1 - Yes, I always follow your tutorial. Like I said, this SOMETIMES happens, not always
No you didn't. It's very clear you didn't. It does this every time, and it's very easy to fix. Pay attention and listen to BlackJax. It takes two seconds to fix in Brawlbox.
Justin, I have trouble with rigging a model, as sometimes, incorrect bones appears in the wrench thing while the bone I need isn't there.
Good question. In order to add weight to a bone that isn't in the weight tool window, you actually have to click the bone on that huge list of bones under the skin modifier, then click a number in the weight tool window. That bone will then be added to the smaller list in the weight tool window, and you can continue to tweak the weights. Hope that makes sense.
They're microscopic. Also I tried uniformly scaling them up, but they still weren't in the right place. Just get any Naruto models you need from that link I posted.
Alrighty, I got my DAE's to import into 3DS Max 10 (Finally) Only thing left to figure out is applying the materials to the figure and bingo =3 time to import into brawl
C'mon, did ya even read my post? I told you, you did apply your materials. That's why they changed color. The reason they aren't showing your textures is because they're only showing you a very small portion of it. That's why they change to solid colors. Your UVs are messed up bad, man.
I guess that's what you mean by skin on top? If I click the Edit Poly, there's a small warning saying that the dependent modifier is Skin.
Yes, that warning means if you continue and modify something in the edit poly it'll reset your skin, so hopefully you haven't been doing that. Also you have the lightbulb on for skin right?
Well, the size of the FitZeldaMotionEtc.pac with animations ported to Sheik is 4358 KB. Of course I renamed it FitSheikMotionEtc when I put in onto my SD card. Any other solutions?
Not sure, sorry. I actually haven't gotten around to animation importing just yet. If somebody still hasn't figured it out by that point then I'll do some tests of my own and try to find the problem. My current project shouldn't take too long.
I've personally worked with edit poly since I first started modeling. It's newer than edit mesh and it's supposed to be easier, and there are a lot of things I like about it that I think are better than edit mesh, although they mostly have to do with texturing. I don't think I've ever noticed a difference for rigging, and I doubt you'll ever come across the differences for texturing that I'm talking about either.
Basically: It doesn't matter.
Although some older game engines like warcraft3 require you to have it as an editable mesh. Sorry, useless history lesson.
But I still can't get my model to follow the bones. Am I supposed to turn the model into a single mesh again?
No, that wouldn't solve anything. You don't have an edit mesh/edit poly on top of the skin do you? He only did that in the tutorial because he was separating the materials. The skin is ALWAYS on the top. After you separate it by the mat IDs, you should have nothing above the skin.
I've still got xxgbcxx's feeling collada export if you need it, although I'm not sure how many of the other users are using that same plugin. I've also got an OpenCollada export, and as far as I know those two and Autodesk are the 3 main ones.
If somebody could find the differences between 1.4.1 and 1.4.0 daes, you would save me a lot of time
They officially have 1.4.1 marked only as a "bug patch", and since 1.4.0 was the version they first added bone support it's probably related to rigging.
I doubt that's very helpful, so I'll look a bit more into it though.
If you see <authoring_tool>3dsMax 8 - Feeling ColladaMax v3.05B.</authoring_tool> then problem found. Unless you want to add support for that atrocious format to Brawlbox
Well, you first load up a FitMotion.pac with your character. Import the animation to your character, then fix it using the MDL0 of the character the animation game from. Example, to give Mario Captain Falcon's waiting stance, you import the stance into Mario's FitMotion, export Falcon's MDL0, then, while in BrawlBox with Mario, you'd right click the animation you wanna fix and click something like "Fix animation" or something, then load Falcon's MDL0. That's how you port animations.
My hat's off to you, sir. Nice quicktorial right there.
I tried with every single animations, then saved the FitZeldaMotionEtc (since I wanted to port Zelda's animation on Sheik), put it on my SD card in SHeik's folder, but my Wii crashes when I try loading Sheik...
That could be a lot of things. It works fine without the animations? The file size isn't too much?