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Author Topic: Re-sizing a character for one slot (Marth)  (Read 2698 times)
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Aafyre
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    « on: September 14, 2010, 10:43:16 AM »


    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.
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    Quanno
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    « Reply #1 on: September 14, 2010, 11:14:27 AM »


    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
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    Aafyre
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    « Reply #2 on: September 14, 2010, 11:33:40 AM »


    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?
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    « Reply #3 on: September 14, 2010, 12:37:51 PM »


    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.
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    Beyond
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    « Reply #4 on: September 14, 2010, 12:45:09 PM »


    Dingo released a tutorial on how to do this like a week ago.

    <a href="http://www.youtube.com/watch?v=FRN8rWzDLfE" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=FRN8rWzDLfE</a>
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    dingo
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    « Reply #5 on: September 14, 2010, 01:17:19 PM »


    ^This

    It's also how the community even knows how to do it now.
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    « Reply #6 on: September 14, 2010, 01:32:33 PM »


    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 Smiley

    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 Tongue
    (you're pointing to mine)
    « Last Edit: September 14, 2010, 01:37:51 PM by Tcll » Logged


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    « Reply #7 on: September 15, 2010, 12:15:06 PM »


    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?
    « Last Edit: September 15, 2010, 12:16:30 PM by Aafyre » Logged


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    « Reply #8 on: September 15, 2010, 12:28:39 PM »


    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.
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    « Reply #9 on: September 15, 2010, 12:52:08 PM »


    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.
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    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.

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