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Help & Tutorials => Model Tutorials => Topic started by: Beyond on November 05, 2011, 01:21:14 PM



Title: Character Model Importing for Dummies (Under Construction)
Post by: Beyond on November 05, 2011, 01:21:14 PM
First off let me give you a basic rundown of what this tutorial covers. With the release of BrawlBox v0.65, it is now possible to import models from other games into Brawl, so I will be explaining how to import a model over an existing Brawl character and have it work as an single costume for that character.

This tutorial will cover things like importing a model and skeleton into max, basic rigging, proper import/export settings, and various glitch fixing.

*I will not explain where to get models from/how to rip models or where to get 3DS Max. :srs:


Things you will need:
- 3DS Max 2010 (http://lmgtfy.com/?q=3DS+Max+2010+download) or 3DS Max 2011
*I will be using 2011 in this tutorial, the same should apply to 2010
- BrawlBox v0.65 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23386)
- A model you want to import
- The .pac/.pcs of the character you want to port the model over. (http://www.mediafire.com/?sharekey=bf68243dc4c908b28d78a0e5552916095d6170349cac00195be6ba49b5870170)



Basic 3DS Max Navigation Guide:
Zoom In/Out - Spin the scroll wheel
Panning/moving your view - Ctrl + Scroll Wheel Button and drag
Rotating your view - Alt + Scroll Wheel Button and drag
Also, pressing the Z key while an object is selected will auto zoom on the object into view.

Alternatively, in the bottom right corner of 3DS Max, are your navigation tools.
(http://i.imgur.com/DInYJ.png)
You can use this for basic viewport navigation, such as zooming in and out and panning your view. Rest your mouse arrow over them to see each ones function.


Useful Links:
BrawlBox v0.65 Development Thread (http://forums.kc-mm.com/index.php?topic=17547.0)
Justin712's Rigging Tutorial (http://forums.kc-mm.com/index.php?topic=35239.0)
Detach by ID Script (http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id)
Compatible .DAE Plugin (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10204944)



So lets get started!

Part I: Getting Stuff Setup
1) *I will be using Snake as an example in this tutorial.
Open up your characters .pac or .pcs in BrawlBox v0.65. You should see something like this:
(http://i.imgur.com/UJXdq.png)

2) Expand the ModelData[0], then the 3DModels(NW4R) folder and you should now see something similar to this:
(http://i.imgur.com/HUTAB.png)

3) Expand the MDL0. Then right click next to the gray box where it says Fit[YourCharactersName] and click "Preview".
(http://i.imgur.com/Vmi57.png)

4) The model preview window should pop up. Now take a good look at that model.  ;)
*Use the scroll wheel to zoom in and out, right click+drag to move the model, ctrl+right click+drag to rotate the model.
(http://i.imgur.com/Bfler.png)

5) Close the model preview window. Now right click the MDL0 again, but this time click "Export".
(http://i.imgur.com/M15pm.png)
A dialogue box should appear asking you to save your model. Name it whatever you want but make sure you save it as a .dae
(http://i.imgur.com/H8NSn.png)

We're done with BrawlBox so you can close it for now, now the real work begins....




Part II: Preparing your Skeleton
1) Start up 3DS Max. You should see something like this:
Get used to looking at this. You'll be looking at it for a while. <_<
(http://i.imgur.com/HFpl4.png)

2) Click the button in the upper left hand corner. (http://i.imgur.com/EZjaL.png)
- In the drop down menu, go down to and click Import:
(http://i.imgur.com/TUGtC.png)

- A dialogue box should appear asking what model you want import. Select the .dae you exported from BrawlBox earlier.
(http://i.imgur.com/1OB0O.png)

- This is important! Another dialogue box should appear similar to the one below, use the same settings as in the pic. The Cameras and Lights settings do not matter.
(http://i.imgur.com/1za2U.png)

 - *If you recieve an error similar to this, it's fine, and just click OK:
(http://i.imgur.com/C5hhF.png)


3) Your viewport should now look something like this:
(http://i.imgur.com/1vxDO.png) (http://imgur.com/1vxDO)
- Click within the bottom right preview window. And then in the bottom right corner of 3DS Max you should see this button (http://i.imgur.com/R0pRG.png), click it to expand your viewport.

Your viewport should now look something like this:
(http://i.imgur.com/170kl.png)

4) Now press the "H" key. This will bring up the "Select from Scene" dialogue box:
Dummy Bones are identified by this symbol (http://i.imgur.com/Nkcee.png), Polygons are identified by this symbol (http://i.imgur.com/NNEom.png).
(http://i.imgur.com/Qusx4.png)

- Scroll down and select all of the Polygons. Make sure you don't select any bones. Then Click OK.
(http://i.imgur.com/V0lci.png)

- Press the "Delete" key, this will delete the polygons and should leave you with the imported Skeleton.
(http://i.imgur.com/XMYG5.png)


Your skeleton is now ready for a model to be rigged to it... now on to the hard part.....


This is the part of the tutorial where things may start to differ vastly between my examples and your actual workspace. I will try my best to explain the following concepts. If you are unfamiliar with working with 3DS Max, I would like to take this moment to draw your attention to the Basic 3DS Max Navigation Guide found at the start of the tutorial just in case you need it.




Part III: Preparing your Model
1) Click the top left hand button again (http://i.imgur.com/EZjaL.png), and go down and click Import again. And import your model.

*Note, that 3DS Max will only display models compatible with it. Certain model formats may need additional plugins installed or scripts to be imported.

2) Depending on your model and it's format you may get a wide variety of results after it imported. It may be too large or too small, rotated the wrong way, or untextured.

*This is how my .obj imported:
(http://i.imgur.com/T9Pyz.png)



3) Press the H key and make sure all of the polygons of your import model are selected and then click OK.
Your model will have a white bounding box(es) around it:
(http://i.imgur.com/T9Pyz.png)

4) Now that your model is selected, you have to position it so that it is relatively the same size and rotation as your Brawl skeleton.

These will involve using the Move (http://i.imgur.com/FlwuD.png), Rotate (http://i.imgur.com/RbpL4.png), and Scale (http://i.imgur.com/R245g.png) tools found in your menu bar.

Or alternatively you can Right Click and select it from the quick menu that appears:
(http://i.imgur.com/HzQg4.png)
(http://i.imgur.com/KvPC9.png)

Using them is pretty simple. After selecting the tool on the menu bar, just click and hold within the crosshairs that appear on your model and drag. I won't go into too much detail here, it should be self explanatory once you play around with it.


