Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Model Imports => Topic started by: shock44 on November 09, 2011, 10:51:55 PM



Title: Shock's Model Imports, Edward Elric is getting a better model and rig soon!
Post by: shock44 on November 09, 2011, 10:51:55 PM
Alright here's my thread on my model imports that I will show the progress of and release when finished.

If anyone wants to they can help me out with rigging, model finding, model fixing, psa, animations, anything that will make the hacks better.

Currently working on: Klonoa over Donkey Kong which hasn't had enough progress to show a preview. And don't worry there's a good reason for me putting him on Donkey Kong, you'll see when I get it to work ;)

(http://i42.tinypic.com/33o5j6r.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23716)

Releases

Shadow Sonic Adventure 2 high poly model
(http://i39.tinypic.com/68hc.png)
Once I saw the Shadow import of the Shadow Sonic '06 model I worked really hard to finish my own Shadow import. I made this model for Gmod at first and planned on using it sometime later but when I saw the Shadow import I decided to finally use it. This model is the Mario and Sonic Olymbic Games model of Shadow drastically modified to look like the Sonic Adventure 2 model. I even used the same textures for the fur and the eyes. I was also able to use Sonic's ball to work like it should when he spins into one. I hope you all like it!
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23716

Previews:

Edward Elric
(http://i39.tinypic.com/23hosgl.png)

Strong Bad over Wario
(http://i42.tinypic.com/k12gaw.jpg)
(http://i44.tinypic.com/2cpuux2.jpg)
(http://i40.tinypic.com/33072ah.jpg)
Things to fix: Need to add outline which I was too lazy to do at first
Shrink down to proper size
fix lighting problems

Stinkoman over Luigi
(http://i39.tinypic.com/2jfgdnc.jpg)
(http://i40.tinypic.com/j5clew.jpg)
Things to fix: Need to add outline
make the character the right size
fix a few rigging problems
fix lighting problems

List of characters I am going to do:

Homestar Runner Characters:
Homestar Runner over Mario
Strong Bad over Wario
Strong Mad over ?
Strong Sad over ?
PomPom over Dedede
The Cheat over ?
Bubs over ?
Coach Z over ?
Senor Cardgage over ?
Dangeresque 1 and 2 probably over Falco and Fox not sure though
Stinkoman over Luigi
King of Town over ?
Poopsmith over ?
Marzipan over Peach
Trogdor over Charizard
Klonoa over Donkey Kong
Razputin over Ness
Lili over Lucas
Agent Nein over maybe Snake
Milla Vodello over Zelda

Characters that people can do before me that I may still do:
Edward Elric over Marth
Roy Mustang over Snake maybe
Envy over ?
Raichu over Pikachu
Black Star with Masamune's Uncanny Sword Mode over Marth
Genie from Kingdom Hearts 2 over ?
Sam over ?
Max over ?
(Sam and Max Freelance Police if you couldn't figure that out)
Knuckles over Captain Falcon
I might do these if they work and I can get permission from the creator: Invader Zim Gmod models

Let me know what you guys think.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: DSX8 on November 10, 2011, 12:22:10 AM
use the newest updated BB to fix the characters lighting and shaders


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: Christian_CAO on November 10, 2011, 09:54:15 AM
 :happy: Klonoa over DK!?

Sounds crazy cool...

My guess... Are you planning on making use of DK's Giant Monkey arms of death and rig Klonoa's huge ears to them?


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 10, 2011, 09:56:51 AM
use the newest updated BB to fix the characters lighting and shaders
Alright, I thought that using the Material Tool that Mewtwo 2000 posted might help but maybe not.
:happy: Klonoa over DK!?

Sounds crazy cool...

My guess... Are you planning on making use of DK's Giant Monkey arms of death and rig Klonoa's huge ears to them?
Actually, no but you're close to why I'm using DK. Also I wasn't the one who decided on using DK it was someone in the Klonoa team because of a special aspect that he has.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: GBC on November 10, 2011, 09:38:18 PM
I cant ser klonoa over dk working at all...and i dhould know because it was difficult finding someone for klonoa to go over...

1) you may get the hair/ears to rig over dk but remember the actual arms klonoa has will be static due to lack of bones..which is worse than klonoa having static hair

2) the porportions would be off

3)dk has a worser voice than lucarios man voice

4) will move to awkward

im not trolling or anything in that matter just curious on whether thisll be a import or another psa? If another psa then theyll have to add another set of arm bones..which will be difficult


Ps when will you make another brawl hack review?? I miss those :)


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: Spex130 on November 10, 2011, 10:51:51 PM
  Also I wasn't the one who decided on using DK it was someone in the Klonoa team because of a special aspect that he has.

It's the ability to grab and carry, isn't it?


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 10, 2011, 11:09:17 PM
I cant ser klonoa over dk working at all...and i dhould know because it was difficult finding someone for klonoa to go over...

1) you may get the hair/ears to rig over dk but remember the actual arms klonoa has will be static due to lack of bones..which is worse than klonoa having static hair

2) the porportions would be off

3)dk has a worser voice than lucarios man voice

4) will move to awkward

im not trolling or anything in that matter just curious on whether thisll be a import or another psa? If another psa then theyll have to add another set of arm bones..which will be difficult


Ps when will you make another brawl hack review?? I miss those :)

Okay the thing is, I'm not going to use Donkey Kong's animations. I'm going to try and change DK's bones to match Klonoa's old bones from his game and then just use the animations from our old project. If that doesn't work then I'll just have to size the bones to Lucas or Mario probably. Because I know that it would not work at all for Donkey Kong's animations. We're planning on making this a new revamped psa.

And yes I really want to make a new brawl hack review I've just had trouble with school getting in the way of it and trying to get myself to actually set everything up for the review. I'm going to try really hard to get my review out by either tomorrow or Saturday.

It's the ability to grab and carry, isn't it?
Ding ding ding! You nailed it! We want Klonoa to have the ability to carry people around with his ring like he does in the games. Good job figuring that out.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: Spex130 on November 11, 2011, 07:54:47 AM
Hey! Here's an idea!

Why don't you take the bones the original Klonoa had, then just add Dummy bones in 3DS Max until he has enough to replace DK?

I was just thinking about this. Wouldn't it be simpler to do that instead of rigging DK's bones to a new model?


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 12, 2011, 09:43:21 PM
Hey! Here's an idea!

Why don't you take the bones the original Klonoa had, then just add Dummy bones in 3DS Max until he has enough to replace DK?

I was just thinking about this. Wouldn't it be simpler to do that instead of rigging DK's bones to a new model?

I tried using Klonoa's boneset that he already has and it didn't work when I exported and reimported it. I'll try again but I don't think it works sadly.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: Spex130 on November 12, 2011, 10:35:53 PM
Did you use the newest update of BB.65?

A before the update DAEs exported from BB didn't export right. In fact, I'm pretty sure you couldn't even import them back into BB after direct BB export.

Also, I think the newest update allowed for editing of more types of MDL0, although that could just be me thinking that......


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 12, 2011, 11:00:30 PM
Did you use the newest update of BB.65?

A before the update DAEs exported from BB didn't export right. In fact, I'm pretty sure you couldn't even import them back into BB after direct BB export.

Also, I think the newest update allowed for editing of more types of MDL0, although that could just be me thinking that......


I'll try out the new version.

