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Author Topic: [NEW] Project Zero - READ PAGE 10, REPLY #139  (Read 57740 times)
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Velen
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    « Reply #60 on: September 12, 2010, 12:31:16 AM »


    Wait... the sword has a HaveN... >_>

    What do you mean by "HaveN properties" ...

    Any bone can be your HaveN... you can hold items by your waist or head or whatever...

    There aren't really special bones with special properties, it's the references that carry those properties.


    What I mean is that Zero's hand maybe or probably have HaveN properties programmed into them. That is all I mean.

    Also, I DLed Tabuu...now I just need to know Hex.
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    « Reply #61 on: September 12, 2010, 12:21:06 PM »


    Wait... the sword has a HaveN... >_>

    What do you mean by "HaveN properties" ...

    Any bone can be your HaveN... you can hold items by your waist or head or whatever...

    There aren't really special bones with special properties, it's the references that carry those properties.


    What I mean is that Zero's hand maybe or probably have HaveN properties programmed into them. That is all I mean.

    Also, I DLed Tabuu...now I just need to know Hex.
    I know how to hex Awesome Face
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    « Reply #62 on: September 12, 2010, 12:25:08 PM »


    Bones don't really have special HaveN properties programmed into them... it's the references. Whatever bone has the same index as Link's HaveN will have HaveN properties, and to change that to his hand, follow this little mini guide:

    http://forums.kc-mm.com/index.php?topic=12108.msg221192#msg221192

    What is this "knowing how to hex thing" ... you don't really know how to hex, it's more of an understanding of the different parts of the hex, like what separates the header from the definitions and stuff, and I don't think anyone here knows how... that's people like RTB and stuff.

    And you don't need to! Just follow that guide.
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    « Reply #63 on: September 12, 2010, 12:49:34 PM »


    Screw Tabuu, it doesn't want to open any files at all.

    Somebody needs to hex the article.
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    « Reply #64 on: September 12, 2010, 12:51:23 PM »


    I'll do it for you.

    Tell me Zero's TransN index, HipN index, HaveN indexes, etc.

    @HackZero: Tabuu fixes bone references, not article stuff.

    And we ARE hexing the article... just separately.

    Actually, I'll hex the bone the article is attached to, too. But if it's not aligned right, you'll have to fix it.
    « Last Edit: September 12, 2010, 12:52:32 PM by Sumire Omelette » Logged


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    « Reply #65 on: September 12, 2010, 12:58:35 PM »


    I'll do it for you.

    Tell me Zero's TransN index, HipN index, HaveN indexes, etc.

    @HackZero: Tabuu fixes bone references, not article stuff.

    And we ARE hexing the article... just separately.

    Actually, I'll hex the bone the article is attached to, too. But if it's not aligned right, you'll have to fix it.

    Okay, yeah.

    I'm not the one who knows ALL about the model,
    (even I'm the one who taught them how to re-animate Zero >_>) But,
    from what I know, Velen knows his way around the model very well.

    wait, does he even have indexes for TransN index, HipN index, and HaveN indexes, since he doesn't have any of those bones. >.>
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    « Reply #66 on: September 12, 2010, 01:00:27 PM »


    I don't really mean those names, I mean their closest equivalents.

    TransN is the bone that when moved, moves the whole model.

    HipN is... the hip >_>

    HaveN is pretty much just the hands.

    You'll also want to choose a ThrowN, or the bone that the shield is attached to.
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    « Reply #67 on: September 12, 2010, 01:05:20 PM »


    I don't really mean those names, I mean their closest equivalents.

    TransN is the bone that when moved, moves the whole model.

    HipN is... the hip >_>

    HaveN is pretty much just the hands.

    You'll also want to choose a ThrowN, or the bone that the shield is attached to.

    That raises a question for the TransN thing.

    We have Bones named:
    X
    Y
    Z

    Which moves the whole model on the axis.
    So I have to give you those names right, (cuz I did. Awesome Face )
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    « Reply #68 on: September 12, 2010, 01:06:17 PM »


    Choose one... and tell me the index, not the name.
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    « Reply #69 on: September 12, 2010, 01:10:01 PM »


    Choose one... and tell me the index, not the name.