5) You should have something similar to this, where your model is about the same size as your skeleton:
(http://i.imgur.com/EZxzc.png) (http://imgur.com/EZxzc)

But as you can see, his arms aren't in T-pose. There are 2 solutions to this, I can either rotate the vertices of his arms into place or rotate his shoulder bones so that they match his current arms position. The same can be applied to other deformations your model may have. Do not MOVE the bones!

I'll explain both for you. I recommend you read through both even if you choose one method over the other.

- Rotating the bone into place
1) To rotate the shoulder bone into place, I can can either press the H key and select the shoulder bone from the list or I can just click on it if I can see it within my viewport.
(http://i.imgur.com/bWK84.png)

2) Then with the rotate tool, rotate it into place.
(http://i.imgur.com/Q5nLz.png) (http://imgur.com/Q5nLz)

- Rotating the vertices into place
1) To rotate the vertices into place, select all of your model. Then to the right of your viewport is the command panel, click the Modify tab on the command panel.
(http://i.imgur.com/LrVuC.png) (http://imgur.com/LrVuC)

2) You should now see to your right something that says Modifier List. Click the drop down tab next to it and select Edit Mesh from the list.
(http://i.imgur.com/GcopG.png)

3) An Edit Mesh modifier will be added to all of your model. Now to your right under your modifer settings, Click what looks like 3 red dots to change your selection mode to Vertex.
(http://i.imgur.com/LnyXN.png) (http://imgur.com/LnyXN)

4) Your model should be covered in vertices. Now Click + Drag to select the portion of your model that doesn't quite line up. You can add onto your selection by holding Ctrl and subtract from your selection by holding Alt.

Then with your trusty move, rotate and scale tools; move the problems vertices into place. You can press Alt + X to make your model semi-transparent if that helps, press it again to undo it.
(http://i.imgur.com/H0Jhc.png) (http://imgur.com/H0Jhc)

You'll probably want to spend more time making sure stuff like fingers line up than I did though...  :srs:

6) If your model isn't textured, try dragging the textures onto the various parts of the model.




Part IV: Rigging your Model
1) You should now have something similar to this, where your model and skeleton are relatively proportional to one another:
(http://i.imgur.com/GvnQV.png) (http://imgur.com/GvnQV)

- Now with your model selected, go drop down the modifier list again and this time scroll down and select Skin. This will add a Skin modifier to all your model.

2) Under the modifier settings, Click the Add button next to where it says Bones:.
(http://i.imgur.com/K7R9L.png) (http://imgur.com/K7R9L)

- A dialogue box should appear asking you to Select Bones. Go through and select ALL of the bones and then click Select.
(http://i.imgur.com/XvlqC.png)

3) You should now see the names of all your bones listed under the Skin Parameters to your right.

- Now click where it says Edit Envelopes and check the box next to where it says Vertices.
(http://i.imgur.com/EfMOs.png) (http://imgur.com/EfMOs)

4) Now to start rigging. Click + Drag to select a portion of vertices you want to rig.

*I will be selecting the area from his left elbow to the end of his left arm.
(http://i.imgur.com/MJLS7.png) (http://imgur.com/MJLS7)
* Remember you can deselect vertices by pressing Alt + Click and make your model semi-transparent by pressing Alt + X

- Now scroll down through the Skin parameters, and click the button that looks like a wrench. This will bring up the weight tool.
(http://i.imgur.com/BdyTA.png) (http://imgur.com/BdyTA)


5) Scroll back up through your Skin parameters to your list of bones and click the bone you want to weight your selected vertices to.

* I will be weighting my selection to Snakes LArmJ bone (his left elbow)
(http://i.imgur.com/TfKJM.png) (http://imgur.com/TfKJM)

- Then under your weight tool, click the 1 button. This will set the influence of your vertices to the bone you selected to 1, meaning that they will move only with that bone.
(http://i.imgur.com/X1l5m.png) (http://imgur.com/X1l5m)


6) Now to test your rig. Press the H key and select the bone you're currently rigging to from the list.

- With your rotate tool, rotate the bone. The portion you rigged and potentially other vertices that you haven't skinned yet should move with it.
(http://i.imgur.com/QWHJb.png) (http://imgur.com/QWHJb)
As you can see, there's some deformation around his elbow that needs some fixing so it bends smoother.


7) Make sure you undo any bone rotations you do. Then towards the bottom of 3DS Max, drag the timer a few frames forward.

* I will be moving it to frame 4
(http://i.imgur.com/OXQKx.png) (http://imgur.com/OXQKx)

- Then towards the bottom hit the Auto Key button, this will create a key frame. Then select your bone again and rotate it.
(http://i.imgur.com/Dweha.png) (http://imgur.com/Dweha)
- Then click the Auto Key button again.


8] Now press the H key and select all of your model. Then click the Edit Envelopes button again.

- Then select the vertices around the problem area.
(http://i.imgur.com/YB6Bb.png) (http://imgur.com/YB6Bb)

From the list of bones found under the Skin parameters, select the bone you're working with. Then under the Weight Tool, click the Blend button until it smoothes itself out.
You can also try selecting the bones before/after the one you're working with in the hierarchy and click the Blend button, *so for my example I could also blend with his Shoulder bone and his Wrist bone since I'm working with his Elbow.
(http://i.imgur.com/ZmdWH.png) (http://imgur.com/ZmdWH)


9) There may be a stray vertex/vertices that may need individual rigging to look right. Select those problematic vertices.

- Under the weight tool, it displays all the bones that this vertex or vertices are influenced by.
If you click one of these bones and click the top + and - you can increase and decrease it's influence.
You can also set a specific number by typing in a value in the box next to the Set Weight button, and then clicking that Set Weight button.
(http://i.imgur.com/QppjX.png) (http://imgur.com/QppjX)
Adjust the values until it looks right.
*Snakes arm shouldn't move with his BustN bone so I set its influence to 0.


10) Go through and rig the rest of the vertices in the same manner. When you're happy with it and done, drag the timer at the bottom of the screen back to frame 0.
Your model should be back to it's default pose:
(http://i.imgur.com/FQjfp.png) (http://imgur.com/FQjfp)

Now that you're all rigged, it's time to get your model ready for Brawl....