Also, I have a surprise for you all. Once I saw the Shadow import of the Shadow Sonic '06 model I worked really hard to finish my own Shadow import. I made this model for Gmod at first and planned on using it sometime later but when I saw the Shadow import I decided to finally use it. This model is the Mario and Sonic Olymbic Games model of Shadow drastically modified to look like the Sonic Adventure 2 model. I even used the same textures for the fur and the eyes. I hope you all like it! I will release it but I want to know something first that would make this import even better. Is it possible to keep Sonic's ball polygon in the model data and remove the rest of Sonic's body and put Shadow on top of it? Because I tried putting Shadow in with the ball on him in the same spot and rigged to the SphereM bone and it didn't work the same it would just stay on screen all the time. I heard that it is a PSA thing. So is there any way to get the ball to work so that when Shadow goes into a ball he won't turn invisible? Thank you.
(http://i39.tinypic.com/68hc.png)


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: lithium on November 12, 2011, 11:15:30 PM
wow great job with that sab2 shadow but i vote you do riachu he is long over due


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: GBC on November 12, 2011, 11:17:48 PM
are you planning on doing conker still? if not can i make him?


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 12, 2011, 11:22:09 PM
are you planning on doing conker still? if not can i make him?
Go for it, cuz I probably won't get to doing that for awhile. I would do Conker if I could figure out why the textures don't work. Also, I'm hestiant to do the N64 model cuz it would look weird with Brawl's graphics. I want to see if I can make my own Conker model from scratch. I haven't tried making a character model for awhile but I wanna give it another shot. But I won't work on that until I got  some other brawl imports done so if you can get Conker's N64 model to work be my guest!


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: GBC on November 12, 2011, 11:23:37 PM
Go for it, cuz I probably won't get to doing that for awhile. I would do Conker if I could figure out why the textures don't work. Also, I'm hestiant to do the N64 model cuz it would look weird with Brawl's graphics. I want to see if I can make my own Conker model from scratch. I haven't tried making a character model for awhile but I wanna give it another shot. But I won't work on that until I got  some other brawl imports done so if you can get Conker's N64 model to work be my guest!

cool :af: can i get the model you were using??


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 12, 2011, 11:26:08 PM
cool :af: can i get the model you were using??

Sure, I'll pm you a link to the model.

I'm going to ask again though since no one addressed the question. Does anyone know if it is possible to keep Sonic's ball in with an imported model and have it work the same as it usually does?


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: GBC on November 12, 2011, 11:28:59 PM
Sure, I'll pm you a link to the model. I'm going to ask again though since no one addressed the question. Does anyone know if it is possible to keep Sonic's ball in with an imported model and have it work the same as it usually does?

ok :af:....about your question...no....it needs psaing...same with pits bow someone tried to make the swords and the bow show up at different times but it just showed up all the time so yea to do that youl needa slight psa edit


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 12, 2011, 11:45:32 PM
ok :af:....about your question...no....it needs psaing...same with pits bow someone tried to make the swords and the bow show up at different times but it just showed up all the time so yea to do that youl needa slight psa edit
Okay, I'll just see if I can find the PSA code that does it and see if I can modify it or not. Thanks.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: Spex130 on November 13, 2011, 12:46:37 AM
Sure, I'll pm you a link to the model. I'm going to ask again though since no one addressed the question. Does anyone know if it is possible to keep Sonic's ball in with an imported model and have it work the same as it usually does?

I'm testing that out right now. Gimme a second.

Edit:

It doesn't seem to be.

I don't have any time left to test, and I was using a super quick untextured mess, so that statement might not be accurate.

I'll be able to do a lot more later, so I'll get back to you on that.


Also. After some testing, I found it is very much possible to insert the current Klonoa Project's DAE into 3DS Max. Just thought I'd let you know.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 13, 2011, 01:45:31 AM
I'm testing that out right now. Gimme a second.

Edit:

It doesn't seem to be.

I don't have any time left to test, and I was using a super quick untextured mess, so that statement might not be accurate.

I'll be able to do a lot more later, so I'll get back to you on that.


Also. After some testing, I found it is very much possible to insert the current Klonoa Project's DAE into 3DS Max. Just thought I'd let you know.

Okay thanks for doing that. Though about Klonoa, I meant that I was not able to import it back into brawlbox after exporting it from 3ds max. Though I haven't tried it with the latest brawlbox yet so I'll try that soon.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: Camonsters on November 13, 2011, 09:36:52 AM
Sure, I'll pm you a link to the model.

I'm going to ask again though since no one addressed the question. Does anyone know if it is possible to keep Sonic's ball in with an imported model and have it work the same as it usually does?

It is possible. Rig the sphere to the bone you want it rigged to. When you have the model in brawlbox go to the sphere polygon and at the right look for the section called visibility bone and change it to the sphere bone so that way it only appears then.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 13, 2011, 03:15:44 PM
It is possible. Rig the sphere to the bone you want it rigged to. When you have the model in brawlbox go to the sphere polygon and at the right look for the section called visibility bone and change it to the sphere bone so that way it only appears then.
Okay what you just told me made almost no sense. Are you telling me to open the model in brawlbox and click on the sphereN bone and then look on the right side panel for a visibility thing? Because there isn't anything there for that. There isn't anything for that even if I open the animations file on the right. There's no visibility thing in the mdl0 folders. The only part I can find it is in the Vis folder in the FitSonicMotionEtc and that doesn't help me get it to use the ball I put in. It just has these brown boxes inside animations with different bones listed and I don't even see SphereM or SphereN bone specified in them. So if you could explain it again in better detail for me that would be good.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: Camonsters on November 13, 2011, 05:20:36 PM
Okay what you just told me made almost no sense. Are you telling me to open the model in brawlbox and click on the sphereN bone and then look on the right side panel for a visibility thing? Because there isn't anything there for that. There isn't anything for that even if I open the animations file on the right. There's no visibility thing in the mdl0 folders. The only part I can find it is in the Vis folder in the FitSonicMotionEtc and that doesn't help me get it to use the ball I put in. It just has these brown boxes inside animations with different bones listed and I don't even see SphereM or SphereN bone specified in them. So if you could explain it again in better detail for me that would be good.


It is on the polygon thing. Not in the previewer but in brawlbox. You just change it to SphereN. If that doesn't work then change it to SphereM. It should be set to TopN by default. The category is called Visibility Bone and there should be an arrow with a drop down list. I hope this helps.


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 13, 2011, 07:32:22 PM
It is on the polygon thing. Not in the previewer but in brawlbox. You just change it to SphereN. If that doesn't work then change it to SphereM. It should be set to TopN by default. The category is called Visibility Bone and there should be an arrow with a drop down list. I hope this helps.
It worked! I figured out what you were talking about! Thank you so much Camonsters. I'll be sure to give credit to you. Now I can upload the hack and get back to Klonoa. Horray!


Title: Re: Shock's Model Imports, Current Project: Klonoa
Post by: shock44 on November 14, 2011, 09:58:37 AM
Just so everyone knows, the download for my Shadow import is up and the download actually works now I fixed it. Sorry that It was broken before.

