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46  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 12:54:51 PM
Yeah, I think so. His arms do look pretty funny at Ike's length. Also that 1 vertex idea will probably work if it IS the source of the freezing.

There are still some problems I'm having with importing though, mostly with stages. I replaced a platform in Battlefield, and the custom model is smeared across the screen with lots of lag, and the characters are invisible. I'll be able to give your model my full attention once I figure this out.
47  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 12:28:31 PM
Actually it auto deletes it if there's no vertices attached to it on import. My rig didn't have any vertices attached to it, so it's just not there. The game freezes as soon as the flame effect is created. The next thing I need to do is use the animation porter, as he's got some long-chuing going on right now, mainly in the arms. Laugh
48  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 12:08:38 PM
BTW Justin, do you still have that Naruto rig I sent you a few months ago?

Yeah I do, I actually already got it working in game Smiley

It's not done though, as there's a couple rigging issues I still want to fix. Also it caused the game to freeze when I used his neutral B special, possibly cause he doesn't have a sword bone any more. I guess we'll see.

Not the best video cards in those laptops, and maybe in pikazz's mom's computer, but it's just a guess.
49  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 12:00:08 PM
Are you both on laptops?
50  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 11:31:53 AM
Hmm, maybe you should put up your video cards too just in case. In the dxdiag window go under the display tab and edit your posts to have what it says next to Name:
51  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 11:02:17 AM
Start, run, type "dxdiag"

or if you're on Windows 7 type dxdiag in that search box in the start menu and hit enter.
52  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 10:53:13 AM
so needing to get him to a T-pose like Lucas´s with his Arms/fingers and Legs/feets
then i needing to get him Lucas´s boneset(also needing a guide for that i am not 100% sure how to do it)

Ah, I see. Nah, you can rig him in the position he's in and then put him into that pose. As for Lucas' boneset I'm pretty sure there's already a lot of guides on doing that. I'll see if I can find one for you

You know, imports working for some and not for others could be due to computer specific specs

I sure hope not.

Also:
Windows 7 Ultimate 64-bit
3ds max 2009 (64-bit)
Intel Core 2 Duo CPU ~2.7GHz
4096mb RAM
NVIDIA Geforce 9800 GT
53  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 10:12:05 AM
@pikazz

Well you are saving it first before doing anything else right?
54  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 25, 2011, 10:08:42 AM
do it
so i needing a Guide to how to make rigged models without bones to be T-pose like as a Brawl char.

What? If they're rigged that means they have bones.

Also, there's not much a T-pose would do for you if it's not rigged.
55  Help & Tutorials / Model Tutorials / Rigging a Model in 3ds Max from Start to Finish on: October 24, 2011, 10:45:57 PM
Hi! This tutorial is meant to help those who are completely new to rigging models, whether it's one you've built from scratch or a character that you're trying to port from another game.

At the moment you may find some parts to be a bit vague, so make sure to let me know which parts you get lost at.

 If you need to get a better view of anything just copy the image location and paste it in your browser or right click the image and click "view image".




For starters, you should have a skeleton from your target brawl fighter. There's already several tutorials for getting those, so I won't be covering how to get one here. Really, it's just a matter of downloading the character off mediafire and importing the DAE anyway.

Scaling Your Character and Your Skeleton
You'll want to scale your character uniformly down to the size of the skeleton so that your character is the right size. From here, begin to scale the skeleton's limbs to match your character's proportions.

Doing this, however, will cause you to need to use BlackJax's animation porter later. If you don't, I quote TommoPuppy saying that the result would be "a reverse Longchu effect" or just a Longchu effect depending on your character's proportions.

 It's best to change the skeleton as little as possible, but some models simply make this impossible. If you do manage to rig your character without changing the skeleton you will have a lot less headaches when the time comes to import.

First Steps
First off, you're going to select your character and add the skin modifier to it. If your character is made up of separate objects, add the skin modifier to each of the objects.

