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16  Help & Tutorials / Help / Re: Where is the Camera Saved in BrawlBox on: March 31, 2016, 10:02:31 PM
In the model viewer, go to Options->Settings and then you'll see the coordinates under Current Viewport->Camera->Position. Check default to see or edit the saved coordinates.

Also in the same settings window, check "Enable text overlays" and then in back in the overall model viewer check View->Viewport->Show Camera Coordinates if you want to view the coordinates directly in the viewer so you don't need to keep the settings window open.
17  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: December 20, 2015, 02:11:28 PM
so we ever gonna get a fix for this? because I've been getting this too, but this doesn't happen in any of the older Brawlbox versions. (been using 0.71 for a while now because of this.)

I need a model that causes the error so that I can hotfix it.
18  Welcome / Rules / Feedback / Brawl Vault / Re: We changed hosts. on: December 06, 2015, 02:45:45 PM
yeet
19  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: October 15, 2015, 01:33:21 PM
It doesn't show the line numbers when you run the program without the IDE attached. Here's the same issue reported a bunch already:
https://github.com/BrawlBox/BrawlBoxIssues/issues/16
https://github.com/BrawlBox/BrawlBoxIssues/issues/18
https://github.com/BrawlBox/BrawlBoxIssues/issues/39
https://github.com/BrawlBox/BrawlBoxIssues/issues/40
20  Super Smash Bros. Brawl Hacking / Programming / MOVED: HELP!!! Brawlbox Animations on: September 29, 2015, 07:20:18 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=74885.0
21  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: August 19, 2015, 12:34:08 AM
Yeah, apparently due to a dumb compiler mistake, the weight editor worked when I tested it in debug but not when I switched the compiler to release and uploaded it. >_>

Hotfix 2 incoming. <_<
22  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: August 14, 2015, 12:30:41 AM
Any chance of a tutorial on the weight editor tool?

Alright, I can write up a small one to help you out. It's similar to 3ds Max's rigging tool, just with a few less features Tongue



1. Open up a model in the viewer and enable vertices by pressing V.

2. For bones, there are three main approaches to selecting them, depending on your preference. You'll be selecting bones to change weights for vertices.
   - You can enable selecting them on the model itself by pressing B.
   - You can make the bones render smaller so they're less in the way by going to Options->Settings->General and checking "Scale bones with camera" and "Display bones as points".
   - You can disable rendering them on the model altogether and use the bone list on the right panel instead (make sure the dropdown on the top of the right panel says "Bones"). You can show all the bones in the order they appear in the model by checking flat at the top, or show them in their hierarchy by unchecking flat. You can also search for bones with the textbox, and check "Contains" to return any bones with the search query in their name. Otherwise it will return bones that start with the search query.

3. This is an optional step but I highly recommend it. You can disable showing the transform tool used to translate, rotate and scale vertices and bones by changing the dropdown on the top right of the control to "None". It's not needed for weight editing and you don't want to accidentally change a bone or vertex's position while changing weights.

4. Apply an animation to the model or else you won't be able to see any weight changes you make. You can create an animation just for rigging or you can use an animation used in the game to really see how the model looks overall while animated.

5. Open the weight editor by pressing 9 or clicking on Tools->Weight Editor.

6. Click on a vertex or select multiple by either clicking and dragging or holding ctrl and clicking on multiple.

It's possible to accidentally select vertices that are hidden, on the other side of the model, or in the exact same position as the one you're trying to select, so double check (I probably should've added text that says how many vertices are selected but oh well). Selected vertices will be orange, as long as you can see them.

7. All bones that influence the vertex or vertices you selected will show up in the weight editor. Now select a bone, either from the list in the weight editor, from the list on the right panel, or one rendered on the model (if you have them visible).

Vertices around the bone you selected will light up in colors ranging between red and blue. Blue means the bone you selected has a small influence on that vertex (the vertex moves with the bone only a little bit), red means the bone has either a high influence or completely influences that vertex (the vertex will just move with the bone).

NOTE that if you select multiple vertices, the list of bone weights in the editor will show the average influence of the bone on all of the selected vertices, not just one of them.

8. Next comes changing the influence of the bone you selected. This is done with the buttons to the right of the list in the weight editor. You will be able to see any changes you make immediately update any vertices you have selected.

Each bone can have anywhere between a 0% influence on a vertex to 100%, and the all weights in the list must add up to 100%. If you try to change something that would result in breaking those rules, the change either won't be made or your inputted value will be clamped between 0 and 100 before being set, so keep that in mind.

- "Set" will change the selected bone's influence on the selected vertices to the value in the box next to it. This is best used if you want to rig an entire set of vertices to one bone at the same time.

- "+" or "-" will add or subtract the value in the box next to them to/from the influence of the selected bone. This is best for quickly nudging vertices over larger distances at a time.

- "x" or "/" will multiply or divide the influence of the selected bone by the value in the box next to them. This is best for nudging vertices over smaller distances at a time.

- "Lock" will make the selected bone's influence never change while you edit. Other bone weights will be changed to make sure all weights add up to 100%, but if the bone is locked then it won't. However, if all bones in the weight list except the one you're editing are locked, you won't be able to make any changes.

- "Remove" is the same thing as setting the weight value to 0, which will remove the influence of that bone completely.

9. Lastly, if you select a bone that's not in the weight list, your only options are to set a weight or add to the weight ("Set" and "+"). That will add the selected bone to the list of weights that influence the selected vertices.
23  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 09, 2015, 12:13:34 AM
Let me just ask mai waifu for permission.












...





