Another is to view the Chr0 file under the AnmChr folder and at the top it'll say how many frames it has Damn you fairknight >.> First ninja'd in a while
Editing Animations is rather easy or tricky depending on what your trying to do and the model your trying to do it on.
Ill give you a brief tutorial on animations
Transition X: This moves the one of the bones of your model to the side, positive numbers moving the model piece to the right negative numbers moving the part to the left
Transition Y: Same as above but since its the Y axis it will move your model piece up or down positive numbers moving it up and negative numbers moving it down, this is all basic geometry
Transition Z: (If you took trigonometry you would know of the Z axis) this moves the model piece either forward (Towards you) or back (away from you) depending on positive and negative numbers
- these Transition animations are most commonly used for stages as it involves moving model parts and placing them where you want
Rotation X Y Z: Rotation X would rotate something clockwise or counter clockwise, Y would rotate it either down or up, Z would rotate something off to the side.
Scale X Y Z: Scaling X would make something wider, Scaling Y makes something taller, Scaling Z makes something bulkier sort of
Now Bones control the parts of your model, you can try experimenting with them in order to find out which bone controls which part of the stage and manipulating your stage as such
And it may come in handy to rename the bones by going to Arc 2> Model Data > 3D model> Bones because if you use multiple of the same model, this allows them to have different animations despite having the same bones
Now for your whole problem with that logo, you add frames by simply going to your model preview and adding extra frames to see how it looks in the preview, and then make a new chr0 and apply the animation and frames to that and then it will show up although I havent messed around with .gif images yet that would do it
To make any texture you want transparent, remember what texture you want to make transparent, once you decide which one(s) you go to the "Materials1" folder of the model and go the texture you want to make transparent. You should see a list of things but go to where it says "Type" make the Type value 3 and that makes it transparent. SOME textures have different names in Materials1 but theyre usually similar enough for you to know
For Example:
"I want to make the lineHikari texture on BattleField transparent"
This probably wont get solved unless an expert or a very good hackers helps out but, as you all know I have my stage BattleScape and I even have other versions
But im trying to make multiple better versions with animations and they look cool in BrawlBox and I have currently 5 BattleScape like stages but all of them crash, no matter what tests I run, actually most Backgrund swaps crash (Except simple ones like Luigi's Mansion's background Moon) and I added a lot of statics (TO the point where it works over skyworld) and usually adding more model datas gives more space but its still freezing, and even my trial and error processes of deleting and trying have not been working, even deleting whole models keeps it freezing. I was wondering if there are any suggestions for things that may help me out
Most of these stages would be loved if you saw them in game, they look very good and so do the animations, but if they keep freezing then I cant release them
Im working on my Apotos stage but I wanted to know, how to rename the textures for a certain model so that when you have more of the same model, that they dont all have the same textures.
Sort of like Mewtwo2000's Fourside, he used custom Stage Blocks to make that, but some of the blocks had different textures despite them being the same models, so how do you rename the textures so you can used different textures on multiple of the same model, I really need to know Lol
and to be honest, With Crystal WarScape, that is really not the background I put down... that background was a glitch from Mewtwo's mod to the BattleField sky, but it ruend out ALOT better then my idea O_o
And ALSO, If anybody can shoot a video of my 3 new stages let me know, whoever can will get my next stage BEFORE anyone else, and its almost done too, let me know
tommorow I will be posting some other BattleScapes I was working on I got 9 total ideas (I need a 10th idea) but Im gonna show pics of all 9 and I want you guys to choose 3 that I should post anyways im off for now
Well, these are done via, animations so you have to utilize the FirMotionEtc.pac of the character if you want to get the animations because even if you scale them and it did work you'd need to apply it in EVER animation, heres a tutorial on BrawlBox Animation to help you out: