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1  Super Smash Bros. Brawl Hacking / Model Imports / Project Avengers Initiative v2: Texturers needed! on: April 09, 2013, 01:32:07 PM
Hello KC:MM!

Boygos recently got his hands on some really nice models from the latest Marvel MMO!

We have decided to import all of the Avengers, as well as some Marvel extras.

We are open to others wanting to help with the project, but they need to be experienced in importing and have good quality rigs to show for it.

Most characters will be imported with their new "Movie Styles" models. However, some will have classic alternate outfits.

Current Project Members:
-Joke King

Here is the list of characters we plan to import:

Iron Man  

Alts: (Model Sheets coming soon!)
-Iron Man 3 Alternate color
-War Machine
-Iron Patriot

Captain America  

Classic Outfit:


Classic Outfit


Classic Outfit

Black Widow


Classic Outfit

Other Marvel Heroes (Model Sheets coming soon):
-Nick Fury  
-Phil Coulson  
-Rocket Raccoon  
-Black Panther  

I am open to suggestions of characters you want to see imported.
2  Help & Tutorials / Model Tutorials / [Video] Adding Spec Maps to your models!! on: April 08, 2013, 07:54:58 PM
[Brawl Hacks] Tutorial: Adding Spec Maps to your Imports!

Materials needed:
3  Help & Tutorials / Model Tutorials / [Video] Combining textures to save filespace on: January 09, 2013, 04:25:13 PM
[Brawl Hacks] Tutorials: Combining textures to save filespace
4  Help & Tutorials / Help / Anyone have this downloaded on their computer? on: December 09, 2012, 02:11:03 PM

5  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / I'm back for a little bit... Custom CSP requests on: August 12, 2012, 02:36:53 PM
Yeah.... I'll be taking custom posed CSP requests for a week or two.

Max 5 requests per person until I finish theirs.

Must include Brawl Vault link, etc etc.

So yeah... request away  I see what you did there ...
6  Help & Tutorials / Model Tutorials / [Video] Giving an object a "Glowing" effect (Nulling Shaders/Normals) on: July 13, 2012, 09:26:01 PM
Thanks ramonM64 for teaching me this!!

[Brawl Hacks] Tutorial: Adding a Glowing Effect to an Object (Nulling the Normals/Shaders)
7  Help & Tutorials / Help / Texture Masks on: July 07, 2012, 08:15:05 PM
what exactly does a Texture Mask do?

on the top of my head, Sonic, Squirtle, and Captain Falcon use them. They are black-n-white copies of some of their textures...

I know it has to do with something with their Specular Maps... what do they do though?

8  Help & Tutorials / Model Tutorials / [Video] Adding PAT0 to an Import on: June 24, 2012, 09:40:12 AM
[Brawl Mods] Tutorials: Adding PAT0 to your imports
9  Help & Tutorials / Model Tutorials / [Video] Adding Shiny/Reflective effects to Imports! on: June 22, 2012, 01:14:31 PM
NOTE: I forgot a step.

After changing the Material's shader, select the material refs, and change HasTextureMatrix to true

Materials and Shaders: https://www.box.com/s/fa331ff65dc7c070654e

[Brawl Hacks] Adding a reflective/shiny texture to a model
10  Help & Tutorials / Help / Falco Freezes on: April 28, 2012, 03:20:08 PM
yeahh... so he freezes. I use no PSA's, no hacks on his slots, no .rels, no codes, etc. But he still freezes after I select the stage...

What could cause this? I use Riivolution

11  Help & Tutorials / Model Tutorials / Rigging and Model Importing Tips: Updated June 7th on: April 23, 2012, 04:31:53 PM
Hello KC:MM!

This is a tutorial that will give tips about creating quality rigs and model imports for Brawl. I will not go over the basics of rigging; there is already a tutorial for that.

This tutorial will cover the following:

Part 1: Aligning the model with the bones
Part 2: Rigging tips
Part 3: Fixing model quality
Part 4: Reducing File Size
Part 5: Special Effects for your models

What you need
-3ds Max 2010-2011 (this tutorial uses 2010)
-The latest Brawl Box
-Basic knowledge of the use of 3ds Max and Brawl Box

Other Stuff
-I will be rigging Brotherhood Ezio Auditore during the tutorial. Other models will vary, and may need different adjustments that this one.
-If you have questions regarding these tips, feel free to ask. Don't spam me with PM's though.
-NEVER Move or Scale bones during the rigging process. That will screw over your model.
-This is my way of making imports better. There may be other ways and opinions, but this is how I do it.

Part 1: Aligning the model with the bones
1. Merge the bones and model together, making a basic alignment, and add an Edit Mesh modifier while all the polygons are selected. This will make model edits a bit easier.
2. Change the model view to Wireframe.
3. Edit the various areas to fit with the bones better.

Part 1a: Arms and Hands
As you can see, the arms aren't lined up with the bones too well.
The best thing to do is vertex edit the area to fit with the bones easier... use the edit mesh modifier to do this. If you need some tips with vertex editing, you can find various tutorials around the internet. However, by the end of editing, the objects should line up with the bones like this:
Notice how the ArmJ bone  is where the elbow is suppose to be. The center of rotation for your arm is in your elbow, so make sure the ArmJ is in the center of the elbow area. There should be an even about of verts on either side of the bone.

Now for hands... try to line them up like this:
Notice how I distributed the verts evenly around the joints. This will help make the rigging process easier. Also take not on the location of the bones.