Edit: Okay I tried exporting Klonoa's current model and bones and then importing into max. I get some errors:
Warning: BindPose - Incomplete BindPose [nodes parent](1)

Description: The following Parent and/or ancestor node(s) is/are not
part of the BindPose definition.
-RootNode

Warning: BindPose - Incomplete BindPose [link nodes](70)

Description: The following Link node(s) is/are not part of the BindPose definition.
 -head2
 -kuma_l
 -kuma_r
 -arm2l
 -handl
 -arm1l
 -shol
 -arm1r
 -arm2r
 -handr
 -shor
 -ear3l
 -ear4l
 -ear2l
 -ear1l
 -ear3r
 -ear2r
 -ear4r
 -ear1r
 -hair1
 -hair2
 -hair3
 -hair4
 -finger04_l1
 -finger04_l2
 -finger04_l3
 -finger01_l3
 -finger01_l1
 -LHaveN
 -finger01_l2
 -finger03_l1
 -finger03_l2
 -finger03_l3
 -finger05_l1
 -finger05_l2
 -finger05_l3
 -finger02_l2
 -finger02_l3
 -RHaveN
 -finger04_r2
 -finger04_r3
 -finger01_r3
 -finger01_r1
 -finger02_r1
 -finger01_r2
 -finger03_r1
 -finger03_r2
 -finger03_r3
 -finger05_r1
 -finger05_r2
 -finger05_r3
 -finger02_r2
 -finger02_r3
 -reg1l
 -reg2l
 -shoe1l
 -reg1r
 -reg2r
 -shoe1r
 -head1
 -body
 -tail2
 -tail1
 -hips
 -pantr2
 -pantl2
 -pantsr
 -pantsl
 -shoe2l
 -shoe2r

Warning: BindPose - Incomplete Bind Pose [link nodes parents](22)

Description: The following parent and/or ancestor node of the Link(s) is/are not part of the BindPose definition.
 -head1
 -body
 -hips
 -TopN
 -arm1l
 -shol
 -shor
 -ear2l
 -ear1l
 -head2
 -ear2r
 -ear1r
 -finger01_l2
 -finger01_l1
 -finger01_r2
 -finger01_r1
 -tail1
 -pantsr
 -pantsl
 -reg2l
 -reg1l
 -reg1r

Warning: Skin Modifiers Import (0)

Description:
The Initial position (or Initial Pose) of the skinned objects is
missing. The plug-in will create a pose automatically but running
the 'Assume Skin Pose' command may create unexpected results.

Warning: Missing material/texture (2)

Description:
The plug-in has detected the following problems while reading or writing the file:
 -Material named p00m_body not found for node polygon12
 -Material named p00m_body not found for node polygon13

After that the model looks fine in 3ds Max (I'm using 2010 if you needed to know) Then I make a copy of one of the bones and parent it to the TopN bone and export the model as a DAE. When imported into BrawlBox I get this error:
(http://i42.tinypic.com/vsc3lk.png)

This leads me to believe that the only way to do this is use Donkey Kong's boneset on Klonoa's model and make DK's boneset as close to Klonoa's as I can while only keeping the necessary bones of Donkey Kong's intact.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Techno Assassin on November 14, 2011, 07:57:42 PM
Oh wondrous, wise, and immensely talented shock44, please import both Strong Bad and Homestar Runner! I guess if I had to choose only one I'd go with Strong Bad (since, you know, he has arms), but having both in Brawl would be absolutely dope. You'd totally deserve a trophy for that. Or at least a pizza. Maybe a pizza trophy.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Christian_CAO on November 14, 2011, 08:00:12 PM
I'd love to see your own personal custom model of your own character, Shock.  ;)

That's what it is all about. Customizing the game the way that you would want. Watching your own creations come to life in a three dimensional setting makes it all worth while  :happy:


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: GBC on November 14, 2011, 08:04:25 PM
Just so everyone knows, the download for my Shadow import is up and the download actually works now I fixed it. Sorry that It was broken before. Edit: Okay I tried exporting Klonoa's current model and bones and then importing into max. I get some errors: Warning: BindPose - Incomplete BindPose [nodes parent](1) Description: The following Parent and/or ancestor node(s) is/are not part of the BindPose definition. -RootNode Warning: BindPose - Incomplete BindPose [link nodes](70) Description: The following Link node(s) is/are not part of the BindPose definition. -head2 -kuma_l -kuma_r -arm2l -handl -arm1l -shol -arm1r -arm2r -handr -shor -ear3l -ear4l -ear2l -ear1l -ear3r -ear2r -ear4r -ear1r -hair1 -hair2 -hair3 -hair4 -finger04_l1 -finger04_l2 -finger04_l3 -finger01_l3 -finger01_l1 -LHaveN -finger01_l2 -finger03_l1 -finger03_l2 -finger03_l3 -finger05_l1 -finger05_l2 -finger05_l3 -finger02_l2 -finger02_l3 -RHaveN -finger04_r2 -finger04_r3 -finger01_r3 -finger01_r1 -finger02_r1 -finger01_r2 -finger03_r1 -finger03_r2 -finger03_r3 -finger05_r1 -finger05_r2 -finger05_r3 -finger02_r2 -finger02_r3 -reg1l -reg2l -shoe1l -reg1r -reg2r -shoe1r -head1 -body -tail2 -tail1 -hips -pantr2 -pantl2 -pantsr -pantsl -shoe2l -shoe2r Warning: BindPose - Incomplete Bind Pose [link nodes parents](22) Description: The following parent and/or ancestor node of the Link(s) is/are not part of the BindPose definition. -head1 -body -hips -TopN -arm1l -shol -shor -ear2l -ear1l -head2 -ear2r -ear1r -finger01_l2 -finger01_l1 -finger01_r2 -finger01_r1 -tail1 -pantsr -pantsl -reg2l -reg1l -reg1r Warning: Skin Modifiers Import (0) Description: The Initial position (or Initial Pose) of the skinned objects is missing. The plug-in will create a pose automatically but running the 'Assume Skin Pose' command may create unexpected results. Warning: Missing material/texture (2) Description: The plug-in has detected the following problems while reading or writing the file: -Material named p00m_body not found for node polygon12 -Material named p00m_body not found for node polygon13 After that the model looks fine in 3ds Max (I'm using 2010 if you needed to know) Then I make a copy of one of the bones and parent it to the TopN bone and export the model as a DAE. When imported into BrawlBox I get this error: ([url]http://i42.tinypic.com/vsc3lk.png[/url]) This leads me to believe that the only way to do this is use Donkey Kong's boneset on Klonoa's model and make DK's boneset as close to Klonoa's as I can while only keeping the necessary bones of Donkey Kong's intact.


...when exporting did you check the box *convert dummy bones* i think thats what its called..


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 14, 2011, 08:41:07 PM
This leads me to believe that the only way to do this is use Donkey Kong's boneset on Klonoa's model and make DK's boneset as close to Klonoa's as I can while only keeping the necessary bones of Donkey Kong's intact.


That, dear sir, is a lie. You should use the 2011 Plugin instead of the 2010. Works with NO problems. 2010 kept giving me them, even though I USE Max 2010, so I switched to the 2011 plugin.

Also, just to prove my point, here's a picture of my project rigged to Klonoa's bones.