Part V: Getting Your Model Into Brawl


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on November 05, 2011, 02:03:23 PM
- On your Menu Bar, right click the Scale tool ([url]http://i.imgur.com/DebOH.png[/url]). This will bring up the "Scale Transform Type-In" box.
([url]http://i.imgur.com/2uw1S.png[/url])

- If they aren't already, change the X, Y, and Z values to 100.
([url]http://i.imgur.com/Jw7xo.png[/url])


I don't want to interrupt construction, but you can skip this part by converting the model units to centimeters instead of inches on import (uncheck automatic). ;)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Beyond on November 05, 2011, 02:04:55 PM
I don't want to interrupt construction, but you can skip this part by converting the model units to centimeters instead of inches on import (uncheck automatic). ;)


Why thank you, I will note that. ;)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Albafika on November 05, 2011, 02:38:19 PM
Loving how it's looking so far. Good thing I also have 2011! Now I'll wait for you to reach the part I need help with... Stretching. :D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SonicBrawler on November 05, 2011, 02:39:20 PM
I'm following each step as you release them. Keep up the good work, and I hope I can release my first import once this is done being updated :D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Puccio on November 05, 2011, 02:51:35 PM
I feel like a noob..but how do you import two models togheter? In two windows of the program?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SmashClash on November 05, 2011, 03:18:23 PM
I feel like a noob..but how do you import two models togheter? In two windows of the program?
Drag a file or more onto the preview thing.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: KTH on November 05, 2011, 03:48:06 PM
Thank you for the tutorial, will wait for the complete.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: DoctorFlux(Mariodk) on November 05, 2011, 04:57:19 PM
canĀ“t wait to this guide is done :D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: megaminerzero on November 05, 2011, 05:23:52 PM
(http://img153.imageshack.us/img153/3627/approval.jpg)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Gamma Ridley on November 05, 2011, 05:44:33 PM
You're a saint for making this guide, B'yond.

I love that elaborate text you are using as well.

Just want to say thaaaaaaaaanks.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Tabuu Forte Akugun on November 05, 2011, 06:02:22 PM
Concise, easy to follow and understand... I'll bookmark this in case I ever get my hands on a warez 3DS max. :)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: DSX8 on November 05, 2011, 10:18:15 PM
Concise, easy to follow and understand... I'll bookmark this in case I ever get my hands on a warez 3DS max. :)
good tut!!! :D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Titanoverlord on November 05, 2011, 10:50:17 PM
(http://i239.photobucket.com/albums/ff17/bucaro_2007/digimon/Calumon.jpg)
you made calumon have happy face  :af2:
all i need is 3dsmax 2010 to start importing hopfully i will find or else i will call an amberlamps


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: xX_TheTerror_Xx on November 06, 2011, 06:45:10 AM
could this work for 2012 cuz i cant find trail for 2010 or 2011 -.-


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: TokoyamiTheDark on November 06, 2011, 08:20:39 AM
Now I understand... but I just can't seem to T-stand my models! The showing vertices are so small in 3ds Max, it's almost impossible to see them, though they show big first, then become invisible even when the Edit Vertices button is clicked... And instead of moving, the models get deformed like a sheet of paper...

EDIT : Got it. My T-Stanced model. However, it gets messed up once in play, even after following the instructions, of course. It messes up in the same way as when I didn't rigged the bones correctly...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Jigiba on November 09, 2011, 05:40:53 PM
Would 3ds Max 2012 suffice..?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on November 10, 2011, 07:13:31 AM
Would 3ds Max 2012 suffice..?

as long as u have the correct dae plugin i think it should work


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Jigiba on November 10, 2011, 07:51:00 AM
as long as u have the correct dae plugin i think it should work

Yays, thanks :af:


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Tabuu Forte Akugun on November 10, 2011, 10:57:58 AM
I think I finally got my hands on 3DS max 2010, so I'm gonna give this a try once it's finished downloading. ;D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: TokoyamiTheDark on November 10, 2011, 01:40:22 PM
I think I finally got my hands on 3DS max 2010, so I'm gonna give this a try once it's finished downloading. ;D
And it works, honestly. For a few exeptions, though, but most can be fixed.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Bat Tom on November 10, 2011, 04:31:58 PM
Hnnnnnng. I get to the step where I have to weight the vertices to LeftArmJ, I press the 1 button like I'm supposed to, but when I select LeftArmJ and try to rotate it, only the skeleton moves. The model just stays in place ;-;


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Infernape on November 10, 2011, 06:35:31 PM
I Think you're god, practically today i was looking how to import models and you come with this, Thanks You So Much :D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Nuke on November 11, 2011, 10:03:01 PM
So did this die? Or?.....


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: TokoyamiTheDark on November 12, 2011, 04:34:29 AM
Could the 'Material Editing' step be added to the tutorial? I mean, the step AFTER importing the model into BrawlBox, the one where you edit Shadings and Materials, as this step is crucial to prevent the beeping of death from happening when a model is imported. I do have one model, but it seems I can't fix it because I don't know how...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: FF7Frieza on November 12, 2011, 06:21:00 AM
The .pac's and the .pcs's page wont work for me...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: alexhall on November 12, 2011, 08:29:54 AM
I'm having a problem when importing brawl characters .dae to 3ds max.

I export the model I want as a .dae, then I select "Import" in 3ds max and set the configurations as you can see in the pic:
(http://i484.photobucket.com/albums/rr207/alexjolfreezer/confdaeimport.png)

3ds max imports the model, shows me the usual error window, and when I close it, I encounter this:
(http://i484.photobucket.com/albums/rr207/alexjolfreezer/ganondaeimport.png)

The model is all buggered up and the skelleton doesn't show as it should: The right foot is always away from the rest of the model and such things.

I'm using 3DS max 2010, and afaik, the dae importer that comes with it works :/


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: ToddL on November 12, 2011, 10:25:31 AM
I haven't read this tutorial in detail, yet (as I'm waiting for part V to be complete), but I skimmed it and it looks amazingly detailed and well organized.  I'm very grateful that you've taken the time to write such an in-depth and easy for dummies (me!) to understand guide.  I tried to figure out the process on my own but my complete lack of experience with 3D modeling and its related software just left me with a headache...I'm very much looking forward to getting started with this after you're guide is completed and I understand the process properly. :)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on November 12, 2011, 01:03:49 PM
Okay, finally got both top N and Trans N rigged from zelda's bones over to Hinata's model.
I got a problem though.

Why won't 3DS Max let me give both X Rot N and Y Rot N 100% (absolute) control over all the vertexes in a selected polygon?