She said no.
24  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 08, 2015, 12:52:38 PM
Sonico got a lot more votes in comparison than I thought she would, wow

I voted for IA cause well... she&#039;s just adorable with that outfit :&#039;3

yeee

If Sonico is going to be over zamus... Ihopeithasriggedtitstobecompatiblewithsumriggedti tszamuspsa

I think I wanted to rig her over Ike, lmao

I don&#039;t know like 60% of who&#039;s up there. I&#039;m so &#039;murican.

-> tfw too american

We&#039;ve got to fix that.

Along with the janky apostrophes and other symbols in quotes and in the vault descriptions and the 503s and the people

P.S. Please tell me some here knows what Samurai Jack is...

Of course, we're not uncultured swines
25  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 07, 2015, 06:24:49 PM


Says the global mod





You just haven&#039;t realized that BJ can&#039;t make up his mind.

[5/23/2015] BlowJay69: Release might never happen guys, don&#039;t wait for it.
[5/25/2015] Random KCMM&#039;er: I&#039;m so excited about this mod!
[5/26/2015] BlowJay69: Well you should be! I think I&#039;m almost done with it, release shall be soon guys!

It&#039;s his unknown-to-himself M.O.!

I just like being shady af
26  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 06, 2015, 07:49:22 PM
If high poly stuff is a problem, you could use polydraw to make a lower poly version of whatever you're wanting to import. It helps out a lot, and it isn't that difficult once you actually start doing it.

Oh yeah, I just didn't know how to quickly optimize models very well back then without relying on pro-op. We also didn't have the tristripper, so that made the poly count even more limited. :c

I wouldn't use polydraw for something like optimizing a pre-made model though, that would be much more work in the long run. You'd have to not only completely remake the topology but also remake the UVs to match the existing texture, unless you intend to make your own texture in which case that would just add more work to the process. Might as well make your own custom model at that point, would be much more fun.

For example I'd use something like polydraw if I wanted to make a low poly version of a mesh sculpted in zbrush, which would be unimaginably high poly, so I could project the high poly mesh onto the low poly one as a normal map. No UV/texture preservation involved and the topology would need to be remade anyway for good lighting and rigging in a game engine.

Converting to quads and deleting line loops and retopologizing when necessary while preserving the UVs as much as you can is the way I do it now, but to each their own.

googles super sonico
expects something sonic related
gets slapped with hentai
geez...

rookie mistake, shoulda trusted the linked image

I voted Ikaros.

good, I see you have your priorities straight
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 06, 2015, 04:33:51 PM
To engage your audience and understand their thoughts and feelings, jeez nao take a PR class or something
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 06, 2015, 11:07:50 AM
Voted BlackRockShooter because [censored] she's awesome.

ye but very high poly ;-;

And there better be rigged breasts if she wins. ( ͡º ͜ʖ ͡º)

Lol you thought I was going to make the winner, or any of them at all? ohohoho

Maybe if you're lucky.

What if you rather scale the torso to fit and just make the legs shorter? That's what I did with ginjishi Miku.
Or that's what you already tried? D:

I didn't try that, seems like it might look sorta wonky though.

Also I coulda sworn that in the past you could allow people to vote for multiple things, I guess not anymore.
29  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 06, 2015, 01:05:27 AM
I voted Mizore Shirayuki because I once tried making her and failed, yet I'd love to see her in da brawlz
By other side, if I had a second vote, I'd ask for the the appereance Miku; is the best Miku (I have her in my plans but I'm totally ok if someone else make her)
Ye, there just aren't any very good models of her, it's tragic. A model of her would have to be custom made :c

I agree, appearance miku is the best one. Unfortunately I think I decided not to keep going with that import because the shoulders are so close together that even broadening the shoulders like I did for my current miku import wasn't going to work again.

I don't remember many of these models, so it would help to see some previews, like in the Miku one...
Added some previews, either of what I started on or of a picture of the character if I didn't really have much work to show.

I would guess the whole time spent testing whether or not they bounced correctly wasn't as troublesome as one may think.
Hmm? nah, it was troublesome af. Easy in the long run, but still troublesome.
30  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: August 05, 2015, 09:39:10 PM
I was reading through this thread again from the beginning and got curious as to which mods people were most disappointed that I didn't make, so I made a poll. Tongue

Congration on getting featured, my man

Now we just need tiddy-bones on Well-Endowed Peach

thx m8!

I actually did do a quick rig back in the days:
I didn't finalize it because back then we didn't know how to remap bone indices, meaning it would've needed a PSA.

Breasts aren't that hard to rig (in fact they're very soft), just very time consuming. You can't use skin wrap *gasp*, and you can't half-ass it or else they'll look gross and unnatural, defeating the point of even rigging them in the first place.

The mesh reimporter in v0.76 helped me and sped up the rigging process immensely making WE Zelda because I could make a quick rig or mesh edit and then quickly reimport the edit without losing any materials, shaders, visibility bones, material assignments, etc that I set up in BrawlBox.

Although I did wind up just finishing the weight editor in BrawlBox to eliminate the need for a mesh reimporter entirely, haha. I still have to release v0.76b which I made solely to help me make this mod. >_>

Hey BJ, did you have to do anything fancy to get the clothing to scale nicely with the breasts? Or just the standard identical bone weights on both pieces?

Just matching weights mainly, yeah.

The sides of the breasts where the breasts and clothes meet and the bottom in the center were the hardest to rig because they would easily clip with one another, and since the vertex points were so close but not really in the same positions I couldn't just set them to identical weights because they would still clip. It was just a load of testing to make sure they clipped as little as possible.
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