(http://i844.photobucket.com/albums/ab8/Spex130/Snap2011-11-14at223406.png)

So yeah.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: hotdogturtle on November 14, 2011, 08:59:58 PM
There's an actual Trogdor model? I want to vote for that next.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: DoctorFlux(Mariodk) on November 15, 2011, 09:25:41 AM
shock i found a good shader you can use for yours SA2 shadow so it looks darker and more perfect :D

use shader0 from beyond´s Goku import
i did that to yours Sa2 Shadow and it looks even more perfect now


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 15, 2011, 04:09:59 PM
Oh wondrous, wise, and immensely talented shock44, please import both Strong Bad and Homestar Runner! I guess if I had to choose only one I'd go with Strong Bad (since, you know, he has arms), but having both in Brawl would be absolutely dope. You'd totally deserve a trophy for that. Or at least a pizza. Maybe a pizza trophy.

Hehe yes a pizza trophy would be cool. I'm pretty sure I can pull this off for ya no sweat. Should I keep my idea of putting Strong Bad over Wario and Homestar over Mario? Or should I choose different characters?

Edit: Also, do you really mean all that? I don't think I'm that great of a brawl hacker yet. Unless you are just talking about me being really good at model importing and rigging bones.

I'd love to see your own personal custom model of your own character, Shock.  ;)

That's what it is all about. Customizing the game the way that you would want. Watching your own creations come to life in a three dimensional setting makes it all worth while  :happy:

Yes I plan on doing it whenever I get done with Klonoa and whichever model gets the most votes next. I'm glad you like the idea thanks for the input.
...when exporting did you check the box *convert dummy bones* i think thats what its called..

Yes I just checked and it is check marked and I still get the errors.
That, dear sir, is a lie. You should use the 2011 Plugin instead of the 2010. Works with NO problems. 2010 kept giving me them, even though I USE Max 2010, so I switched to the 2011 plugin.

Also, just to prove my point, here's a picture of my project rigged to Klonoa's bones.

([url]http://i844.photobucket.com/albums/ab8/Spex130/Snap2011-11-14at223406.png[/url])

So yeah.

Ah, okay I'll get that plugin then and see if it works. Thank you.
There's an actual Trogdor model? I want to vote for that next.

Yes. If you didn't know, Strong Bad got his own game on the Wii and PC in 2008 and there is an episode where Trogdor is on the loose and you have to get rid of him. I'm thinking of putting Trogdor on Charizard. What do you think?


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 15, 2011, 04:28:26 PM
Okay I couldn't find the 2011 plug-in. I just got the 2012 one and this is what happens when I import Klonoa's dae into 3ds max now:

Warning: Reading or writing file. (149)
While reading or writing a file the following notifications have been raised.
    -Warning: The transform of node "TopN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "hips" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "body" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "head1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "head2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "HipN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear1l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear2l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear3l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear4l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear1r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear2r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear3r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ear4r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "eyel" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "eyer" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "hair1" is not compatible with FBX, so it is baked into TRS.

I can export it and import it back into brawlbox now but when I do all but TopN and TransN bones are gone and Klonoa's eyes and hat are gone. Know how to fix this?
    -Warning: The transform of node "hair2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "hair3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "hair4" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "kuma_l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "kuma_r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ThrowN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "mabur" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "shol" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "arm1l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "arm2l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "handl" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger01_l1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger01_l2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger01_l3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger02_l1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger02_l2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger02_l3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger03_l1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger03_l2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger03_l3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger04_l1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger04_l2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger04_l3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger05_l1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger05_l2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger05_l3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "shor" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "arm1r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "arm2r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "handr" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger01_r1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger01_r2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger01_r3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger02_r1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger02_r2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger02_r3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger03_r1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger03_r2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger03_r3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger04_r1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger04_r2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger04_r3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger05_r1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger05_r2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "finger05_r3" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "ring" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "pantsl" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "pantl2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "pantsr" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "pantr2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "reg1l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "reg2l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "shoe1l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "shoe2l" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "reg1r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "reg2r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "shoe1r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "shoe2r" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "tail1" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "tail2" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "TransN" is not compatible with FBX, so it is baked into TRS.
    -Warning: The transform of node "blah" is not compatible with FBX, so it is baked into TRS.
    -ERROR: There is no joint element with SID "head2"
    -ERROR: There is no joint element with SID "kuma_l"
    -ERROR: There is no joint element with SID "kuma_r"
    -ERROR: There is no joint element with SID "arm2l"
    -ERROR: There is no joint element with SID "handl"
    -ERROR: There is no joint element with SID "arm1l"
    -ERROR: There is no joint element with SID "shol"
    -ERROR: There is no joint element with SID "arm1r"
    -ERROR: There is no joint element with SID "arm2r"
    -ERROR: There is no joint element with SID "handr"
    -ERROR: There is no joint element with SID "shor"
    -ERROR: There is no joint element with SID "ear3l"
    -ERROR: There is no joint element with SID "ear4l"
    -ERROR: There is no joint element with SID "ear2l"
    -ERROR: There is no joint element with SID "ear1l"
    -ERROR: There is no joint element with SID "ear3r"
    -ERROR: There is no joint element with SID "ear2r"
    -ERROR: There is no joint element with SID "ear4r"
    -ERROR: There is no joint element with SID "ear1r"
    -ERROR: There is no joint element with SID "hair1"
    -ERROR: There is no joint element with SID "hair2"
    -ERROR: There is no joint element with SID "hair3"
    -ERROR: There is no joint element with SID "hair4"
    -ERROR: There is no joint element with SID "finger04_l1"
    -ERROR: There is no joint element with SID "finger04_l2"
    -ERROR: There is no joint element with SID "finger04_l3"
    -ERROR: There is no joint element with SID "finger01_l3"
    -ERROR: There is no joint element with SID "finger01_l1"
    -ERROR: There is no joint element with SID "finger02_l1"
    -ERROR: There is no joint element with SID "finger01_l2"
    -ERROR: There is no joint element with SID "finger03_l1"
    -ERROR: There is no joint element with SID "finger03_l2"
    -ERROR: There is no joint element with SID "finger03_l3"
    -ERROR: There is no joint element with SID "finger05_l1"
    -ERROR: There is no joint element with SID "finger05_l2"
    -ERROR: There is no joint element with SID "finger05_l3"
    -ERROR: There is no joint element with SID "finger02_l2"
    -ERROR: There is no joint element with SID "finger02_l3"
    -ERROR: There is no joint element with SID "finger04_r1"
    -ERROR: There is no joint element with SID "finger04_r2"
    -ERROR: There is no joint element with SID "finger04_r3"
    -ERROR: There is no joint element with SID "finger01_r3"
    -ERROR: There is no joint element with SID "finger01_r1"
    -ERROR: There is no joint element with SID "finger02_r1"
    -ERROR: There is no joint element with SID "finger01_r2"
    -ERROR: There is no joint element with SID "finger03_r1"
    -ERROR: There is no joint element with SID "finger03_r2"
    -ERROR: There is no joint element with SID "finger03_r3"
    -ERROR: There is no joint element with SID "finger05_r1"
    -ERROR: There is no joint element with SID "finger05_r2"
    -ERROR: There is no joint element with SID "finger05_r3"
    -ERROR: There is no joint element with SID "finger02_r2"
    -ERROR: There is no joint element with SID "finger02_r3"
    -ERROR: There is no joint element with SID "reg1l"
    -ERROR: There is no joint element with SID "reg2l"
    -ERROR: There is no joint element with SID "shoe1l"
    -ERROR: There is no joint element with SID "reg1r"
    -ERROR: There is no joint element with SID "reg2r"
    -ERROR: There is no joint element with SID "shoe1r"
    -ERROR: There is no joint element with SID "head1"
    -ERROR: There is no joint element with SID "body"
    -ERROR: There is no joint element with SID "tail2"
    -ERROR: There is no joint element with SID "tail1"
    -ERROR: There is no joint element with SID "hips"
    -ERROR: There is no joint element with SID "pantr2"
    -ERROR: There is no joint element with SID "pantl2"
    -ERROR: There is no joint element with SID "pantsr"
    -ERROR: There is no joint element with SID "pantsl"
    -ERROR: There is no joint element with SID "shoe2l"
    -ERROR: There is no joint element with SID "shoe2r"


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 15, 2011, 06:55:23 PM
I heard 2012 Autodesk Collada plugin didn't work. Could just be me, though.