I have the two bones mentioned above rigged, and the Left Have N and Right Have N are rigged to move the Kunai polygons. But if my assumption is right the import won't work if X/Y rot N aren't rigged to control the entire model right?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: PAVGN on November 15, 2011, 05:54:52 PM
I get to this part of the tutorial:
Quote
- Now with your model selected, go drop down the modifier list again and this time scroll down and select Skin. This will add a Skin modifier to all your model.

2) Under the modifier settings, Click the Add button next to where it says Bones

But when I do this:
Quote
- A dialogue box should appear asking you to Select Bones. Go through and select ALL of the bones and then click Select.

None of the bones are listed. I somehow randomly managed to get It to work one time, but I [censored]ed something up later and had start over. Now I'm having this problem again.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Titanoverlord on November 16, 2011, 09:13:18 PM
I'm having a problem when importing brawl characters .dae to 3ds max.

I export the model I want as a .dae, then I select "Import" in 3ds max and set the configurations as you can see in the pic:
([url]http://i484.photobucket.com/albums/rr207/alexjolfreezer/confdaeimport.png[/url])

3ds max imports the model, shows me the usual error window, and when I close it, I encounter this:
([url]http://i484.photobucket.com/albums/rr207/alexjolfreezer/ganondaeimport.png[/url])

The model is all buggered up and the skelleton doesn't show as it should: The right foot is always away from the rest of the model and such things.

I'm using 3DS max 2010, and afaik, the dae importer that comes with it works :/


Delete the skin modifier on the mesh/poly and everything should snap into place.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on November 17, 2011, 03:54:44 PM
Is anyone going to finish this tutorial?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Beyond on November 17, 2011, 04:11:54 PM
Is anyone going to finish this tutorial?


When I get enough free time, like I had when I started the tutorial, I'll finish it.

I've been too busy to devote the time needed to finish it. Maybe this weekend if I have nothing better to do.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on November 17, 2011, 04:19:08 PM
Okay, I was just asking xD

I mean, I'm just about finished rigging soo....lol
*can't wait to see this finish*

and I mean figuratively
Thankfully I'll have BJ's confusing tutorial for now. *shrug*


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Teinchi23 on November 17, 2011, 05:40:21 PM
Hey Beyond. I have a problem. When I imported the brawlbox model I did everything u said but there's an error that says "Unable to parse xml/dae file" and "Unable to find weight or jointIds for controller". :(


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on November 17, 2011, 05:46:14 PM
did you rig every bone in the model to at least something?

I'm using zelda's L Armor N and Right Armor N for the two kunai and having their neutral (T pose) position inside the pouch. The Left and Right armor bones aren't rigged to the shoulders anymore, so I have to think of somethin clever.... *shrug*


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Beyond on November 17, 2011, 05:53:28 PM
Hey Beyond. I have a problem. When I imported the brawlbox model I did everything u said but there's an error that says "Unable to parse xml/dae file" and "Unable to find weight or jointIds for controller". :(


Are you using the correct .dae exporting plugin?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: PAVGN on November 17, 2011, 06:01:20 PM
Beyond, can you help me with my problem?
I get to this part of the tutorial:
Quote
- Now with your model selected, go drop down the modifier list again and this time scroll down and select Skin. This will add a Skin modifier to all your model.

2) Under the modifier settings, Click the Add button next to where it says Bones

But when I do this:
Quote
- A dialogue box should appear asking you to Select Bones. Go through and select ALL of the bones and then click Select.

None of the bones are listed. I somehow randomly managed to get It to work one time, but I [censored]ed something up later and had start over. Now I'm having this problem again.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Beyond on November 17, 2011, 06:10:49 PM
Beyond, can you help me with my problem?
But when I do this:
None of the bones are listed. I somehow randomly managed to get It to work one time, but I [censored]ed something up later and had start over. Now I'm having this problem again.



Make sure that you just have the model selected before you add the Skin modifier, if the bones are selected too they won't show up on the list.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: PAVGN on November 17, 2011, 06:13:26 PM


Make sure that you just have the model selected before you add the Skin modifier, if the bones are selected too they won't show up on the list.

Ah, no wonder It wasn't working for me. Thanks. I hope this works.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Teinchi23 on November 18, 2011, 07:46:42 AM


Are you using the correct .dae exporting plugin?
I believe so.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Nasca Corp on November 19, 2011, 01:39:24 PM
Beyond!!!!!!!!! Huurrra!!!!!!!!!!!!!!!!!!!!!!!!! :D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Teinchi23 on November 20, 2011, 09:51:40 AM
did you rig every bone in the model to at least something?

I'm using zelda's L Armor N and Right Armor N for the two kunai and having their neutral (T pose) position inside the pouch. The Left and Right armor bones aren't rigged to the shoulders anymore, so I have to think of somethin clever.... *shrug*
What do u mean?!


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on November 20, 2011, 12:42:24 PM
What do u mean?!

I mean those two useless bones in Zelda's shoulders that only animate the armor parts in her model. Those bones

I found something useful to rig them to (I have the Left and Right Have N rigged to their respective hand polygons but not weighted to any vertexes) which is Hinata's Kunai so I can animate them/use them in psa.

Hinata's shoulders don't need two useless bones to be animated, so I found something to use them for. If your character has useless bones, either don't rig them or remove them.
It's that simple, or you can be clever and find a use for those unneded bones like I did.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on November 20, 2011, 01:44:11 PM
I mean those two useless bones in Zelda's shoulders that only animate the armor parts in her model. Those bones

I found something useful to rig them to (I have the Left and Right Have N rigged to their respective hand polygons but not weighted to any vertexes) which is Hinata's Kunai so I can animate them/use them in psa.

Hinata's shoulders don't need two useless bones to be animated, so I found something to use them for. If your character has useless bones, either don't rig them or remove them.
It's that simple, or you can be clever and find a use for those unneded bones like I did.

dont dlete bones or it wont be wifi safe anymore


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on November 20, 2011, 01:55:41 PM
dont dlete bones or it wont be wifi safe anymore

Oh...

Then I am glad I decided to not rig the rest of zelda's skirt then.

just the first bone in each little limb was good enough for Hinata's jacket =3

God, I really want a USB hard drive so I can rip me a Skyward Sword ISO with GUI exploorer D:

Why

Because Link and Zelda....that's why :D
Oh and the king....who looks suspiciously like the king of red lions in this game...
interesting.....


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SuperBarrio on November 20, 2011, 04:02:10 PM
As somebody who needs every silly little technical little detail clearly pointed out to me, I have to say thank you! Such a guide will save me a lot of pain and fustration in the future.

