTER THAT THE DAE IMPORTER IS FINISHED! 5: Import THAT dae into 3DS Max. You don't need MK's brawl script to import it. Though the bones of the character WILL be the same scale they would be if they were set up with a character imported to 3DS Max with Mariokart's method :P doing things this way doesn't get you the polygons and such, but since you just want the bones, that works just fine. I plan on doing that with the CON3 characters I'm planning on importing :l
I meant the DAE, not the PAC file. Sorry for my mistake. But it still does nothing on 3ds Max, even when exported as a DAE from BB...


Title: Re: Giving bones to homebrew models?
Post by: Naruto200Man on September 16, 2011, 07:33:25 PM
>_>

1: are you using the newest BB on BJ's Vault?
2: are you using IMPORT, not open to open the dae?

>_>


Title: Re: Giving bones to homebrew models?
Post by: TokoyamiTheDark on September 16, 2011, 07:39:24 PM
>_> 1: are you using the newest BB on BJ's Vault? 2: are you using IMPORT, not open to open the dae? >_>

1 - Yes.

2. Robot00.DAE is IMPORTED in 3DS Max, but nothing appears...

EDIT : I got a skeleton from a GMO file, but the skeleton is lying on the ground rather than standing. Anyone know how to fix this?


Title: Re: Giving bones to homebrew models?
Post by: Naruto200Man on September 16, 2011, 08:38:50 PM
Just select all the bones in 3DS max and rotate them 90 degrees? >_>