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Help & Tutorials => Model Tutorials => Topic started by: nanobuds on March 20, 2012, 11:24:08 PM



Title: How to use Visibility Bones for imports
Post by: nanobuds on March 20, 2012, 11:24:08 PM
This stuff is so easy, and I see so many questions about it, so I decided to make a thread showing a quick tutorial on how to make them..

1. Open your rig in 3ds max.

2. Right-Click the object->Clone
    -Check the "Copy" box and re-name
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/1.png)
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/2.png)

3. Drag the texture for the new object on the polygon
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/3.png)

4. Repeat steps 1-3 for any other expressions, making the necessary changes.

5. If the model isn't rigged yet, rig it. If it is, you don't have to re-rig the new objects.

6. Export the .dae into BrawlBox


7. Click on the object
   -Select the Drop-Down arrow next to "Visibility Bone"
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/7.png)

   -For FS eyes, select EyeYellowM. For expressions or weapons, select the bone that controls the visibility (this may require testing and experimenting)
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/5.png)

8. Repeat if necessary.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/4.png)

9. Save and test.

If you have any questions, let me know


Title: Re: How to use Visibility Bones for imports
Post by: Naruto200Man on March 27, 2012, 01:34:46 PM
Can you give more detail on adding another texture to a model?
I've tried duplicating models like you said but it just doesn't map right when I apply the new texture to the duplicated polygon.

As for visibility bones, if a character has none, could I theoretically add some and manipulate those through psa? I mean dummy bones that serve no purpose except as visibility ones?


Title: Re: How to use Visibility Bones for imports
Post by: nanobuds on March 27, 2012, 04:03:03 PM
Can you give more detail on adding another texture to a model?
I've tried duplicating models like you said but it just doesn't map right when I apply the new texture to the duplicated polygon.

As for visibility bones, if a character has none, could I theoretically add some and manipulate those through psa? I mean dummy bones that serve no purpose except as visibility ones?
For the texture, did you edit the original and just make it yellow? you need to apply the same texture, but just recolored to what you want.

If there are no visibility bones, then you need to edit something with the materials... pikazz made a tutorial for that somewhere. I looked for it a few days ago but couldnt find it :/
so you need to ask him


Title: Re: How to use Visibility Bones for imports
Post by: Naruto200Man on March 27, 2012, 04:10:10 PM
The Final Smash texture works now actually, I had to change the material in brawlbox and not in 3DS Max *facepalm*

(http://i331.photobucket.com/albums/l471/zfan122/al_120327_1850binout.jpg)

There's a weird problem with the regular eye texture though, and the final smash texture(It's the whole face, not just the eyes) flashes in a weird way when the camera moves.


Title: Re: How to use Visibility Bones for imports
Post by: nanobuds on March 27, 2012, 04:13:04 PM
It may be overlapping with the original face. Try making it slightly bigger than the normal face. That sometimes happens