Re-sizing a character for one slot (Marth)

Started by Aafyre, September 14, 2010, 04:43:16 PM

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I was wondering how exactly to re-size a character for one slot. I think I understand the basics but I'm not sure about the specifics of it. I was told that you have to rename a bone and change all the animations, but I'm not sure which bone I'm supposed to rename. Is it possible to re-size the body but leave the head the same size? If not, that's okay. Either way, I think this would really help adult characters that are based off of Marth or Ike. Also, I'm just curious whether resizing like this would cause any weird glitches that would affect gameplay.

It's possible, but you'll will have to change two bones to do that. YrotN, and the head bone, which name I don't know


So YrotN is the bone that I want to change to scale the entire body then? All I have to do is resize it, I don't have to change the position of the character with it do I? It shouldn't be that hard to figure out which bone is the head bone. Would renaming the head bone prevent it from being able to turn or would it just affect size?

Resizing YrotN will result in floating characters if you don't take action. That's why size mods are quite time-taking. You need to make every animation stay the characters on the ground. As for the head, I think there's a bone that affects the turning. renaming it won't make changes if done the right way, but again you need to resize the bone in every animation.



^This

It's also how the community even knows how to do it now.

September 14, 2010, 07:32:33 PM #6 Last Edit: September 14, 2010, 07:37:51 PM by Tcll
I had to do something similar, but on Pika... :/
first off, you only wan't TopN, and TransN...
the other bones really have no effect...

here's the bone list I'm trying to get:
TopN (has to be added)
|-TransN (renamed from 'Pachirisu')
|-|-Origin (use this to scale)
|-|-|-Waist

Do not rename any bones below TransN
(the bone names should be differant from the Brawl bone names)

You will register these new bones within the char's animation files,
and position them as such...
note: the animation's you make must be the exact framelength as the animation you added the bones to.

this will allow you to use all of the char's within that slot :)

I'll be able to do even better once I figure out the .rel files

EDIT: @Dingo:
some people have the post order reversed you know :P
(you're pointing to mine)

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But the coolest part was that you didn't stop working on it despite that.

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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.

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September 15, 2010, 06:15:06 PM #7 Last Edit: September 15, 2010, 06:16:30 PM by Aafyre
Alright, I'll try that out. There's just one thing I'm not sure of. The video tutorial said to change the YrotN bone, but Tcll said to only rotate TopN or TransN and not to edit anything lower than it. I noticed that neither the TopN or TransN bones change for any of Marth's animations but his YrotN bone does. Does that mean it would be best to edit one of those bones?

TopN doesn't change anything and TransN controls pretty much all of the movement so messing with that is a really, really bad idea.

YRotN works fine if you do what I showed in the video.

TopN (Bounding Box)
TransN (Motion)
Origin (my bone) use this to scale
that's how I had to scale Pachirisu...

XRotN and YRotN are for rotating the model.

[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.