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.
Holy sh** it's like people need their hand held through everything. If something doesn't work don't just come to the thread crying saying your mad that it doesn't work. Figure it out, try some stuff. Maybe watch the tutorial again. Keep trying until you get it right. Figure out what's wrong on your own. If the tutorial is your issue wait until another one is released. Enough of the complaining.
I could Rig him to peaches bones XD but then ugh....not enough psa size Pluss peach has no sword animations that he could use :l
I don't think using hacks online is allowed anyway?
Even if you use Ike, You can add a polygon of his sword shiethed and add a bone for that as well. Make the polygon reference the bone, and then fix it up in tabuu so a PSA model changer event would make the sword shiethed polygon appear. Kinda a complicated process. All of it can be done in the new BB though. At least I think. Is that correct BJ?
That's why I'm rigging Kisame to Ikes bones Ike has a sword in the same hand, all he needs is new specials, some new tilts/smashes, and a new FS and poof, Kisame brawl styled =3
Although, Ike has no model changers, so I can't make a version of him that has the sword seathed and/or unseathed :l
I think it would be possible to give him model changers, but then it probably won't be wifi-compatible.
I think you should release it tomorrow, seeing as how your gonna check for any other bugs. I'm sure people can deal with saving an import and then editing.
Nel never had those problems in the first place, and the shading that she currently has is using that _env_map_tex_dummy texture (Haruhi's Toon Texture).
She didn't have any problems at all not even when first imported(shading wise)?
BJ, might not be the same as when I imported Ichigo, but I would assume it is as the models are from the same game, but if nel's materials still have _env_map_tex_dummy as one of it's textures, that might be the problem. I fixed it by making all the textures CMPR, changing the _env_map_tex_dummy thing, and replacing his shaders with one of the shaders of a brawl character that controlled a part of the main body. One of the shaders properties was lambert. All the materials were also set to lambert.