 And don't feel the need to rush! I have lots to do at the moment so can not give model importing a go for a while. (And obviouly I am the only person in the world that wants to. :|)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Teinchi23 on November 20, 2011, 09:00:37 PM
I mean those two useless bones in Zelda's shoulders that only animate the armor parts in her model. Those bones

I found something useful to rig them to (I have the Left and Right Have N rigged to their respective hand polygons but not weighted to any vertexes) which is Hinata's Kunai so I can animate them/use them in psa.

Hinata's shoulders don't need two useless bones to be animated, so I found something to use them for. If your character has useless bones, either don't rig them or remove them.
It's that simple, or you can be clever and find a use for those unneded bones like I did.
So your saying I have to edit the model before I export it as a .DAE?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: alexhall on December 02, 2011, 04:03:24 PM
Why isn't this tutorial finished yet?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on December 02, 2011, 05:49:48 PM
Why isn't this tutorial finished yet?

When I get enough free time, like I had when I started the tutorial, I'll finish it.

I've been too busy to devote the time needed to finish it.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Gamidame on December 06, 2011, 11:18:22 PM
does this work on a non .obj file... like a .max?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on December 07, 2011, 12:47:46 AM
does this work on a non .obj file... like a .max?

of course, since u use 3ds max to export it as a DAE


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: PAVGN on December 10, 2011, 05:06:04 PM
Why do people keep asking about file formats? It doesn't matter what format the file is in once you get It into 3DS Max. :srs:


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lion on December 11, 2011, 03:56:19 PM
(http://i.imgur.com/SBxWN.jpg)

Any ideas about how fix it?

i tried using the collada version of the main thread, i updated Collada to 2011 version but it doesnt work also, im sure i put the correct options before importing

I think is because im using 3dmax 2010...

This bug doesnt affect the bones but i want to do some stuff in Falcon

also if someone can... a .max file of Falcon will be a great help


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Gamma Ridley on December 11, 2011, 04:01:45 PM
Did you obtain the DAE using AiS? If so, try using the DAE exporter that BrawlBox v0.65 has. Those DAE files import into MAX properly.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lion on December 11, 2011, 11:43:13 PM
When i do it with the brawlbox exported Dae the model doesnt appear and some bones are removed


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lion on December 12, 2011, 10:45:00 AM
(http://i.imgur.com/WXhl5.jpg) :S

Im going to redownload brawlbox, maybe thats the problem

Edit: Nope


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: DevMasters on December 12, 2011, 04:33:55 PM
I'm having a big issue with rigging the legs on a character and was wondering if you had any good tips on how to get the right vertices for each leg so that there will be no straching on the model?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on December 13, 2011, 08:36:40 AM
[BIG MESS IMAGE]:S

Im going to redownload brawlbox, maybe thats the problem

Edit: Nope

i have the same problem with brawl models... but in 3ds max 8 ever since i downloaded that plugin >.<


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: alexhall on December 15, 2011, 04:46:25 AM
I'm having a problem when importing brawl characters .dae to 3ds max.

I export the model I want as a .dae, then I select "Import" in 3ds max and set the configurations as you can see in the pic:
([url]http://i484.photobucket.com/albums/rr207/alexjolfreezer/confdaeimport.png[/url])

3ds max imports the model, shows me the usual error window, and when I close it, I encounter this:
([url]http://i484.photobucket.com/albums/rr207/alexjolfreezer/ganondaeimport.png[/url])

The model is all buggered up and the skelleton doesn't show as it should: The right foot is always away from the rest of the model and such things.

I'm using 3DS max 2010, and afaik, the dae importer that comes with it works :/


This is the result I have when importing a DAE exported in brawlbox 0.65, so that doesn't work for either Lion or me :/


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: ToddL on December 29, 2011, 07:30:59 PM
What's the best guide to follow to fill in the missing steps at the end of this tutorial?  Where do I go to learn how to get the model I rigged here into Brawl?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Gamidame on January 01, 2012, 01:43:38 PM
This is the result I have when importing a DAE exported in brawlbox 0.65, so that doesn't work for either Lion or me :/
why dont you try just using AiS?
indeed, exporting the .dae from brawlbox never works for me, so I always use AiS


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Kanine on January 02, 2012, 06:18:12 PM
Hey im trying to import a asbel from tales of graces on the wii model over marth, but when i go and delete the polygons his bones get deleted aswell, so i thought it may be just a mess up so i imported the asbel model, which came out looking like it was missing pieces.. maybe ill post pics later but how do i fix this if you know. btw when i mean missing pieces i mean no textures ( colors & looks etc.) and missing his legs.. face..


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: RuKeN on January 03, 2012, 08:49:36 AM
good tutorial ^^

thanks for your work!

do you think continue with its?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lecapria on January 03, 2012, 06:52:34 PM
 im following trhe rigging instructions, but the vertecies still dont follow the bone as if the rigging didnt work


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 04, 2012, 05:40:48 AM
im following trhe rigging instructions, but the vertecies still dont follow the bone as if the rigging didnt work

try clicking on the previous edit mesh modifier, and select all vertices, now go back to ur skin and see if it worked... sometimes this happens and sometime this does the clue...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lecapria on January 04, 2012, 07:39:41 AM
-.- now its taking zerosuits front hair and all polygons associated with the eyes and put them at her feet


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 04, 2012, 11:26:18 AM
-.- now its taking zerosuits front hair and all polygons associated with the eyes and put them at her feet

then just fix the rig... at least its reacting, right?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: thappyface16 on January 05, 2012, 08:45:26 AM
try clicking on the previous edit mesh modifier, and select all vertices, now go back to ur skin and see if it worked... sometimes this happens and sometime this does the clue...
I'm still a noob at this, and I'm having the same problem. Doing that didn't help, unless I'm doing it wrong. Any way you could post a pic showing where to do this?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 05, 2012, 10:06:09 AM
u probably have editted the model before starting the rig, right? so there should be a edit mesh/poly modifier right BELOW the SKIN modifier...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lecapria on January 05, 2012, 10:13:25 AM
im getting that the edit poly and the skin have the polygons in different places TTnTT and for one of them, it doesnt matter where i move them, they move back automatically. when i move the OTHER ones to fit the first ones, i get this
(http://i29.photobucket.com/albums/c254/Chippy_0_o/colette.png)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lecapria on January 05, 2012, 10:14:47 AM
Hey im trying to import a asbel from tales of graces on the wii model over marth, but when i go and delete the polygons his bones get deleted aswell, so i thought it may be just a mess up so i imported the asbel model, which came out looking like it was missing pieces.. maybe ill post pics later but how do i fix this if you know. btw when i mean missing pieces i mean no textures ( colors & looks etc.) and missing his legs.. face..
i noticed this too. delete all but ONE poly, import your model, THEN delete that last one. that seems to work for me


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: thappyface16 on January 05, 2012, 04:14:20 PM
u probably have editted the model before starting the rig, right? so there should be a edit mesh/poly modifier right BELOW the SKIN modifier...
Okay, so I am doing it right, but it's not working. I selected the three objects that make up my model, added a skin modifier, then added all the bones to it, so they show up in the column on the right. Doing that should make the bones follow the model when I rotate it, correct?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on January 05, 2012, 08:07:53 PM
Umm...I did everything like in BJ's Tutorial...and got this error...