Fingers tend to terrify people. However, it's just as easy as rigging arms. The only problem that people have is lining them up correctly. If you do this, then rigging will be a million times easier. These hand's aren't even Ezio's... they're SCV's StarKiller's. If lining up the hands is near impossible, just borrow hands from another model.
Part 1b: Legs
Legs are usually easy. From this pic, you can see that the bones don't line up with the polygons well.
The solution? Just rotate the bones. Its that easy.

The length is just fine, so no need to do any major mesh editing. This however, may not be the case for all models, and will usually need mesh editing like in Part 1a.
Part 1c:Torso and Hips
The torso is pretty much perfect for this model. Just make sure the BustN bone is in near the center up the upper-chest/rib cage area. The WaistN bone should be the lower torso/abs.

Make sure the hips are centered around the HipN bone. The legs should be lined up horizontally with the hip, and vertically with the butt cheek. Just picture where your leg joints are, and line them up accordingly.
Part 1d:The Head
The head is pretty easy... just make sure the HeadN bone is at the base of the head, and the NeckN bone is at the base of the neck.

Part 2: Rigging Tips
Here are some concepts that you should know for this section that I will not cover:
-Basic use of the Skin tool
-Selecting and Deselecting verts
-Aligning the model to bones properly
-Again, basic use of 3ds Max
You can find these concepts in various tutorials in the Forums

Notes on the Weight tool:
Its pretty simple to use. When something is rigged to a weight of 1, that means that it is influenced fully by that bone. 3ds Max uses decimals, but they can be converted to percents. So 1 means it is 100% influenced by that bone, 0.50 means it is 50% influenced by that bone, etc.

When weighing, the polygons or verts may change color. Red means it is 100% influenced by the selected bone, and Blue means it is 10% or lower. 50% is usually a Yellow color.

Part 2a:Getting Started
Alright, to start rigging, I usually rig the BustN, WaistN, and HipN first.
1. Use the Skin modifier on all the polygons, add the bones, then open the Weight tool. Select all the verts.
2. Weigh the verts 100% to the BustN
3. Deselect the verts above the BustN bone, and rig the rest to the WaistN
4. Deselect the verts above the WaistN bone, and rig the rest to the HipN bone:

This should hopefully prevent you from having any stray verts. I will later go in and show you how to tweak up those areas so they bend more smoothly.

Part 2b:Arms
Start by selecting the verts from the collar-bone area to the fingers, and weigh it to the ShoulderN bone. Try to avoid rigging any verts around the Pectoral area.

Then, deselect the verts on the chest and back, and only rig the rest of the arm to the ShoulderJ bone.
Then rig the verts about halfway down the shoulder area, near the elbow to the ArmJ bone.
Finally, rig the Hand to the HandN bone

Now time to make some tweaks. First, turn on AutoKey at the bottom and move the bar to any frame. Then, rotate the ShoulderN bone.

See how it stretches? Select the verts being stretched, and click the + button or the Blend button on the Weight Tool to try to smooth it out. It just takes experimenting with the tools and weights to master it.

Then rotate the ShoulderJ bone. It should have a nice, smooth, round rotation to it like a natural bone movement. My rig didnt need any tweaking.

Now for the ArmJ. It is such an easy part to rig, yet I see so many people screw up on it.

First, bend the arm and hide and polygons around it. See how the elbow looks very flat? Not good.

Select the flat verts, and rig them to the ShouderJ bone, so its not as flat.

I'm not done yet. It is still flat and unnatural.

Select the verts on the edge of the elbow, select he ArmJ bone in the Weight Table,, and hit the blend tool a few times until it looks better.

Voila! The elbow looks better.

Now, rotate the hand bone.
See how it goes through the sleeve and armor? that is called Clipping. Thats a no-no. Just fix it by selecting the problematic verts, and rig them to the HandN bone.

Time for the horrible, feared, fingers... actually they're really easy. You just gotta line up the verts properly, and it'll work.

First select the verts of one finger, and rig them to the 1stNa bone.
Then, select the verts above the 1stNb bone, and rig them to the 1stNb bone.

Then rotate them. See how the joint is kinda flat? Use the same method as the ArmJ bone to smooth it out.
Do the same for the 1stNb bone if needed.

Just do the same for the rest of the fingers. The thumb is also rigged the same, its just sideways.

Other parts coming soon!
12  Help & Tutorials / Help / CSS not working, everything is Grey blocks on: March 23, 2012, 04:23:36 PM
so when i change a name in my CSS, all the icons turn grey... I've never had this problem before. I use the flaming blue CSS...

what should I do?

13  Help & Tutorials / Help / Latest Sawndz on: March 22, 2012, 03:37:15 PM
can someone send me the link to the latest version?

14  Help & Tutorials / Model Tutorials / How to use Visibility Bones for imports on: March 20, 2012, 11:24:08 PM
This stuff is so easy, and I see so many questions about it, so I decided to make a thread showing a quick tutorial on how to make them..

1. Open your rig in 3ds max.

2. Right-Click the object->Clone
    -Check the "Copy" box and re-name

3. Drag the texture for the new object on the polygon

4. Repeat steps 1-3 for any other expressions, making the necessary changes.

5. If the model isn't rigged yet, rig it. If it is, you don't have to re-rig the new objects.

6. Export the .dae into BrawlBox

7. Click on the object
   -Select the Drop-Down arrow next to "Visibility Bone"

   -For FS eyes, select EyeYellowM. For expressions or weapons, select the bone that controls the visibility (this may require testing and experimenting)

8. Repeat if necessary.

9. Save and test.

If you have any questions, let me know
15  Help & Tutorials / Help / Size Mod not Working on: February 11, 2012, 03:19:53 PM
so my size mod for Metal Sonic v4 isnt working... the bones are re-named and it works in BrawlBox... but not in-game.

Could it be that the shiny shaders and stuff mess with it?
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