Major Update! Completely finished the tutorial! Also now is including a FAQ, too!
A link to here on my website coming soon!
The video tutorials eventually coming!
Post Merge: July 11, 2018, 12:01:55 AM@Russell_SSB
A lot of my old tutorial was confusing, and the oldest tutorial still being there, taking up space, was making it rather clunky; check out the most recent, and final, tutorial, which I literally updated only about an hour or so ago, and see if that helps!
For Blender, you would use my tutorial here; it works the same on stages as on characters, but with rigging, I recommend instead to parent with Empty Groups and use Weight Paint to rig stuff to the bones:
Oh, I think I see what the problem is! I believe the colors are from the color nodes, materials, and/or shaders; so what you could do would be to open up the Super Sonic model in BrawlBox 0.71, and replace the materials, shaders, and color nodes with the same ones that normal Sonic uses, which you can export from any version of BrawlBox; just make sure that when you're exporting and replacing the materials and shaders, that you're doing it with the FIRST of each block, withOUT expanding anything but the initial Materials or Shaders folder
Nope, I'm actually referring to my own Blender tutorial, I have no clue if 3DS Max can do it the same way, tbh; this is the one I mean: http://forums.kc-mm.com/index.php?topic=75252
What I usually do is, I reposition the bones to the model, use Automatic Weights for most of the rigging, move the bones around in Pose Mode so that the character is posed in the exact same way, and then reparent to the original bones
yeah, but you would probably have to do a lot re-rigging, so it's fairly pointless to not just restart the rigging from scratch; for example, in a lot of games, each finger uses 3 bones, but Brawl only uses 2