Bone Tree Editor- development thread : Version 1.1 released

Started by TheShyGuy, September 13, 2010, 11:57:53 PM

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Beta DownLoad

V1.1 DownLoad

beta tut.
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Version 1 Tut:

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-Version 1.1 Tut-
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change log:

v1.1

auto load tree
filter for mdl0 files
close file button added
save fixed
auto load extra bones
loading bug fixed


BrawlBox can already do this. Just edit the values in the lower right-hand corner while selecting an animation and the bone you want to change.

Unless you mean rebuilding someone's bone structure altogether, which isn't possible. But it should be.
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@Pik/Marty
So thats why whenever I try to edit a charcater it just freezes DX
Wow I feel stupid... I guess vertex editing is better than bone editing anyway. Oh and Marty's bad ass ;D
Please stop by my site!
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http://www.mediafire.com/?iwy3g3d1noqqr3v

rebuilding bone structure is actually simple....this is mario with a quick edit to his fingers... its possible to move bones where ever you want...if you want me to change some other bones for proof i will...but not immediately since i don't check up on this site much anymore - just wanted to share this so its not a waste lol


this intrigues me, and i must know how to do this.  i see with the Mario example that the fingers all have the L/RHandN as the parent bone, instead of finger a is the parent of finger b like it normally is.  i've used Fortwaffle's bone structure moving program, but after the model saves in BrawlBox it reverts to normal, and i haven't had much success hexing it myself, probably because i'm unsure of what exactly i need to change.  this could really help in making model swaps become one slot swaps, which just changing indexes wont help.  so, tutorial please?

Heres the program.  Not the best but its good enough...if anyone wants to suggest anything go ahead...

http://www.mediafire.com/?czp74rrl73vny7a

How to use:

open texture up in BrawlBox and export the MDL0 to the start up folder of this program.
open it in HxD and search for(in hex) 00 00 00 d.
 Look at the offset and convert that to decimal.
close hxd.
rename the MDL0 to input.mdl0
open my program
in the top left corner put the numbers in the box next to topN offset - hit go(not really needed)
go to the choices tab...self explanatory
when you find your number/choice go to main. Go under advanced and put your number in.
press either up/down
and boom you moved some bones.

I will make a tut on how to do it manually incase the choices aren't good enough for what you need....when i remember how it works lol.  I made this program before i stopped hacking so yehh i can't remember everything but i will hopefully make it better with suggestions and help.

- i put a tutorial(months ago...so don't bother reading it...unless you want to...) in the read me tab.  It tells a bit about how to do it through plain hexing.

- sorry for the wait...had laptop issues lol

Would it be possible to rig the bones we added to the bone adder?
I had taunt and victory pose ideas, but I can't do them since Gray Fox's Sword doesn't have it's own bone and is controlled by his right hand.

Since they are controlled by the same bone, both scaling and the model changer event are not options.

November 08, 2010, 04:17:57 AM #7 Last Edit: November 08, 2010, 04:19:50 AM by theshyguy
Quote from: EternalYoshi on November 08, 2010, 04:14:36 AM
Would it be possible to rig the bones we added to the bone adder?


lol huh...i don't really understand what your saying...Did you mean " can you move bones that you added..." i would say no because i remember looking at the added bones through hex a long time ago and theyre separate from the real ones - theyre in separate sections....not next to eachother like a list ...etc lol

edit: i think i remember something so that you can attach the sword polygon to any other bone you want...if thats better then ask and ill try and tell you how

November 08, 2010, 04:31:19 AM #8 Last Edit: November 08, 2010, 04:33:11 AM by EternalYoshi
Yes. Gray Fox has a RHave bone that is begging to have the Sword Attached to it.
For an example of what I mean, see Lyn's RhaveN bone as her Katana(that's what the game calls it, not being decisive at whether it's the Mani Katti or the Sol Katti). moves WITH the RhaveN bone.

snd me the file and ill move the sword to the rhave bone


December 05, 2010, 12:01:14 AM #11 Last Edit: December 05, 2010, 12:04:50 AM by BlackJax96
V1 was confusing, but it still worked for me (after lots of trial and error)
BUT V2? Awesome!

anything i should add or explain so that its not as confusing?

December 05, 2010, 01:37:49 AM #13 Last Edit: December 05, 2010, 01:40:40 AM by BlackJax96
Well the explanations for each choice doesn't exactly match up to what it does. It would be great if there was a preview tree and an undo/redo button somewhere so that you didn't have to close the program, check output.mdl0 and then restart.

I have to make a change and if it works, rename the old input to input1 as a backup and rename output to input. Then by the time I'm done rearranging the whole top of the tree (which I'm doing), I have around 20 or more mdl0s as progress backups. It takes a long time this way :-\

-Which don't match up? ill fix em then reupload the program.
-i was planning on making a preview tree but...well basically i couldnt figure it out how
- im going to make a undo/redo button -> should be pretty simple
-thats why i added the save button and restore from last save. So you can open the saved in bb (my program just uses the output file, even after using the restore save....just don't save while the save is open in bb lol).