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scorcher9910
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« on: December 31, 2010, 01:56:52 PM »


Is there any way for you to change the bone index of a model?
Say for example, I have a bone that has a bone index of 6. Could I swap it with a bone that has an index of 4, or 5, or any other number?

Also, my second question, how does bone index relate to animations? If you change the bone index of a bone, will the animations still recognize it?

Thanks in advance.
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Gamma Ridley
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    « Reply #1 on: December 31, 2010, 02:01:40 PM »


    I'm pretty sure Tabuu (the program) can do this, but it won't be one slot, if that's what you want. It's not really "swapping" it, per se, but rather you're just telling the game to look at this bone in place of that.

    It's more useful for model swaps, which will make the TransN act like a TransN, regardless of the bone indexof the original model or the swapped model. If you were to just randomly change the bone index on a single character, I'm pretty sure the animations would screw up completely, or the game would just freeze up.

    I would go here if you have any questions.
    « Last Edit: December 31, 2010, 02:36:23 PM by Gamma Ridley » Logged


    scorcher9910
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    « Reply #2 on: December 31, 2010, 02:07:51 PM »


    Okay, thanks. I've already looked at that guide many times trying to fix this.
    I'm doing a model swap, and I have the TransN glitch. I'm trying to compare my model swap with other successful model swaps on the same character, and it's really confusing.

    Meh, maybe I'll just stick to making stages for now. xD
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    Snoopy
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    « Reply #3 on: December 31, 2010, 02:27:14 PM »


    what you want is Section 4 in that guide.  it's all about bone hexing, which is one way to do what you want.  but if you only want to change the TransN index, and the new model's TransN is higher than the one being replaced, then simply renaming the bone in the index will work just as well without the need for hexing.  if your new model has a TransN of 6, and the replaced model's TransN is 4, then just rename the 4th bone to TransN, and it will work.

    bone index changing doesn't mess with the animations. as long as all the bone names are the same, that's all that matters.  the animations look for bone names.  that's why renaming a bone will disable movements, or make new animations that only affect models with that same bone name, like with one slot re-sizings.
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    Gamma Ridley
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    « Reply #4 on: December 31, 2010, 02:36:02 PM »


    bone index changing doesn't mess with the animations. as long as all the bone names are the same, that's all that matters.

    Oh really?

    Well poop. Laugh Disregard what I said then.
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    scorcher9910
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    « Reply #5 on: December 31, 2010, 02:44:04 PM »


    Okay, this is my problem, I'm trying hard to think of how to explain it.
    My model does not have a bone named "TransN". The other successful models do. However, when I click on the TransN bone on the other models in BrawlBox, it seems that the TransN bone isn't even there, like the extra bones from bone adder. So I was thinking I could take an ExtraBone that I had from the bone adder and place it at the same index of the TransN of the other models, which is 3, and rename it TransN, and then it would work without changing the name of the bone in that spot and messing up the animations, as that bone is vital in the animations.

    Would this work?
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    Snoopy
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    « Reply #6 on: December 31, 2010, 02:50:56 PM »


    well, changing the bone index won't mess with the animations, but moving certain bones can cause the model in game to freak out (anywhere from random twitching to full on seizure mode).

    and no, that won't work for 2 reasons.

    1, the ExtraBones aren't real bones.  the only reason they exist is to make it so a model with fewer bones can load over a character with more bones.  they don't and can't do anything else.

    2, once you use the bone adding program, hex changes to the bone structure won't show up.  i think it's a glitch with the bone adding program, but i don't know.

    but i'll offer my assistance, send me the model and i'll see if i can make it work.
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