I followed your "First Steps" to get my model to follow the skeleton, but it doesn't. I've added every bone to every object (didn't follow bones), then did the vertices selecting thing (didn't work either). What do?
If they're all selected like you say then try hitting the weight tool and setting the weight to 1.0 on one of the bones, then see if it follows that one.
If anyone has problems exporting dae's from BB where it exports a file that's like less than 1KB, try expanding the mdl0 first, and previewing it, and then exporting as dae.
Oh you can leave them in there. Brawl will ignore them when animating, and they'll just move with the parent bone.
So if your character had a ponytail (and you weren't importing over zerosuit samus) then the ponytail would move rigidly with the head bone. If you wanted it to move realistically, all you would need to do was animate the ponytail in all the animations. The arms, legs, etc. would already be done for you.
Basically I'm saying having more bones means that the extras could be animated manually for a cooler effect, but you can just leave them as they are if you wanted to.
Tomorrow I'll figure out what did you mean by applying the Skin Modifier separately, 'cause I had 6 Objects selected at once and did it, and it seems to have applied. .-.;
Oh, that'll work too. Just make sure after you do that, you right click the italicized Skin modifier and hit "make unique"
My model is from MMD, so it has bones set up and everything. Am I supposed to delete them first and then go on with your tutorial?
Well there is one thing you could try first since your model is already rigged. (The character is rigged right? They actually move with the bones? If not then just delete them and get the brawl bones.) You could rename the bones that the character already has to the same names as your target brawl character and make dummy bones in 3ds max for all the ones that are missing (such as TopN) and use the Animation Porter from there.
If you don't like the results or you run into some sort of problem then you can just delete those ones and rig the character to the brawl fighter's bones directly, which will usually lead to cleaner results if done correctly.
Well, first you click your model, then you go to the modify tab. You see where it says Cube, Cylinder and all those other forms? That means you're in the create tab. The modify tab is one to the right of that. From here you can choose to add modifiers. Click the drop down list and scroll down until you see "Skin". Click that. Hope that helps!
Yeah, sorry, I kinda wanted to solve my own issue I posted in the help section first. I gotta be able to import 100%, and I'm so close. I've pinpointed the problem and everything
Best way to fix that is to have an unrigged duplicate of the model, fix the rotations on the bones to match the source model, then Morpher it back to its original shape. Kinda like I did for Kit.
Hmm, that sounds a little bit easier than what I've been doing. I'll remember that.
So after all the rigging is done, do you just export it like normal and import it? Or are there any extra steps you need to take to make sure everything is finished?
Yep, use all the specs from the opening post of BlackJax's thread and you should be good to go. No extra steps needed.
Are dae files generated by brawlbox supposed to work flawlessly when re-imported to brawl?
Same here. I exported a platform from brawlbox as DAE, didn't edit it at all, and reimported it and I got the problem you're having.
I did manage to replace that platform with a 3ds max DAE though, and it actually worked 100%.
I can import the DAEs made by brawlbox into 3ds max just fine, but when it comes to straight up re-using them, even though you wouldn't really have a reason to, you can't do it. Brawlbox will read them fine, but Brawl won't.
Brawl can't read the DAEs BrawlBox exports. Only 3ds max DAEs work.