    TRANSN = nw4r_root
    HIPN = hip
    HAVEN =
    Right Hand = R_hand
    Left Hand = L_hand

    Oh yeah, and choose the hip for the shielding
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    « Reply #70 on: September 12, 2010, 01:13:47 PM »


    TRANSN = nw4r_root
    HIPN = hip
    HAVEN =
    Right Hand = R_hand
    Left Hand = L_hand

    Oh yeah, and choose the hip for the shielding

    Those are the names, not the indexes...

    And if you make the ThrowN reference the hip bone, the shield will not be attached to the hip. The hip will grow big and small like the shield, which is not what you want. Is there maybe a bone that when you move it, it moves nothing?
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    « Reply #71 on: September 12, 2010, 01:36:27 PM »


    TRANSN = nw4r_root
    HIPN = hip
    HAVEN =
    Right Hand = R_hand
    Left Hand = L_hand

    Oh yeah, and choose the hip for the shielding

    Those are the names, not the indexes...

    And if you make the ThrowN reference the hip bone, the shield will not be attached to the hip. The hip will grow big and small like the shield, which is not what you want. Is there maybe a bone that when you move it, it moves nothing?

    it grows? T_T
    if we choose a bone that doesn't move, couldn't that end up being in a glitch since we don't know where it is?
    No vertices show up when we check a lots of bones in BrawlBox.

    Seriously, I kind of know what you mean by "indexed"
    but now I'm confused.
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    « Reply #72 on: September 12, 2010, 05:10:18 PM »


    Hmm... maybe...

    Look at a regular Brawl model and move the ThrowN around. The ThrowN moves, but no part of the model moves. That's what you want.

    And by index, I mean what number it is.
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    « Reply #73 on: September 12, 2010, 07:13:40 PM »


    Hmm... maybe...

    Look at a regular Brawl model and move the ThrowN around. The ThrowN moves, but no part of the model moves. That's what you want.

    And by index, I mean what number it is.

    Okay, I'll try and do that asap.

    TO ALL PEOPLE WHO ARE HELPING/WORKING ON THIS PROJECT:
    I will only be on briefly every couple days, and see what's going on probably post when I NEED to.

    The reason for this is I'm suffering from depersonalization.

    So this project will not move much until I get back to the forums to make updates.

    PLEASE NOTE: I will be PM'ing Velen from time to time.
    If updates aren't made, check the progress bar every weekly.

    So bye, guys, I hope to see you soon. ^^
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    « Reply #74 on: September 12, 2010, 10:34:29 PM »


    Hack, nw4r_root is Zero's TopN equivalent, not his TransN.

    the bone named "Z" is Zero's TransN bone. The axises in TvC models are different than in Brawl.

    Also, I took the liberty of translating the Japanese words used for the names of some bones so that we have a better idea of what they are.

    "ude" = "arm" or "skill".
    "ago" = "chin" or "jaw". (Weird bone to have since he doesn't have a movable mouth.)
    "ken" = "matter", "case", "item", "sword" (I think I've just found our HaveN bones).
    "ashi" = "foot", "common reed", "evil"
    "atama" = "head", "mind", "brain", "intellect".
    "jyouwan" = "upper arm"
    "kahanshin" = "Lower half of body."
    "kami" = "top; upper part of the body" or "hair"
    "karada" = "body" or "health"
    "kata" = "model", "shoulder", "direction"

    Well, that is all of them.

    Still, one has to wonder what all those bones named after body parts are for when you consider the bones near the bottom of the list appear to be the ones that control movement...I think I will experiment with Zero on a new animation.

    EDIT: Well, attempting bone-resizing on the bones named after body parts revealed that they all are in the same place as the Z-bone on the model (which is right at the floor). I think attempting to attach the Z-Saber via hex would be a bad idea for that.
    « Last Edit: September 12, 2010, 10:52:45 PM by Velen Zaiga » Logged


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