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« on: September 19, 2010, 01:10:27 PM » |
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I've been working on this for a while, but now I really need help...
so I've extracted Pachirisu and renamed only 1 bone... (I'll explain why in my next post)
so anyways, now I'm stuck with: TransN Origin
and what I want is: TopN TransN Origin
how do I get that??
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« Reply #1 on: September 19, 2010, 01:20:34 PM » |
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if you're wondering why I've only renamed 1 bone ('Pachirisu'), it's so that I'll be able to port this char over a single selection instead of all of them...
one drawback to this is when customizing the animations, Pachirisu and Pikachu use the same CHR0... so when you animate Pachirisu, the framelength must equal that of Pikachu's
but yea... the in-game prob is when walking/running/rolling... he dosn't move but about 1px FW... he doesn't snapback either (just stays in pretty much the same place...)
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« Reply #2 on: September 19, 2010, 01:30:52 PM » |
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well, with what you're describing, you'd have to move a bone to the top of the structure. but i'm assuming the bone you renamed was 'Pachirisu'? from what i've seen of the Pokepark Wii models, the top bone that has the Pokemon's name is supposed to be the TopN, the Origin is the TransN, and the Waist is the HipN. i'm not too suprised that they didn't include bones for the XRotN and YRotN bones, considering that the models don't move too much in the game.
oops, maybe i should've waited until you made the second post... so you're trying to make Pachirisu a one slot over Pikachu... my theory on why Pachirisu doesn't move is because you renamed the top bone as TransN, and Brawl isn't liking that. my reasoning for this is the same as why model swaps sometimes have the tiny shield, an ExtraBone is in the ThrowN index, which the bone is referencing the TopN, therefore giving the tiny sheild. have you tried renaming more than just the one bone? if not, try renaming Origin to TransN and see if that does anything.
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« Reply #3 on: September 19, 2010, 01:38:58 PM » |
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I did try that before... leaving me to scale the Waist bone...
but when doing that, the model appeared fine in Brbx... but in Brawl, only his waist was scaled... (that's due to the Vgroup)
once I get TopN back, I'm expecting it to start the snapback thing again...
EDIT: oh yea... and what's up with that ThrowN index?? I'm guessing it's just like ItemN??
for the record... I havn't even added any bones yet... and the shield is scaled correctly as well...
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« Last Edit: September 19, 2010, 01:50:41 PM by Tcll »
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« Reply #4 on: September 19, 2010, 01:58:48 PM » |
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the ThrowN is what the shield uses for it's animation, and it's the bone that's grabbed when you grab someone. but you haven't added any bones yet? then how are you getting it to actually load in Brawl? the model i'm looking at only has 19 bones, and you'd need 47 to replace Pikachu. maybe i have a different model? anyways, renaming the Origin to TransN didn't work? hmm... have you done anything else to the model?
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« Reply #5 on: September 19, 2010, 02:03:43 PM » |
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KK, I get it...
hmm... and no, you have the right model... it loads because all needed common data is being referenced...
I was careful of that...
EDIT: oh... but I can't grab items... only pickups work... others freeze the game... I havn't tried grabbing yet, I'll get back to you on that...
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« Last Edit: September 19, 2010, 02:06:09 PM by Tcll »
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« Reply #6 on: September 19, 2010, 02:07:50 PM » |
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okay then. and i'm sure you know, but don't add bones until you have to, the bone adder program makes it so you can't hex the model after it's used. but how did you get it to load everything?
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« Reply #7 on: September 19, 2010, 02:19:10 PM » |
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I've tried doing that
there is no bone data... but all the extrabones just referance the data from the 1st bone... (the only differance is the index)
and umm... what exactly do you mean by "everything"?? sry... my mind is spiraling out of control right now trying to rmbr everything... ◎_◎ (I have no cpu at the moment)
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« Reply #8 on: September 19, 2010, 02:29:59 PM » |
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that's fine, it probably could have been worded better. but what i meant by that was how did you make Pachirisu load on Pikachu without adding bones? you said you made it load all the needed common data, and that's what i meant by everything, but how did you do it?
and to your edit, it's a HaveN bone problem is why Pacharisu can't hold items. it's because he doesn't have enough bones. from what i've been able to find, the new model needs more bones than the replaced model's first HaveN bone, then the new model can hold items. and by bones, i mean real bones, not the added bones. the throwing is the ThrowN bone, and when others grab you, it's the HipN bone.
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« Reply #9 on: September 19, 2010, 02:33:59 PM » |
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I'll brb... gonna try something... P:
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« Reply #10 on: September 19, 2010, 03:20:30 PM » |
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hmm... well... IDK how to explain it exactly...
but at least I know the result of not having the ThrowN bone...
what does ThrowN attatch to when being grabbed??
cause when I'm Pachirisu, I can grab/throw Pika like it should... (only grabbing for < 1 second (no animation))
but when I'm Pika, and I grab/throw Pachi, he sticks to the cam as a mass of jumbled poly's.
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« Last Edit: September 19, 2010, 03:24:35 PM by Tcll »
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« Reply #11 on: September 19, 2010, 03:34:42 PM » |
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thats fine then, i was just curious. when Pachirisu is grabbing Pikachu, the reason he only holds on for so little is because of not having a ThrowN, and when Pikachu is grabbing Pachirisu, the reason his polygons splatter is because of not having a HipN. i think the ThrowN is used during the animations to grab and throw, but it grabs the HipN of the character being grabbed.
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« Reply #12 on: September 19, 2010, 03:44:03 PM » |
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hmm... is there any way I could set it to grab HipN and Waist?? oh btw, both ways only hold on for an instant... forgot to mention that 
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« Reply #13 on: September 19, 2010, 03:54:15 PM » |
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the only way i can think of right now would to be to rename the Waist to HipN, but that might mess up the animations. i don't think there would be anywhere in the model that you could hex it to be different... unless you could change where Brawl looks for the HipN without changing the FitPikachu.pac... i'm just thinking out loud at this point. wait, does Pachirisu have the snap back glitch?
Edit: actually, i think i may have found something. try this: open Pachirisu's .MDL0 file, do a search for 'Waist' (it should be at offset C730), replace that with HipN and see if that fixes the polygon splatter problem when Pachirisu is thrown. this won't change the name of the bone, but i think it might change some internal name of it.
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« Last Edit: September 19, 2010, 04:03:40 PM by snoopy »
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« Reply #14 on: September 19, 2010, 04:00:52 PM » |
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actually... that would require a logic edit to do that... and there's no TopN... remember 
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