(http://i41.tinypic.com/m74377.jpg)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 06, 2012, 09:23:51 AM
u probably didnt need it, or used it on already separated objects...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on January 06, 2012, 09:31:36 AM
u probably didnt need it, or used it on already separated objects...

Nah, I figured it out, I had to change the Max ID's in the scripts dialogue to 1
Because the model only had one texture you see :)
Gonna try and do a quick import in BB to see if everything checks out :D


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 06, 2012, 09:35:01 AM
thats what i said, if it only as one texture u dont need to separate the model... unless u want to make some stuff react in special ways to some bones


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on January 06, 2012, 09:43:37 AM
thats what i said, if it only as one texture u dont need to separate the model... unless u want to make some stuff react in special ways to some bones

Yeah I do I want it to follow the bones exactly how I rig them in 3DS Max.
I have gotten pretty good at rigging legs from doing them over and over, it looks like a normal persons leg bending or close to it.

Also, when I Export, I export it as an autodeskCollada file right?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 06, 2012, 09:47:12 AM
what i mean is, u only need separate objects if u want them to use visibility bones, like facial expressions and some weapons, like peach' or ness'...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: MasamuneMarth on January 10, 2012, 07:54:10 AM
i have a question. how come you never tell us how to bring the model back into BrawlBox? i tried exporting the rigged model and got a whole bunch of errors and then tried to import back to the character and got more errors and so it didn't work.

please tell us how to import the completed rigged model back into BrawlBox already, please?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 10, 2012, 08:26:22 AM
i have a question. how come you never tell us how to bring the model back into BrawlBox? i tried exporting the rigged model and got a whole bunch of errors and then tried to import back to the character and got more errors and so it didn't work.

please tell us how to import the completed rigged model back into BrawlBox already, please?

of u did it right, just export as dae and import with brawlbox... seriously it isnt that hard...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on January 10, 2012, 08:49:00 AM
of u did it right, just export as dae and import with brawlbox... seriously it isnt that hard...

^ This, if I can do it, then pretty much anyone can do it >_>


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: DannyDirnt on January 11, 2012, 07:28:21 AM
Hi! I'm following this tutorial.I saw the link for the FBX plugin you put in your tutorial is only for older versions.Here (http://usa.autodesk.com/adsk/servlet/pc/item?id=10775855&siteID=123112)'s a link for 2010-2012 versions.

And I'm having a problem.I followed all the steps,even the config one in 3DS Max,and when I import Pikachu's or Yoshi's model into 3DS Max the model does not show,onli like the bones,but don't form the character's shape...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Master Gawain on January 11, 2012, 10:08:16 AM
I hope beyond gets some free time he can dedicate to finishing this topic soon... im such a noob.
everytime i export as collada dae, it shows all this stuff like "Null Not Supported By Collada, (Bone) Will Lose Its Geometric Information. Node transformations will be saved"
:af: Wonderful!!!


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lecapria on January 11, 2012, 03:04:53 PM
 my models are rigged fine in 3dsmax, and look fine, they import fine, but in brawlbox some of the polygons move down the the bottom of the model :srs: what do


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Kai Vincent on January 13, 2012, 01:19:11 AM
excuse me. I tried to import Ike's .DAE and all I get is a ball of bones all together into a tiny deform watdahelisdat. And his blade is long way from him. Know how to fix it? I'm using 3DS Max 2011 with the 2011.1 plugin that came with it. no more, no less. I dunno whattodo. Happens with Marth as well :|


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SSJ Is Clueless! on January 14, 2012, 01:26:13 PM
i have problem im trying to delete the polygons of toonlink but when i press delete nothing happens


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: the98pika on January 14, 2012, 04:56:43 PM
I saved FitDonkey00.pcs as a .dae file in brawlbox.
I opened up 3ds max 2010 and clicked import, i got to the import settings.
these are my settings:

(http://i42.tinypic.com/wkgrkn.png)
(http://i41.tinypic.com/xfqmhz.jpg)
(http://i39.tinypic.com/ifnblf.png)

I hit OK and i got this error then i hit ok and it closed 3ds max:
(http://i41.tinypic.com/296d5p4.png)

Why is it doing that?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Don Jon Bravo on January 14, 2012, 05:11:14 PM
^i dont think that is the 2010 fbx plugin


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: the98pika on January 14, 2012, 05:30:32 PM
^i dont think that is the 2010 fbx plugin
Oh its a 2009 fbx plug-in...But i'm using 3ds max 2010 i don't think i can install just a 2010 fbx plug-in :/


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Ikuto on January 14, 2012, 06:13:54 PM
which one do i download? http://www.mediafire.com/?cbw28bhf3r75p


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: the98pika on January 14, 2012, 06:23:36 PM
which one do i download? [url]http://www.mediafire.com/?cbw28bhf3r75p[/url]

Brawlbox v0.65b (Update 4) is the latest version so download that.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Don Jon Bravo on January 14, 2012, 11:06:02 PM
Oh its a 2009 fbx plug-in...But i'm using 3ds max 2010 i don't think i can install just a 2010 fbx plug-in :/
why not?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Pikawil on January 15, 2012, 07:17:30 AM
So my first attempts at importing rigged .dae models into BrawlBox always end up crashing the game. I assume there's another step afterwards not covered in the tutorial yet, like material editing or something? If it's any clue to my situation, my .pac files after importing blow up to around 3-4 MBs...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 15, 2012, 11:47:21 AM
So my first attempts at importing rigged .dae models into BrawlBox always end up crashing the game. I assume there's another step afterwards not covered in the tutorial yet, like material editing or something? If it's any clue to my situation, my .pac files after importing blow up to around 3-4 MBs...

ur model must be too high-poly, and ur textures too high res...
once its in brawlbox with a character's boneset, its fully playable, it just doesnt have metal and takes some weird colours in some stages


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Pikawil on January 15, 2012, 02:09:04 PM
Ah, that helped tons! I didn't know there was a poly limit in Brawl... Guess that restricts my potential choices of models to import if there isn't a way to cut down the number of polys. Thanks, mate.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on January 15, 2012, 02:16:50 PM
Ah, that helped tons! I didn't know there was a poly limit in Brawl... Guess that restricts my potential choices of models to import if there isn't a way to cut down the number of polys. Thanks, mate.

