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Help & Tutorials / Help / Re: Merging animations with exported .dae?
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on: January 17, 2011, 11:23:06 AM
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If you could write a program that identifies the pointers to the animation frames and their names, couldn't you theoretically make that tool rip the animation frames and inject them into the .fbx file? (I mean, 3ds Max and Maya both have the option to import and export a .fbx file, so just importing the opencollada document and then exporting it as a .fbx file can work...)
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Help & Tutorials / Help / Merging animations with exported .dae?
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on: January 16, 2011, 10:56:57 PM
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Okay, this is an idea I had that I actually need to happen for something I'm planning on doing.
I was wondering if, in any way possible, something could be done to actually take the animation data from a character's Fit***MotionEtc.pac and embed it into a Collada export of the same character the animations go to. I'm sure that, in terms of brawl hacking, this isn't exactly necessary (unless it could make animating a little easier, if animation data could be modified in a 3D modeling program like Maya and then taken out), but if it's possible, it'd be cool to do, I think. Besides, if it would be possible for the animations to be extracted after edited in Maya, then probably more animation capabilities could be opened.
If it's not possible, then bleh. :c
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Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Visual ASH *v0.8
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on: June 26, 2009, 09:20:50 PM
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If I may, do you think you can make it that you have an option of extracting just the TPL files, just in case you're editing a stage (like, say, Shadow Moses Island) and it's currently unsupported by StASH. Then you need to go to manual hexing.
...Okay, I'm probably the only one who needs this 'cus it seems SSBExctract only works on operating systems like Windows Vista. :<
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