I don't own Brawl, but I do own my own work, and that includes assembly code injections.
If you have no respect for the time I put into MAKING this thing you apparently enjoy, then that says a lot about you, as without me, Turbo mode would not exist. I put a lot of time MAKING this, and handed it off to other members of the team that made numerous adjustments, a few of which you actually are missing here.
Sure, I can't sue you or take legal action against you, but it is fairly frustrating to have someone that is apparently a fan of your work repeatedly disrespect your wishes for said work.
Lets see you make anything, without referencing OpenSA, KC-MM, or digging into Project M's files. Lets see you make something without BrawlBox, without PW's module editor.
Sigh....none of the above people actually told you to release our work. Its kinda annoying that you continue to do this even after my response to you last time.
Almost like you have no respect and just want internet points without spending effort. You have no idea who made the codes, how they work, or anything, and your credits are just a wild guess, so you listed all the people in Project M that typically make ASM codes.
EY is testing it more than i have ever used it! Post Merge: April 28, 2014, 11:26:19 PMWorked on this more a bit. May have to have EY help me with the animation playback speed and to check some stuff.
Would love to see you make something SonicBrawler, instead of posting others work that wasn't released on purpose, without giving credit to the people that made the codes.
That's sounds Great! Will v1 be able to convert from maya back to Bbox? Or is that in store for v2? I asume by 'batch convert', you meant conversion of multiple anims at a time?
BrawlBox already has a .anim importer, its the exporter that was broken. Anyways.
I need to figure out the best way to package this up! I think its just going to be an EXE and two batch files. Sorry to anyone that is expecting a fancy GUI.
version v1 will just extract into Maya, version v2 will batch convert back. Honestly, theres no real point to batch convert back I think....
I fixed BrawlBox's animation exporter to actually work, then I wrote a tool called BrawlBox2Maya.
It takes 2 paramters on the command like, a filename for a model pac, and a filename for an animation .pac.
It outputs all animations in the animation .pac as .anim's, and extracts the model as DAE and the textures as PNG. It also writes a mel script that can be used to create a maya scene for playback of the animations .
Soon it will create a FBX file for each animation, allowing someone to use brawl assets as placeholders for a game engine they might be working on.