Remember, once you rig your character you can no longer edit the mesh. Doing so will cause all of your bone influences to be set to 0 in most cases, meaning all of your work will be reset. (Heck, even once during this tutorial I did this by accident and ended up having to redo an arm. This is why you should SAVE OFTEN!)

Next, you're going to go into your skin modifier and add every single bone in the scene to the list, so that every bone influences your mesh. This might sound strange if you have several parts to your model, but trust me, we'll sort it out after we get to the weighting section.

 If you try to move the skeleton at this point, you will notice that it may work relatively well, but there might be some vertices left behind, strange deformations (especially in the arms and legs), or bones affecting vertices they aren't supposed to.

Note: if your model is not following your skeleton at this point, then go under the vertex tab of your editable poly modifier and press Ctrl + A to select all vertices. Then click on the skin modifier once more. This will ensure that all vertices are affected by the bones, and you should see them follow as you move the rig around at this point.

Weighting the Mesh
These stretching problems are where the main bulk of the work comes from - weighting the mesh. Weighting the mesh is the process of picking what bones affect which vertices, so you will be making sure that the arm bone affects nothing but the arm vertices etc. as well as making sure that they deform correctly in places like the elbows, knees, and neck.

The first thing you're going to want to do is shift your focus to one area of the model at a time. I started with the head.

Click the Envelope sub-tab/sub-modifier of your Skin modifier. You should see a part of your model change color. If it does not, then scroll down to the list of bones and click one. The red area you see shows what part of the model that bone has control over, and it will fade out from yellow to blue to indicate how much influence it has over the vertices of the model.

If you're having trouble seeing your vertices, just press f4.

Red represents absolute control. The vertices that are red will follow the bone you have selected and nothing else.

Here we see that there's some vertex stretching on the back of the head. To fix this, we have to make sure that these vertices are 100% weighted to the head bone, meaning that they should be dark red.

This will not always be the case, as you will see for the arms, which you will see have varying degrees of color due to the amount of blending between bones needed for it to move naturally. More on this later.

With the Envelope sub-tab selected under the Skin modifier, you will notice a box labeled Select at the right of the screen. Check the "Vertices" box, as seen at the right side of the picture above. This will allow you to select the vertices of the mesh individually, so that you can begin weighting them. You'll probably always want to have this box checked.  You should also press f4 so you can get a better view of these vertices.

Next, select the problem vertices, in this case the vertices of the hair that are not following the head bone properly. Now open up the weight tool by clicking the wrench icon. You will need to scroll down a little bit, as indicated in this picture:
Since these vertices are only supposed to be affected by the head bone, we select the head bone (or in my case Bone04) in the list at the side and we click the square labeled "1" to set the weight to it's maximum of "1.0". This button will make sure that only the bone we have selected will move these vertices, and they should turn dark red to indicate this.

Notice those 2 pairs of "+" and "-" buttons? The top pair is going to be your most useful tool for tweaking the influence of the bones, specifically for the limbs.

Now that we've done that, no matter how much the other bones move, these vertices will not be affected by anything but the movement of our head bone. That was easy!  Wink The real challenge comes from tweaking the other bones (mainly the spine and the limbs) to deform naturally.

Character Deformations
Now that you know the basics of what it is we're doin', next I'm going to show you the basics of weighting an elbow, as well as show you some problems to look out for during the process.

First off, bend the arm at the elbow. You'll probably notice our problem immediately.
See how the arm's width on my model is smaller now that I bent the elbow? This deformation is exactly what we need to fix if we want natural looking animations.

Remember that pair of "+" and "-" buttons I talked about? Well these are going to be crucial for making this elbow bend correctly.

Careful, this part may get a bit confusing, as it's hard to put into words. As a general rule, the vertices the elbow will be bending at are going to be weighted heavily to the upper arm bone so that they do not move with the forearm bone. Depending on your character's proportions, this might cause some clipping, but this can either be completely fixed through some tweaking or at the very least it'll look a lot better than the arm caving in on itself demonstrated in the picture above.