If you want to cut down poly count, use the ProOptimizer modifier on the mesh.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Don Jon Bravo on January 15, 2012, 02:45:25 PM
Will this ProOptimizer work vice versa. hence giving you more polys or vertices?
ill check it out when i have time if unknown


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: DannyDirnt on January 15, 2012, 02:58:43 PM
.dae's import for me in 3DS Max 2010 with FBX plugin like a cross of bones only,how do I fix that?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on January 15, 2012, 04:00:59 PM
Will this ProOptimizer work vice versa. hence giving you more polys or vertices?
ill check it out when i have time if unknown

It only reduces. Turbosmooth gives you more vertices.
You should always use Unify Normals under the Edit Normals modifier on all the vertices after you reduce/increase vertex count too.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Infernape on January 15, 2012, 06:41:36 PM
Oh its a 2009 fbx plug-in...But i'm using 3ds max 2010 i don't think i can install just a 2010 fbx plug-in :/
Yes you can install 2010,2011 or 2012 FBX plug-in might resolve your problem


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Psycho Philia on January 22, 2012, 12:16:54 PM
I have a little question that is a bit idiot, but as I prefer being sure, I prefer asking it...

You said this tutorial is done for 3ds max 2010 and 2011, do you mean that you can't apply it with 3ds max 8 or 3ds max 2012? These are the only versions I have right now. (3ds max 2012 is not installed yet though)


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 22, 2012, 04:26:38 PM
i think u cant import it into brawlbox with other versions, but im not sure


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: ToddL on January 22, 2012, 06:39:31 PM
Alright, fine, I'll do it without the final step of the tutorial...You seem pretty confidant it's nothing special to figure out, JokeKid, but then immediately after that a bunch of people posted about how they couldn't figure it out and they weren't replied to.  Maybe they just suck? (maybe I suck, too)  I guess it's time to find out.
I feel pretty silly that I waited all this time for nothing, though.  If the final step really is so simple it should also be pretty simple to type up the tutorial for it.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: KeiroStarr on January 23, 2012, 10:32:26 AM
Quick question, if I lack the monetary amount to get 3DS Max, will Blender work just as well?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on January 26, 2012, 07:53:32 AM
Quick question, if I lack the monetary amount to get 3DS Max, will Blender work just as well?
no


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SwingSet on January 31, 2012, 03:34:52 PM
I have the 2010 version of 3DS max but this is where it all went wrong

(http://img33.imageshack.us/img33/5086/startoh.png)
It's VERY different from the 3DS max version your using in the tutorial, and im guessing i used the same settings
(http://img714.imageshack.us/img714/8786/errorozx.png)
then i got this error


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SSJ Is Clueless! on January 31, 2012, 03:51:25 PM
thats what i got once i dont remember what the problem was but i will find it

EDIT:look at this thread

http://forums.kc-mm.com/index.php?topic=38879.0

this is what nanobuds sent me and it wored so thank him


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: ToddL on February 01, 2012, 02:02:59 AM
When I import my brawl model (that I extracted from FitSnake00.pac) I get an error message that reads: "An error has occurred and the application will now close.  No scene changes have occurred since your last save."

I've double and triple checked that my import settings are the same as the ones pictured and I've tried getting a different character model but I still experience the same error.  I am able to import an .OBJ file without any complication.
Any idea what my problem might be?



EDIT: Well now I look stupid, don't I?  Disregard this whole thing (assuming the solution given directly above works).  In my defense I did read through the first 4 pages of the thread, I just gave up too soon, obviously.
My apologies.


EDIT2: Yup, I'm dumb.  It's working now.    Thanks to mister Nanobuds and Gogeta.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SSJ Is Clueless! on February 01, 2012, 07:49:27 AM
I have the 2010 version of 3DS max but this is where it all went wrong  
([url]http://img33.imageshack.us/img33/5086/startoh.png[/url])
It's VERY different from the 3DS max version your using in the tutorial, and im guessing i used the same settings
([url]http://img714.imageshack.us/img714/8786/errorozx.png[/url])
then i got this error

is it the same as this guys


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: ToddL on February 01, 2012, 04:11:25 PM
Yeah, it's the same and I got it working.  Thank you :)

I have a new (maybe less stupid) question now, though.  What is the difference between the two shoulder bones (LShoulderN and LShoulderJ)?  They appear to be quite close to one another and I can't see why both would be needed.  Should I just weight the vertices entirely to one of them and them remove all influence from the other one?


EDIT: Also, when I'm editing the the envelopes and I make the model partially transparent with alt+x it switches sporadically between being partially transparent and being opaque grayscale. What?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on February 01, 2012, 06:49:35 PM
Yeah, it's the same and I got it working.  Thank you :)

I have a new (maybe less stupid) question now, though.  What is the difference between the two shoulder bones (LShoulderN and LShoulderJ)?  They appear to be quite close to one another and I can't see why both would be needed.  Should I just weight the vertices entirely to one of them and them remove all influence from the other one?

Think rigging it like your actual bone structure. When you're not sure of how to rig something for a character, try moving your own body and watch how it moves.
You can move your shoulder bone around seperately from your entire upper arm, so that's how you should rig it.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on February 01, 2012, 08:25:11 PM
Think rigging it like your actual bone structure. When you're not sure of how to rig something for a character, try moving your own body and watch how it moves.
You can move your shoulder bone around seperately from your entire upper arm, so that's how you should rig it.

^This, best rigging advice ever for a humanoid character.

