I beg to differ, as I have been seeing a lot of new topics where people are asking for tips on how to do something, as well as not all requests for helping someone to learn something are on the forums; I've had multiple people PM and/or email me that they want to learn how to do something; now granted, not quite as much activity on the forum as it used to be, but I'm hoping that that, as well as higher quality mods in the Vault, will pick up after I finish some of my tutorials, since it's now possible to mod by using Blender for models
I'm stuck on something; I'm attempting to convert a test animation that I made in Blender to Brawlbox using Maya for the conversion, by importing a .dae exported from Blender, importing that into Maya, following in detail all the steps from Baking to the exporting and importing into BrawlBox, and everything looks like the pictures in the tutorial, with the red lines and everything meaning that the stuff is baked, but when I import the .anim file into BrawlBox, if I expand the CHR0, it only shows TopN, which means the other bone edits for the animation aren't exporting. What am I doing wrong? I'm using Maya 2015 Student Version. And yes, I used the same export settings as in the picture, as well. If you need me to, I can email you the Maya file.
Btw, out of curiosity, any of you guys ever had random vertices poking out of the hip area in game on any model imports before? Cause two of the guys I'm helping encountered this, and dunno if it has anything to do with Brawlbox, or if it's the rigging or bone data
It's been glitchy since at least .76 or earlier, and I think I even remember mentioning it; try using .71 and importing each polygon individually; it works sooooo much better, lol
The NoHomebrew3.6 folder contents all go in the SD card root, and the projectm folder is one of the folders in that folder, and will now be in the root
It's a problem with OpenGL, so my guess is that it's a graphics problem; what's your graphics card like, and also, did you try downloading anything updated for OpenGL?