The fact that you're getting errors when importing is completely odd. At most you should get an error about how "TopN, TransN, HipN, (NonRigged Bone), .ect" isn't part of the bindpose or something.

Do you have the Brawlbox updated (11-11-11)? That one exports with the least problems.
If you're using an older version you MIGHT have to preview the model before exporting. That's only for previous versions of .65 though.

I'll see if I can find that plugin......

EDIT:



Here:

http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920

There are three 2011s on that page. Just choose one. I don't know which one I have.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 15, 2011, 07:00:08 PM
I heard 2012 Autodesk Collada plugin didn't work. Could just be me, though.

The fact that you're getting errors when importing is completely odd. At most you should get an error about how "TopN, TransN, HipN, (NonRigged Bone), .ect" isn't part of the bindpose or something.

Do you have the Brawlbox updated (11-11-11)? That one exports with the least problems.
If you're using an older version you MIGHT have to preview the model before exporting. That's only for previous versions of .65 though.

I'll see if I can find that plugin......

Okay, I'll try to update my Brawlbox while you do that.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 15, 2011, 08:57:56 PM
Any luck?


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 16, 2011, 10:19:12 PM
Any luck?
Sorry I've been working on my review and forgot to try it real quick. Well I tried it with the latest version of brawlbox and it still imports with errors using the 2012 plugin. Could you upload the 2011 one you have? Also, is it bad that I'm using Windows XP and not Vista? Because I was able to import and export with brawlbox and 3ds max 2010 just fine with the old plugin until I tried the Klonoa model.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 16, 2011, 10:30:39 PM
I heard 2012 Autodesk Collada plugin didn't work. Could just be me, though.


EDIT:



Here:

[url]http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920[/url]

There are three 2011s on that page. Just choose one. I don't know which one I have.


I dunno. I can't think why XP would mess things up...


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 16, 2011, 10:31:55 PM
I dunno. I can't think why XP would mess things up...
Well I just remember that when I try to use programs like AiS and ARC export or FPK exporter I can't do it unless I have Vista or 7.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 16, 2011, 10:35:46 PM
Huummmm. Even with the newest .Net framework and stuff?

Then again, from what I've heard most of the time the problem isn't the .net....


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 16, 2011, 11:24:15 PM
Huummmm. Even with the newest .Net framework and stuff?

Then again, from what I've heard most of the time the problem isn't the .net....
Apparently I already have Framework 4 but I'm reinstalling it now and will try again tomorrow. Were you able to upload the 2011 plugin for 2010?


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 16, 2011, 11:29:44 PM
Erm. I don't have it anymore.

I deleted it once it started working, and I don't know which one it was.

So I'll just quote this edit again:

I heard 2012 Autodesk Collada plugin didn't work. Could just be me, though.

[url]http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920[/url]

There are three 2011s on that page. Just choose one. I don't know which one I have.


It's one of those 2011s. Honest.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Captain Ele on November 17, 2011, 12:56:33 AM
if u r putting ur char in ssbb ill make the psa for him.i know the right one 8)


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 17, 2011, 09:03:34 AM
Erm. I don't have it anymore.

I deleted it once it started working, and I don't know which one it was.

So I'll just quote this edit again:

It's one of those 2011s. Honest.

Well I tried 2011.3.1 and it still gives me errors. Maybe you or someone else should give it a try. Just export the model from the current Klonoa over Lucas and import it into max and then export it back out and reimport it into brawlbox and see if it works.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 17, 2011, 09:11:10 AM
'Kay. I'll get back to you on that.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 17, 2011, 09:12:39 AM
'Kay. I'll get back to you on that.
Alright.

Also, to jellyfishjosh I have some people willing to work on the PSA right now. You can join the team if you want whenever we've got this model ready thanks.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 17, 2011, 02:00:17 PM
So yeah. I exported the bones and put them into 3DS Max 2010 using a 2011 plugin.

They needed a little work (only a little) to get them working in BB again.

Everything that had a SingleBind came out unskinned, but since SingleBinds only attach to one bone, it was pretty simple to re-rig them to the right bones.

Lastly, when I exported the first time there was a small error about some bones being rigged to a different bone than the initial pose. That'll probably be fixed if you do a re-rig, however. Probably.

Anyways, I imported into BrawlBox, and the animations came out fine. Perfect, actually.

However, re-adding textures will Kill the ENV texture that came with the model. I have a few ideas on how to re-add that, but they're just ideas......

Also, ignore the textures. They work fine, I just thought that Klonoa looked cool like that.

"Patrionoa" or something.

(http://i844.photobucket.com/albums/ab8/Spex130/PatrioNoa.png)


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Titanoverlord on November 17, 2011, 02:15:30 PM
Don't worry i am a trained monkey and i can fix the Env texture problem and make everything dandy for you.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 17, 2011, 03:49:57 PM
So yeah. I exported the bones and put them into 3DS Max 2010 using a 2011 plugin.

They needed a little work (only a little) to get them working in BB again.

Everything that had a SingleBind came out unskinned, but since SingleBinds only attach to one bone, it was pretty simple to re-rig them to the right bones.

Lastly, when I exported the first time there was a small error about some bones being rigged to a different bone than the initial pose. That'll probably be fixed if you do a re-rig, however. Probably.

Anyways, I imported into BrawlBox, and the animations came out fine. Perfect, actually.

However, re-adding textures will Kill the ENV texture that came with the model. I have a few ideas on how to re-add that, but they're just ideas......

Also, ignore the textures. They work fine, I just thought that Klonoa looked cool like that.

"Patrionoa" or something.

([url]http://i844.photobucket.com/albums/ab8/Spex130/PatrioNoa.png[/url])


Great Job. Thank you for fixing this up. Hehe he does look Patriotic and cool like that, maybe later we could make a texture similar to that. So do the bones work right or do you need to still fix a few things?

Don't worry i am a trained monkey and i can fix the Env texture problem and make everything dandy for you.


Great, if we have to re-add the textures I'll let you know that we need you to fix the Env textures. Now I'm just wondering if the plan to put in DK's necessary bones will work now.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 17, 2011, 05:30:29 PM
Bones work fine. Absolutely nothing changed.

Also, you should know:

Lucas has 64 bones, and DK has 62. Klonoa has 79. Honestly, all the animations might work fine over DK without any bone editing....

I'll go test, I suppose.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 17, 2011, 07:50:58 PM
Bones work fine. Absolutely nothing changed.

Also, you should know:

Lucas has 64 bones, and DK has 62. Klonoa has 79. Honestly, all the animations might work fine over DK without any bone editing....

I'll go test, I suppose.

Alright cool man. Only thing I'm thinking about is that will Klonoa function well on Donkey Kong's moveset in game? Let me know how the tests go because the main reason for putting it on DK is to be able to use the pick up and carry part of his moveset.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 17, 2011, 08:39:18 PM
DING! Survey says:

Yes. It does work. Kinda.


WHAT WORKS:

All the animations. They work quite fine.


GLITCHES SO FAR:

Obviously, DK's original moveset doesn't quite work with Klonoa. So the hitboxes are off.

Klonoa's ring grows MASSIVE when he shields.

Standard B freezes the game.

All of Klonoa's effects appear in the middle of the stage. From when he punches, to when he's hit, to when he lands after getting hit. All in the center.

Klonoa himself is pretty big. (About two or 3 hats taller than Luigi)

I don't know what grab does. I was getting my hat handed to me.....



Now, just so you know, this is just the original Lucas Klonoa model MDL0 replacing DK, along with the original Klonoa animations replacing DKs. I didn't use the reimported model I did.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 17, 2011, 09:24:56 PM
DING! Survey says:

Yes. It does work. Kinda.


WHAT WORKS:

All the animations. They work quite fine.


GLITCHES SO FAR:

Obviously, DK's original moveset doesn't quite work with Klonoa. So the hitboxes are off.

Klonoa's ring grows MASSIVE when he shields.

Standard B freezes the game.

All of Klonoa's effects appear in the middle of the stage. From when he punches, to when he's hit, to when he lands after getting hit. All in the center.

Klonoa himself is pretty big. (About two or 3 hats taller than Luigi)

I don't know what grab does. I was getting my hat handed to me.....



Now, just so you know, this is just the original Lucas Klonoa model MDL0 replacing DK, along with the original Klonoa animations replacing DKs. I didn't use the reimported model I did.

Oh well that explains the shield and effect glitches. Could you try the reimported model or is it not ready or something?


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Titanoverlord on November 17, 2011, 09:40:14 PM
hey shock I forgot to mention this but i love your new shadow model
I watched the video for it and i must say I don't like it ether when people import or vertex lower quality or badly made models into the game as it looks weird.
so what you did was turn a higher quality model into a older design while keeping the quality.
and then for the chaos zero import I am working on I took the old model from SADX and made it like new while maintaining the old design.
there is no feedback yet on it so check it out
http://forums.kc-mm.com/index.php?topic=36288.0


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: deadname mcredactedface on November 17, 2011, 09:43:02 PM
Omg, Strong Bad and Stinkoman! :D Awesome!

Their rigs and shaders are a little disappointing though. Are you going to fix them before release?


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 17, 2011, 09:57:29 PM
Oh well that explains the shield and effect glitches. Could you try the reimported model or is it not ready or something?

I am absolutely sure there would be no difference.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 17, 2011, 10:32:27 PM
hey shock I forgot to mention this but i love your new shadow model
I watched the video for it and i must say I don't like it ether when people import or vertex lower quality or badly made models into the game as it looks weird.
so what you did was turn a higher quality mod
I am absolutely sure there would be no difference.
el into a older design while keeping the quality.
and then for the chaos zero import I am working on I took the old model from SADX and made it like new while maintaining the old design.
there is no feedback yet on it so check it out
[url]http://forums.kc-mm.com/index.php?topic=36288.0[/url]


Thank you, I'm glad you like it because I worked hard on getting that model's spikes to look as much like the SA2 design as I could. Also I didn't get the texture for the fur quite right but I did the best I could. I went and checked out your Chaos Zero model and its great.
Omg, Strong Bad and Stinkoman! :D Awesome!

Their rigs and shaders are a little disappointing though. Are you going to fix them before release?


Well, I don't know how to make their shaders look like they did in their games but I will make sure that the characters aren't too bright like, I know Strong Bad is too bright. Also I'm going to try and give the models outlines like they have in the game. The thing I'm wondering is if I can do it the way that that one guy did it with the Kirby Epic Yarn texture or if I need to do it the way I did it in Gmod where I had another copy of the model on top and flip the normals and give it an outline texture. I'm glad you like it though. I'm not sure in what order I'm going to make my imports (seeing as Klonoa is having issues, I'll wait till it gets fixed and do some easier imports on the side) but I'll start with the first 2 models getting the most votes and then move on to the ones I really want to do next. Also forgot to mention, I'm having trouble with getting characters like Homestar and Pom Pom's eye textures to work. Their eye textures have a transparent background and even though I import them as transparent they still have a background when played in game. If someone knows how to fix that then let me know.

I am absolutely sure there would be no difference.


Oh okay then. It's just that whenever we imported other MDL0s into Brawl we had those Shield and Effect problems. And now that people import models on the Brawl characters they don't have those issues. Is this because they are using the bones of that character? If so could you give me the reimported model of Klonoa so I can add bones to him andd make them like Donkey Kong's bones so that he can work better on Donkey Kong?


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 17, 2011, 11:30:36 PM
Actually, the problem is that Klonoa has TOO many bones, so you won't be needing to add any. There are other characters who would be perfect for Klonoa if you didn't want the grabbing thing to be so important.

Check out Snoopy's glitch fixing thread. You might find some answers there.

Also, I'll PM you the stuff. Expect it soon. I gotta turn Patrionoa back into Klonoa. :laugh:


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 18, 2011, 12:20:58 PM
Actually, the problem is that Klonoa has TOO many bones, so you won't be needing to add any. There are other characters who would be perfect for Klonoa if you didn't want the grabbing thing to be so important.

Check out Snoopy's glitch fixing thread. You might find some answers there.

Also, I'll PM you the stuff. Expect it soon. I gotta turn Patrionoa back into Klonoa. :laugh:


I figured I'd divide this up to make it nice.

Reply:
lol okay take your time. So I'm guessing putting in more bones would mess it up cuz DK isn't supposed to have that many? I mean ROB and some other character have like 100 something bones.

On another note:
Also, since people really want Edward Elric. Which model should I go with: The one from Nintendo Wii game or the one from the PSP fighting game?

Wii game:(http://centakume.info/wp-content/uploads/2009/05/2009-05-17_193721-600x357.jpg)
Fighting game:(http://images.phxxgaming.com/images/126772125722_26942FMA-PSP-11.jpg)

Fighting game one would be quicker because the texture mapping is messed up on Ed's texture for the Wii one:(http://i43.tinypic.com/qn7fhf.png)

So if someone could help me fix that problem then that would be great. Please give me your thoughts thanks.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Zikkh on November 18, 2011, 12:45:24 PM
I personally think the model from the Wii game looks better .. :/
but do what ever you want to do :D


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 18, 2011, 05:46:56 PM
I personally think the model from the Wii game looks better .. :/
but do what ever you want to do :D
I totally agree. The thing is I don't know how to fix the texture mapping. But I do have one plan that may work but its not a very good one.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Spex130 on November 18, 2011, 06:07:39 PM
I could tell you about it. It's the unwrap UVW option in Max, I believe.

It lets you move around how the texture wraps the Model.



Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 18, 2011, 11:16:37 PM
I could tell you about it. It's the unwrap UVW option in Max, I believe.

It lets you move around how the texture wraps the Model.



I know how to texture map in max. It is just that it would be a real pain and take awhile for me to try and fix the texture mapping. Though I guess I should give it a shot anyway since i haven't actually tried to fix the mapping myself.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Techno Assassin on November 19, 2011, 10:28:16 AM
Hehe yes a pizza trophy would be cool. I'm pretty sure I can pull this off for ya no sweat. Should I keep my idea of putting Strong Bad over Wario and Homestar over Mario? Or should I choose different characters?

Edit: Also, do you really mean all that? I don't think I'm that great of a brawl hacker yet. Unless you are just talking about me being really good at model importing and rigging bones.
Yes, I meant it. You're good with importing, if I'm not mistaken you did some of the incredible custom animations for the Klonoa project, and you like Homestar Runner, so you must have impeccable taste. As for who to put Strong Bad over, I think you may be right about Wario being the best choice. That way, he can sound at least a little bit like Strong Bad without an SFX hack (plus it'll allow him to have a custom icon and victory theme without affecting anyone else).

I also agree with Homestar Runner over Mario. I may lose several hours of my life trying to make custom animations for Strong Bad and Homestar when they're released (Homestar's definitely gonna need a custom run animation).


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 19, 2011, 08:04:29 PM
Yes, I meant it. You're good with importing, if I'm not mistaken you did some of the incredible custom animations for the Klonoa project, and you like Homestar Runner, so you must have impeccable taste. As for who to put Strong Bad over, I think you may be right about Wario being the best choice. That way, he can sound at least a little bit like Strong Bad without an SFX hack (plus it'll allow him to have a custom icon and victory theme without affecting anyone else).

I also agree with Homestar Runner over Mario. I may lose several hours of my life trying to make custom animations for Strong Bad and Homestar when they're released (Homestar's definitely gonna need a custom run animation).

Thanks. Not to disappoint you or anything but I made only like 2 animations for Klonoa and the rest was StarWaffle, frostymm and I think aaron and k-canon did some too. I think  the reason people think I did most of the work is because I'm technically the leader but all I really did was make the model work well on Lucas and get the project started and the rest of the team did the psa and animations and other stuff and I just helped some with it. Also, yea I try to have a taste in media that isn't the norm. I like to look for under rated stuff to see why it is under rated. Like to me Telltale games and Psychonauts are under rated in the main media but they still have fan bases. It's interesting to me certain things still have fan bases but are just not as widely known. Anyway yea Homestar Runner definitely needs his own running animation.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: Techno Assassin on November 19, 2011, 08:48:02 PM
Thanks. Not to disappoint you or anything but I made only like 2 animations for Klonoa and the rest was StarWaffle, frostymm and I think aaron and k-canon did some too. I think  the reason people think I did most of the work is because I'm technically the leader but all I really did was make the model work well on Lucas and get the project started and the rest of the team did the psa and animations and other stuff and I just helped some with it. Also, yea I try to have a taste in media that isn't the norm. I like to look for under rated stuff to see why it is under rated. Like to me Telltale games and Psychonauts are under rated in the main media but they still have fan bases. It's interesting to me certain things still have fan bases but are just not as widely known. Anyway yea Homestar Runner definitely needs his own running animation.
As far as I'm concerned, the Klonoa and Lloyd projects were the best pre-BrawlBox 0.65 import projects, so being the leader of one of those projects is still pretty impressive.

Since you mentioned Telltale, I've gotta say, I think Max's manic energy would work quite well on Diddy Kong. I mean come on, latching on to someone's face like a Facehugger from Alien while beating the crap out of them sounds like something Max would do, right? I've got absolutely no idea who Sam would work over, though.

EDIT: I completely forgot about the more recent Megaman Volnutt import project. That one ranks pretty high too.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 20, 2011, 01:52:16 PM
As far as I'm concerned, the Klonoa and Lloyd projects were the best pre-BrawlBox 0.65 import projects, so being the leader of one of those projects is still pretty impressive.

Since you mentioned Telltale, I've gotta say, I think Max's manic energy would work quite well on Diddy Kong. I mean come on, latching on to someone's face like a Facehugger from Alien while beating the crap out of them sounds like something Max would do, right? I've got absolutely no idea who Sam would work over, though.

EDIT: I completely forgot about the more recent Megaman Volnutt import project. That one ranks pretty high too.

I see, well thanks again. Yea, Max over Diddy Kong sounds pretty good to me I'll work on that after a few other imports probably while doing some of Strong Bad. I think Sam would work on Snake even though Sam doesn't have heavy duty weapons like that its either Snake or Fox and Fox is it a bit small for Sam I think. Also yea Megaman Volnutt and Lloyd were pretty great for pre-BrawlBox 0.65 import projects. I'm still working on fixing edward elric.


Title: Re: Shock's Model Imports, Vote for next Character Import!
Post by: shock44 on November 20, 2011, 03:32:15 PM
Woot!
(http://i39.tinypic.com/23hosgl.png)
Now it is time for rigging! I was able to achieve this by taking the model without the jacket that was put in Gmod and then putting the jacket and vest parts on top of it and then that was easier to fix the mapping on.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Ikuto on November 20, 2011, 08:44:53 PM
Woot!
([url]http://i39.tinypic.com/23hosgl.png[/url])
Now it is time for rigging! I was able to achieve this by taking the model without the jacket that was put in Gmod and then putting the jacket and vest parts on top of it and then that was easier to fix the mapping on.

 kool! Hey if you do Roy why over snake it should be over Marth or Ike! I don't think snake is a good idea!


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on November 20, 2011, 08:59:20 PM
kool! Hey if you do Roy why over snake it should be over Marth or Ike! I don't think snake is a good idea!
When did I ever say I was doing Roy over Snake? That is a dumb idea.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: deadname mcredactedface on November 21, 2011, 03:23:06 AM
When did I ever say I was doing Roy over Snake? That is a dumb idea.
Quote
Roy Mustang over Snake maybe


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on November 21, 2011, 12:05:31 PM

OH! You meant Roy Mustang. I was thinking of Roy from Fire Emblem ^_^; sorry. Well, I figured Roy Mustang on Snake might work, I mean I could put him Ike instead I'm not sure yet.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Oshtoby on November 21, 2011, 12:33:38 PM
Over Mario would be best for Mustang. I mean, fireballs, his smash attack, you can contextualize the cape into a TINY MINI SKIRT, and there you go. Has Roy written all over it. Too short? Add ONE extra bone connected to the TopN bone that is a parent to everything else and scale using that. It would not be effected by any animations, and it'll stay that one size. It would be a one slot, as well.

Just a suggestion.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Soneek on November 21, 2011, 12:46:42 PM
I agree that Mustang would fit over Mario. The final smash is perfect, and he is the Flame Alchemist.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on November 21, 2011, 01:22:40 PM
Over Mario would be best for Mustang. I mean, fireballs, his smash attack, you can contextualize the cape into a TINY MINI SKIRT, and there you go. Has Roy written all over it. Too short? Add ONE extra bone connected to the TopN bone that is a parent to everything else and scale using that. It would not be effected by any animations, and it'll stay that one size. It would be a one slot, as well.

Just a suggestion.

