Quote from: xxmasal22xx on February 21, 2011, 09:31:12 PMNot that I think it should be discussed here but I'm not convinced yet.
EDIT* c Ghork? i waz right about the bone tree editor!
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Show posts MenuQuote from: xxmasal22xx on February 21, 2011, 09:31:12 PMNot that I think it should be discussed here but I'm not convinced yet.
EDIT* c Ghork? i waz right about the bone tree editor!
Quote from: snoopy on February 21, 2011, 06:08:11 PMI did move and had to rename for it to work, ah never mind I'm not very good at explaining, yeah just do that ThrowN one and let's see if it works, then maybe I can do others myself if I'm required to.
you can't just rename the bones, you have to use the Bone Tree Editor to move the ExtraBones. and you have to change at least one to not reference the first bone, which is why the shield is still small.
but sure, go ahead and send me the files and i'll do it. do you want just a ThrowN bone, or do you want a few others as well? i'd probably have to see the bone structure first though. they should already have a decent TransN and HipN spot.
Quote from: snoopy on February 21, 2011, 01:33:46 AM
but if you want to use the ExtraBones, get TheShyGuy's Bone Tree Editor program, put the ExtraBones where you want, and change the BoneRef's in Tabuu, and you're good to go. i did test out if it they could be used as the important bones (TransN, HipN, and ThrowN), and from what i remember, they all worked. it was shortly after that i went back to school and have done almost no hacking since.
Quote from: snoopy on February 21, 2011, 01:33:46 AM?
but yeah, you can use the ExtraBones. it turns out that FortWaffle's bone adding program basically copies the entire model, pastes it to the end, changes a few pointers, and adds the bones into the data at the end. if you want to change it, then open a model in hex before you add the bones, write down where it ends, add the desired amount of bones, re-open it in hex, go to where you wrote down, and you'll see the header data of the model again. just go down to the bone data in the second model data, and make the changes you want, and it will change it. this is why i was under the assumption that you couldn't hex changes after adding bones, i never realized that there was a second set of data that was read.
Quote from: xxmasal22xx on February 20, 2011, 06:09:33 PMPerhaps, but currently I'm afraid we won't be able to do these, you see, they have too few bones (at least jolteon). I added bones to jolteon and to the animations so I could use them. But I'm having the so called shield glitch, caused by one of the extra bones having the same index as pikachus shield bone, the ThrowN bone.
I'm not sure if he can or not. I know that he has glitches. And yes, i know that i can get pokepark animations. I have a proposal: Why don't we make the vaporeon + jolteon a combined project? we can make it a collab project, and help each other out, then when we release, we do a shared download count. Interested?
Quote from: dingoberriz on June 24, 2010, 01:14:23 PMYeah, I realized that :( but if I (or anyone) would do that then we would be able to make our own bones...
You can't control where you add bones unless you can discover how to assign bones to the polygons.
Quote from: Hax on June 24, 2010, 12:30:12 PMThat moves its back left leg so it looks like a scorpion tail xD
Try Renaming the next bone after it XRotN
Quote from: BeyondYou on June 24, 2010, 11:51:19 AMwell that works for the moving, but now jolteon always is in the ground (except I think it was stopping where it suddenly pops up very fast and down again)
...just rename the bone that has the same index as TransN.
Quote from: Hax on June 24, 2010, 10:54:13 AMNot sure how you mean, I have no animations yet, and Jolteon doesn't move when you press right while on the ground except for the small movement the tap causes.
Does Jolteon walk right?
And you could use psa to make the bubble bigger.


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