I haven't checked das donkey or Shinobu's tutorial yet. I'm hoping das donkey will fix the problem. I'll also try importing the model in dae format (even though her textures become messed up whenever I try)
Ahhh, I should have made it clear in the beginning, but das donkey vertex box won't be of help here. That was just a little histiry, the vertex box does what it says, edits vertices. I seemed to have missed the part about the pmd importing. To prevent weird and unknown issues work with it as a dae file type.
When vertex editing was the new way to mod I seem to recall similar issues. It was fixed by re-importing the model with das donkey vertex box 2.0, which was updated to apply the "patch" *cough, enough with the history lesson. Here's my tutorial thread which gives (I like to think) a easy guide to rigging with 3ds max. Once you get over the initial intimidation of using a professional program it's much easier then MMD. In regards to your issue, you most likely can't tell how good your rig is by just moving to bones in BB. Run one of Peach's animations and watch where the issue in game lies. Also since peach has a dress some of the dress bones may be weighted to he legs on that side. If all else fails, re-import it into BB and save again. Sometimes that's the easiest fix.
Sounds like an issue with the game itself not the model to me. If it works fine normally and a match finishes normally, then the call for the result screen on pause must just not like it. Try resaving the file, sometimes little things like that can fix issues.
In the tutorial max 2010 is being used, I'm not sure if max 2015 exports the way 2010 does. Also warnings some times can turn up while it works in BB. Play around with the export settings a bit, or download the old exporter, which may or may not work with 2015.
Alright, due to A LOT of unforeseen events the tutorial was pushed back by a few weeks. BUT it's finished now and is being edited. So unless MORE unexpected crap arises, I should have it uploaded sometime tomorrow. After that I'm making video tutorials on EVERY written tutorial on clone engine stuff.
I explain the delay in the video, so if you want to know watch the vid.
No can do. His spin is an external graphic and all costumes use the one .pac for graphic effects. You can use the clone engine to make a separate slot for each costume though.
The SCLA file is a file that i have been experimenting with in my thread for File Research. To my knowledge there isn't anything known about it? at least as far as i know.
Of course i would be adding a way to edit it once i find out the structure of the file. With SCLA all entries in stage .pacs (beside SSE stages) will be editable. i can't think of any besides SCLA in stages that aren't known and editable currently. The collision editor displays all models and textures etc etc and shows the level as it would be seen in game for the most part, but you can't position the models. Only displaying the bones.
In regards to stage editing etc etc, one thing i would really really like to add and will hopefully be able to pull off in the future would be to allow editing and re-positioning of models from within the collision editor. Reason for this would be because position seperate models within the stages is a pain in the butt at the moment, and to make creating SSE levels in BBox a reality, i would like to make that editable. This of course will take a whole lot of work
I would also like to implement the ability to play all animations in the level from the collision editor, in order to better represent what the stage would look like in game.
long term goals, but that's about it
You can only eat an elephant one bit at a time. Unless you're a snake, they can in one bite
A little off topic, but are there any exciting features upcoming for stage builders? Planed or unplanned I guess I should say. This is NOT a request, just a question. I don't like asking more then can be done.
Add "[Solved]" to your thread title just to let people know it's solved before reading the thread (usually more helpfully when there's many posts but still). No problem