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« on: August 05, 2010, 10:55:24 AM » |
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I have recently been trying to get Zack (form zack and wiki) working as a brawl character. His model works ingame, however, his bones are not named the same way as in brawl, and thus he stays in his T-stance
I noticed that the bones aren't even grouped the same way.
So, some questions:
1. Can I rename the bones without brawl crashing (I haven't tried renaming, so I'd like to know beforehand)? 2. If I DO rename the bones, will he animate correctly with the brawl animations? 3. Can he go over someone who is not the alloys?
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« Reply #1 on: August 05, 2010, 12:03:14 PM » |
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1. Yes 2. yes, but if they are misplaced, it will look misplaced (somebit like move-swapping) 3. If he has more bones then the character you want to replace, it can
(correct me if wrong...)
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« Reply #2 on: August 05, 2010, 12:05:41 PM » |
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1) yes 2) no (unless you create a new chr0) 3) yes
EDIT: dangit Quanno don't ninja me XD
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« Last Edit: August 05, 2010, 12:06:41 PM by Tcll »
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« Reply #3 on: August 05, 2010, 12:18:06 PM » |
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I'm getting conflicted answers on #2
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« Reply #4 on: August 05, 2010, 12:38:08 PM » |
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there is alot of work needed to rename bones step1 - all bones renamed  step2 - custom chr0 animation step3 - PSA edit to include the custom chr0's this is ment to include 2 animations as 1 wait1 - (original) wait1(2) - (custom) both animations added to the logic (PSA) (basically playing 2 animations from 1 command)
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« Last Edit: August 05, 2010, 12:41:19 PM by Tcll »
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« Reply #5 on: August 05, 2010, 12:41:02 PM » |
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So, I'd have to re-animate the model, I couldn't use an existing chr0 animation?
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« Reply #6 on: August 05, 2010, 12:42:22 PM » |
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So, I'd have to re-animate the model, I couldn't use an existing chr0 animation?
you could... and just rename the bone values in that... but be sure to add them to the logic (PSA)
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« Reply #7 on: August 05, 2010, 12:58:19 PM » |
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Yes. I have no idea how to do that.
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« Reply #8 on: August 05, 2010, 01:30:23 PM » |
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open the chr0 in Brawlbox expand the values of the chr0 and rename those each value is a "bone"
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« Reply #9 on: August 05, 2010, 01:54:21 PM » |
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And how do I "add them to the logic (PSA)"
I know about PSA, I just have no clue how to use it.
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« Reply #10 on: August 05, 2010, 02:31:38 PM » |
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okay basically you can rename them to work with the characters animations but the animations will make the model look screwed up... logically speaking if you kept them all messed up you could have a one slot model replacment just at the cost of having the model looked messed up.
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« Reply #11 on: August 05, 2010, 03:46:03 PM » |
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You mean stretched?
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« Reply #12 on: August 05, 2010, 03:59:32 PM » |
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You mean stretched?
its a little diffrent... because brawl animations are i guess backwards compared to regular game animations the model will look strange... Dingoberriz has a vid showing how it looks i'll go find it for ya. Edit here it is.
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« Last Edit: August 05, 2010, 04:01:00 PM by Ninka_kiwi »
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« Reply #13 on: August 05, 2010, 05:00:18 PM » |
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So it's easy enough but will take a really long time?
Though I don't think the game I'm using will do that. At least, I don't think it will....
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« Reply #14 on: August 05, 2010, 05:41:45 PM » |
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BB 0.63b lists every keframe you know... you don't have to use the forward button to find the end... here's what I mean: 
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« Last Edit: June 05, 2022, 01:26:37 PM by DarkPikachu »
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