Another tip, think of the L or R shoulder N bones as the left and right Collar bones
That's how I look at it/rig it and it seems to do just fine like that =3


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: ToddL on February 01, 2012, 10:24:23 PM
of u did it right, just export as dae and import with brawlbox... seriously it isnt that hard...
So if I did this and BrawlBox crashes on import that means I messed up somewhere in the rigging process?  Should I just start from scratch, then, or... =/
I don't mind doing the work over again but I'm afraid if I do so without knowing what I did wrong I may repeat the mistake.  I didn't rig the whole model, yet, if that makes a difference.  I rigged both the arms and head and then noticed that many of the vertices were already automatically weighted to appropriate bones--I noticed of course that the weighting was poorly done and I'll need to touch it up but I was just curious to see how it would look in game, as is.  Would doing this somehow cause a crashing problem in BB?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Changeling on February 02, 2012, 08:44:00 PM
3DSMax 2012 works with this method, you just need an old version of the FBX converter (2010 version).


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on February 05, 2012, 06:25:33 PM
Okay I imported Krystal into brawl perfectly, and she animates fine with fox and marth's animations.

But even though her model and fox's model have a trans N index of 8, I'm STILL getting the stinking snap back glitch, both when walking and running. :/
Jumping oddly seems to work just fine....

I still have a lot of touching up to do with the rig, but I would seriously like to have this glitch fixed before the beta release. T_T


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: ToddL on February 06, 2012, 02:25:06 PM
3DSMax 2012 works with this method, you just need an old version of the FBX converter (2010 version).
I'm not using 2012 I'm using 2011.  I do have the 2010 FBX converter and as far as I can tell it is properly installed and working.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Enigmatic on February 11, 2012, 12:47:38 AM
Any plans for finishing this in the near future? I don't mean to be a bother, but it has not been updated in quite a while.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 11, 2012, 09:20:55 AM
beyond has been quiete inactive lately...


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Lecapria on February 16, 2012, 08:24:20 PM

 *facepalm*  i havent been able to import anything at all. its frustrating because i start trying ot, hit a huge problem in 3ds max, and when i ask for help i get ignored. then other ppl come out with the exact same import i was trying to do. . .


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: TheLordKhon on February 18, 2012, 12:30:07 PM
well i don't know why but each time i import things,it look like paper in 3ds max

Edit : here a pic
(http://img706.imageshack.us/img706/6541/bugdpl.jpg) (http://imageshack.us/photo/my-images/706/bugdpl.jpg/)



Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on February 19, 2012, 05:47:34 AM
lol, whats it supposed to be?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: TheLordKhon on February 19, 2012, 01:54:49 PM
lol, whats it supposed to be?
mii bowser's head part of m&s london


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: FallenKing on February 20, 2012, 09:05:43 PM
So, what do we do where the guide leaves off? How do we actually get our import into Brawl?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlackJax96 on February 20, 2012, 09:07:43 PM
I'm gonna post a new thread with the finished tutorial soon.
Just a heads up.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: FallenKing on February 20, 2012, 09:18:14 PM
Sweet, I'm looking forward to it.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Razanak7 on February 23, 2012, 08:48:02 AM
Hopefully someone can figure this out, because I've got nothin'.

I read the part about certain models not importing right, but there's nothing about how to fix it. Both of the ones I tried show up as just the bone structure, and that was only before getting FBX. Now it does this.

(http://i322.photobucket.com/albums/nn422/Razanak7/untitled-5.jpg)

It says that for every single bone, and something else for polygons, but it's pretty much the same thing. There's also no explanation for exporting as OBJ, or the necessary settings for the subsequent import. Both of the models I'm trying to work with don't show up, and there's no explanation for that either, other than needing some plugin that isn't specified, and the tech-illiterates like myself have no idea what to look for.

I have a lot of respect for you, Beyond. I mean that, and I realize that finishing something can be held up. But it's... frustrating, to wait so long to do something, but getting shut down almost immediately.

Edit: Turns out none of the models work. Either that or I have the worst luck, which is much more likely.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SonicBrawler on February 23, 2012, 08:49:42 AM
i didnt knwo so many ppl would have trouble. later today i will stream me rigigng a mdoel so ppl can see waht they are doing wrong.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: DoctorFlux(Mariodk) on February 23, 2012, 08:51:15 AM
well i don't know why but each time i import things,it look like paper in 3ds max Edit : here a pic
([url]http://img706.imageshack.us/img706/6541/bugdpl.jpg[/url]) ([url]http://imageshack.us/photo/my-images/706/bugdpl.jpg/[/url])
getting same problem then i import a model from brawlbox to 3ds max and tried with afew versions of FBX exporter/importer and both 3ds 2010/2011
still the same


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Naruto200Man on February 23, 2012, 09:01:44 AM
You guys are importing .dae's as AUTODESK colada...right....?
No clue about the .obj's since I never had trouble getting those into my max.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 17, 2012, 10:36:01 PM
I know this is a bump, but I can't seem to get these steps to work properly. Right up to the point where I import the model over the first one (after deleting the polygons), and resizing the model to match the bones. The problem is, there are two sets of bones when there should be one (as I'm trying to swap one Brawl character model over another), while keeping the original bones in tact. Both are .dae files...am I doing something wrong, or is there a decent program I can use to rip models from games?

I would use DX Ripper, but Dolphin will not load when I use it.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: FallenKing on March 18, 2012, 12:41:11 AM
You're right, the imported model from the non-Brawl game shouldn't have any bones. Only the brawl character's bones should be in 3DS Max. I had this problem, and I realized the model I was importing was a .smd file. You need to import the .obj file, which only has the polygons and no bones. If you can't find a .obj file, you probably downloaded a badly ripped model. Find a new one, or work on something else.

As for ripping models, I've never done it but I was told that Wiiscrubber works pretty easily. Also, post on Blackjack's topic as it's the exact same thing as this one, but updated.


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 18, 2012, 02:39:23 AM
take this to the new thread guys... this one is outdated, can a mod lock this thread??


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: the_randomizer on March 18, 2012, 09:46:51 AM
What new thread?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: BlueBrain on March 18, 2012, 10:58:11 AM
>.<
its next to this one, its made by blackjax, its the same as this one, but completer, an ACTUALLY in progress


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: SKITZOx916 on June 23, 2013, 08:24:44 PM
Is the section 'Part V: Getting Your Model Into Brawl' ever going to be completed or has this been abandoned?


Title: Re: Character Model Importing for Dummies (Under Construction)
Post by: Noctua on July 01, 2013, 01:31:53 PM
Is the section 'Part V: Getting Your Model Into Brawl' ever going to be completed or has this been abandoned?

The newer, finished guide is here: http://forums.kc-mm.com/index.php?topic=41996.0 (http://forums.kc-mm.com/index.php?topic=41996.0)