Sounds good to me. So you are saying I just make a new bone that is a parent to all the rest of the bones and connected to the TopN bone and then rig Roy to Mario and then do I scale the character up in max with this extra bone or do I scale the character up in BrawlBox with the extra bone?


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Oshtoby on November 21, 2011, 01:31:42 PM
Sounds good to me. So you are saying I just make a new bone that is a parent to all the rest of the bones and connected to the TopN bone and then rig Roy to Mario and then do I scale the character up in max with this extra bone or do I scale the character up in BrawlBox with the extra bone?
Scale in BrawlBox. Any scaling of the bones you do in Max will screw up the entire model, once Mario's animations are applied. other than adding the one bone, don't touch Mario's rig (well, maybe a little TINY bit here and there for minor adjustments, to make the hands match placement, and whatnot). Shrink your model to match the bones given, and then, once imported into BrawlBox, use the newly added bone to enlarge him to a proper size. This will ALSO make all Hit and hurt boxed grow as well (same with any other size changed character, like Pik's Young Link), as well as change where attacks hit, so, watch out for that. It should still play well, and functional.

Note: This is all hypothetical. Just, I design games as a hobby, and have worked with BrawlBox in the past, so this makes sense to me. I don't see why this WOULDN'T WORK.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on November 21, 2011, 02:34:55 PM
Scale in BrawlBox. Any scaling of the bones you do in Max will screw up the entire model, once Mario's animations are applied. other than adding the one bone, don't touch Mario's rig (well, maybe a little TINY bit here and there for minor adjustments, to make the hands match placement, and whatnot). Shrink your model to match the bones given, and then, once imported into BrawlBox, use the newly added bone to enlarge him to a proper size. This will ALSO make all Hit and hurt boxed grow as well (same with any other size changed character, like Pik's Young Link), as well as change where attacks hit, so, watch out for that. It should still play well, and functional.

Note: This is all hypothetical. Just, I design games as a hobby, and have worked with BrawlBox in the past, so this makes sense to me. I don't see why this WOULDN'T WORK.

I don't see why either but I'll find out once I work on Roy and I'll let ya know how it goes. Thanks for the help.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Ikuto on November 22, 2011, 05:50:32 AM
I don't see why either but I'll find out once I work on Roy and I'll let ya know how it goes. Thanks for the help.
Roy I thought should be over Ike or Marth. But I already have a Mario hack. Idk you can decide.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on November 22, 2011, 01:17:21 PM
Roy I thought should be over Ike or Marth. But I already have a Mario hack. Idk you can decide.
Well I'll see which bones Roy's model fits best.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Ikuto on November 23, 2011, 04:40:28 AM
Well I'll see which bones Roy's model fits best.
so just to be safe Elric is going over Marth right?


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on November 23, 2011, 11:24:21 AM
so just to be safe Elric is going over Marth right?
Yep. And I'll be working on the rig once my brawl hack review is done which will be sometime today hopefully.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: GBC on November 23, 2011, 03:38:07 PM
Yep. And I'll be working on the rig once my brawl hack review is done which will be sometime today hopefully.

:af: *plays intro to brawl reveiw song*

(the only reason im hyped is because im thinking at least 1 hack of mine will be on it...but there probably wont be since there are alot of psas that came out since your last reveiew)


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on December 06, 2011, 08:22:50 PM
Edward Elric is done! The rigging is a bit bad on the cape and on the shirt because it isn't connected well with the vest but other than that it's pretty good. I even made recolors and CSPs! I hope you all enjoy it! Credit to bluedyeno4 for the gmod model and LookItsLink, OizenX, dingoberriz for the Spear from the old Marth vertex.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24062

(http://i42.tinypic.com/14o9grm.jpg)
(http://i41.tinypic.com/2e2i5ub.jpg)
(http://i44.tinypic.com/2vj2yck.jpg)
(http://i41.tinypic.com/1z4wub4.jpg)


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Spex130 on December 06, 2011, 08:52:41 PM
Aww. That link actually doesn't lead anywhere.

Looks nice so far, Shock!

I'll have to give it an ingame run later, though. Still, good job!


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on December 06, 2011, 09:21:20 PM
Aww. That link actually doesn't lead anywhere.

Looks nice so far, Shock!

I'll have to give it an ingame run later, though. Still, good job!

Link has been fixed. Thanks.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Ikuto on December 07, 2011, 04:39:03 AM
Link has been fixed. Thanks.
Looks Awesome! Nice I gotta new Marth hack now :)


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on December 10, 2011, 12:06:05 AM
Looks Awesome! Nice I gotta new Marth hack now :)
Thanks, I'm glad you like it.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Enigmatic on December 10, 2011, 12:36:03 AM
-Textures need fixed up. Those jackets are virtually neon
-Cape/Jacket looks awkward
-Looks too bright. Shaders?
-Few smaller rig changes

Keep up the work, but these are some fatal flaws.


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on December 14, 2011, 01:38:56 AM
-Textures need fixed up. Those jackets are virtually neon
-Cape/Jacket looks awkward
-Looks too bright. Shaders?
-Few smaller rig changes
Keep up the work, but these are some fatal flaws.


Yea I know, I had trouble getting this to work considering I took the model of him without the jacket and combined it with the jacket model. I couldn't use the model with the actual jacket cuz it took too much work to retexture it. Anyone is welcome to try and fix Edward's rig, I'll do it at some other time if no one does.

In other news:

My Shock model is ready to rig.
I'm thinking of putting him over Pikachu's bones and using the Pikaman PSA but I'm not sure how well that would work. The other possibility would be put Shock over Sonic's bones and put him over the Silver over Falco PSA that has all those electric moves. I don't see Pikachu working because that's not how Shock would move. I mean I thought of putting him over Snake first and then making a PSA for him later but I don't know much about PSA making and don't know if Snake is easy to change the PSA of to have Electric powers. Anybody got any other suggestions for me? Thanks.
(http://i44.tinypic.com/2ql9ac0.png)


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: Spex130 on December 14, 2011, 08:48:17 AM
Yea I know, I had trouble getting this to work considering I took the model of him without the jacket and combined it with the jacket model. I couldn't use the model with the actual jacket cuz it took too much work to retexture it. Anyone is welcome to try and fix Edward's rig, I'll do it at some other time if no one does.

In other news:

My Shock model is ready to rig.
I'm thinking of putting him over Pikachu's bones and using the Pikaman PSA but I'm not sure how well that would work. The other possibility would be put Shock over Sonic's bones and put him over the Silver over Falco PSA that has all those electric moves. I don't see Pikachu working because that's not how Shock would move. I mean I thought of putting him over Snake first and then making a PSA for him later but I don't know much about PSA making and don't know if Snake is easy to change the PSA of to have Electric powers. Anybody got any other suggestions for me? Thanks.
([url]http://i44.tinypic.com/2ql9ac0.png[/url])



I have absolutely no idea what you should do.

I suppose, make a Sonic Version then port him to Falco?

Either way I'm really happy that I get to see your character!


Title: Re: Shock's Model Imports, Edward Elric is coming!
Post by: shock44 on December 14, 2011, 09:06:57 PM

I have absolutely no idea what you should do.

I suppose, make a Sonic Version then port him to Falco?

Either way I'm really happy that I get to see your character!

I'm glad you like it :D. It seems that Link's bones fit Shock pretty well compared to other characters. I'll see if they rig well.