Adding new bones to different hierarchies?

Started by Pik, August 28, 2010, 03:29:20 PM

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I need a new dummy bone added off of a character's Neck bone, though when I add a new bone with Fort's tool it can only put it under TransN.


Is there anyway to change this?


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August 28, 2010, 03:53:13 PM #1 Last Edit: August 28, 2010, 03:54:05 PM by Tcll
I tried asking something similar to this and got nowhere...

they told me to use fort waffles after I already explained that fort waffles adds a bone to the last offset...
I need it before 'TransN' so I can rename it to 'TopN'

Will anyone help :srs:

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Quote from: Pik on August 28, 2010, 03:29:20 PM
I need a new dummy bone added off of a character's Neck bone, though when I add a new bone with Fort's tool it can only put it under TransN.


Is there anyway to change this?

I don't think so, because after you add bones, you can't make anymore hex changes...

I think the closest thing to this would be using the Bone Hierarchy tool to move the ThrowN bone under the NeckN, and then use the Bone Adder to add an Extra Bone, and switch the names of the ThrowN and ExtraBone, because they don't move any part of the body, so they're pretty much the same. Maybe you can try that?

unfortunately, as Sumire said, once you add bones, hex changes won't show.  besides, the added bones aren't even actually bones, the only reason the bone adding program was made was to get models that didn't have enough bones to be able to have enough bones to replace characters other than the Alloys. 

one option is to find a bone thats not connected to the model, like the ThrowN, hex the bone index to be where you want it, and then move the rest of the bones one down.  this usually works for me.

August 28, 2010, 06:39:56 PM #4 Last Edit: October 05, 2022, 06:31:17 PM by DarkPikachu
Quote from: snoopy on August 28, 2010, 05:05:21 PM
besides, the added bones aren't even actually bones
extrabones arn't bones... hah...
then what's this:

I'm so freakin tired of telling people it's not funny

yes I did that by modifying the extrabone...
everything on the extrabone is set to 0

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

OK, they're technically bones, but they exist just for the sake of existing. They serve no other purpose.

Sure, you can move them around and whatnot, but using them for things like shields and stuff will not work. Moving an extra bone in an animation will not move the model at all.

The only purpose I can think of for using them is to attach GFX to in PSA to Brawlbox projectiles.

August 28, 2010, 06:47:55 PM #6 Last Edit: August 28, 2010, 06:53:56 PM by Tcll
if you rename an extrabone to a vgroup (such as: 'ArmL') then it'll move that part of the model...
but of course you can't have 2 ArmL bones...

don't forget...
I'm a game developer (self taught)
I know my stuff

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

anyways... back to my first Q

in that model that's displayed...
you see:
Pachirisu
Origin

I renamed 'Pachirisu' to 'TransN'
now I need to add a bone before that, and mane it 'TopN'
eg:
TopN
TransN
 Origin

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Quote from: Tcll on August 28, 2010, 06:52:35 PM
anyways... back to my first Q

in that model that's displayed...
you see:
Pachirisu
Origin

I renamed 'Pachirisu' to 'TransN'
now I need to add a bone before that, and mane it 'TopN'
eg:
TopN
TransN
 Origin
But why did you rename the first bone to TransN?

Quote from: ds22 on August 28, 2010, 06:59:03 PM
Quote from: Tcll on August 28, 2010, 06:52:35 PM
anyways... back to my first Q

in that model that's displayed...
you see:
Pachirisu
Origin

I renamed 'Pachirisu' to 'TransN'
now I need to add a bone before that, and mane it 'TopN'
eg:
TopN
TransN
 Origin
But why did you rename the first bone to TransN?

Pika's transN is at index 2 not 1, just switch the origin and TransN around
Sorry but you are not allowed to view spoiler contents.


I DO NOT take requests, I make what I want to make

August 28, 2010, 08:43:50 PM #10 Last Edit: August 28, 2010, 08:44:45 PM by Tcll
when I did that...
it didn't animate correctly
(I had to scale it from the Waist bone...)
that looked fine in brawlbox...
but it messed up in brawl...

it works if I scale TransN...
but then the other Pikachu's are giant...

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Well, seeing as I can't do what I originally wanted, is it possible to give bones new IDs? That's the next best thing for me, although this bone discussion is getting interesting.


Thanks for the input guys.
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like what do you mean??
renaming the bones??
eh... I'm lost...

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

http://forums.kc-mm.com/index.php?topic=9248.0

This place has a whole bunch of bone info...

And it shows you how to change bone indexes, too! Is that what you meant by "IDs?"

Sorry, I don't know a lot of terms when it comes to this stuff. Basically how a bone would be called "2C" in PSA rather than it's name.

Is that an index? o:
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