Don't worry about the above too much, as you'll probably understand when you're actually fixing it yourself.

The vertices that are right in the nook of the elbow need to have a high influence by either the forearm or the upper arm. As we go back towards the outside of the elbow, we'll see a lot less red since the influences are mixed between the two bones.

 It's not as hard as you might think, but it does take a lot of patience, and you do sort of have to eyeball it. Here's what you're aiming for:

Again, those vertices towards the right of the screen are the ones that have close to 0.5 influence for the two bones, but the vertices of the nook of the arm are near 1.0 for their respective bones, creating a sharp crease.

Basically, we want a sharp crease at the nook, and a smooth blend towards the outside of the elbow so it looks like how a real elbow bends.

You'll know you're on the right track when you see very little change in the width of the arm as you bend the elbow back and forth.

Tweaking Specifics
 The legs are generally the same, but since they are so close together they might affect each other, creating some stretching.

If you run into this problem, select the bones of the right leg then the vertices of the left leg and click "0" in the weight tool box. Repeat this for the left leg bones and the right leg vertices.

The spine is generally very straight forward, and I doubt you'll have much trouble with it, as compared to the limbs.

Important! If you receive an error, it may have to do with your rig!
When you think you are finished, it is important to drag the root bone (or the bone that has influence over everything, usually located near the pelvis) pretty far in one direction to make sure there are no vertices that are not assigned to a bone.

 If you notice any vertices that begin to "lag" behind, then it's important to fix these right away. This is one of the most common reasons that you receive an error when you try to import the model into BrawlBox.

General stuff to keep in mind
Finally we move onto the fine tweaking. It's important that you put your character in a lot of extreme poses to see where the rig doesn't hold up. Since you're reading this you're probably the rigger as well as the animator, and it's important you know that your animations will not be as fluid as you want if you're always having to animate around the problems with your rig. If you're importing your character over an existing brawl fighter then this is especially true since the characters have already been animated without the weaknesses of your rig being considered, so be patient and be thorough when weighting your model.

Good luck!

This tutorial isn't finished, and is still going through a LOT of editing. Feel free to ask questions about parts that seem unclear!

Video tutorial coming soon.
56  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 24, 2011, 09:47:31 PM
Alright, that tutorial doesn't seem to be helpin' too many people as it is. I'll try revising it a bit and posting it in the guides section. Sorry for not gettin' it right the first time Laugh
57  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 24, 2011, 09:28:44 PM
I personally wouldn't trust 3ds max 8 since the version of their DAE exporter is a little bit dated. They couldn't update the plugin for 3ds max 8 forever. Just an opinion though since I haven't really compared the two. I've had no problems with 2009 so far.
58  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 24, 2011, 02:33:47 PM
I got stuck on how to weigh the vertices since I can't find the weight tool

Yeah, he's right. It's the wrench icon in the skin modifier.

Stuff I should have read

Oops, sorry Laugh
59  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 24, 2011, 03:29:34 AM
My only options are COLLADA and Autodesk. None of the others :/

Autodesk Collada (.dae) right? If not, then just download the right plugin from the OP to get that export option. I don't mean to be a broken record, but that's the only one that'll work.
60  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 11:38:05 PM
I don't think I saw Y-Up or w/e it is with the DAE exporter that Justin linked.
I got one model into BrawlBox, but it was face down Im srs here

Yeah, I actually just tried it again, not sure why I didn't notice that before. It looks like it doesn't read that option at all, so you're just going to have to do what Kit did and flip it by 90. Doesn't really matter, you can actually even do it in Brawl Box if you wanted to.

But yeah, if you don't see that option there at all then you're exporting with the wrong one. You should be usin' the one that says Autodesk Collada, not COLLADA or OpenCollada if you see either of those.
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