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Jaklub
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    « on: September 19, 2010, 01:29:34 PM »


    I've tried to swap Tails over Sonic. I've added the bones, modified the pac file (FitSonic.pac) with Tabuu. It ran, but this is how it looks like.
    <a href="http://www.youtube.com/watch?v=GmFMtEqOBhE" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=GmFMtEqOBhE</a>

    What works:
    - Moving around and smashing others
    - Shielding (but his body grows bigger when doing so, I think it needs an additional bone)
    - Grabbing others
    - Result screen
    What doesn't
    - Picking up items (even though I changed the bones in Tabuu)
    - Hurtboxes (same as above)
    - It looks screwy.
    Does anybody know if it's possible to fix, and if so, how to fix it? What I've probably done wrong? Thanks in advance. Please write a message if there is something wrong with this post or a similar problem has already been covered (sorry then).
    « Last Edit: September 19, 2010, 01:35:49 PM by Jaklub » Logged

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    « Reply #1 on: September 19, 2010, 01:36:46 PM »


    http://forums.kc-mm.com/index.php?topic=9248.0

    my guide on model swapping, though i usually suggest against replacing Sonic, because of what happens when you do, which your video shows.  are you trying for a one slot swap?  if so, it's not happening.
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    Jaklub
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    « Reply #2 on: September 19, 2010, 01:38:58 PM »


    Thanks for posting. I've actually used your guide, but had no idea THAT is what happens when you swap over Sonic.
    And no, I'm not trying to do a one-slot swap.
    I guess I'll try a different character.
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    « Reply #3 on: September 19, 2010, 01:52:51 PM »


    if you're not doing a one slot, then it should be fixable.  you said you changed a few things in Tabuu, what all did you change?
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    Jaklub
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    « Reply #4 on: September 19, 2010, 02:43:03 PM »


    Here's what I've changed.
    Hurtbox with offset 10710 - from bone 21 to bone 5
    Hurtbox with offset 10724 - from bone 67 to bone 14
    Hurtbox with offset 10738 - from bone 24 to bone 20
    Hurtbox with offset 1074C - from bone 49 to bone 11
    Hurtbox with offset 10760 - from bone 36 to bone 10
    Hurtbox with offset 10774 - from bone 28 to bone 17
    Hurtbox with offset 10788 - from bone 51 to bone 15
    BoneRef2: ThrowN to BustN (7)
    BoneRef2: HipN to HipN (4)
    BoneRef2: XRotN to XRotN (2)
    BoneRef2: YRotN to YRotN (3)
    BoneRef2: TransN to TransN (1)
    BoneRef2: RHaveN to RHandJ (14) / second try: RArmJ (13)
    BoneRef2: LShoulderJ to LShoulderJ ( 8 )
    BoneRef2: RShoulderJ to RShoulderJ (12)
    BoneRef2: RShoulderJ to RShoulderJ (12)
    BoneRef2: WaistN to TailM (6)
    BoneRef2: L4thNa to LHandJ (10) / second try: LArmJ (9)
    I should note I've used Tails model from ZenonTeam's (sorry if I misspelled the name) Tails project over Yoshi. I've attempted to swap XRotN and YRotN bones, but it had no effect. I'll also name hurtbox bones I swapped to more precisely tomorrow, because of school.
    Thanks for posting.
    « Last Edit: September 19, 2010, 02:48:37 PM by Jaklub » Logged

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    « Reply #5 on: September 19, 2010, 03:19:44 PM »


    y'know, that's pretty funny that your using their model, because i'm the one that originally ported it to Yoshi for them.  that may explain some of the confusion, though.  here's what Tails's bone structure should be (rename and re-link them): 0 TopN, 1 BodyM, 2 TailM, 3 TransN, 4 XRotN, 5 YRotN, 6 HipN.  the rest should be the same.  i did that for them before i figured out how to hex bone indexes, so those shouldn't give you a problem. 

    the item holding glitch is because Tails only has 24 bones, and Sonic's first HaveN is 45, and the new model needs more original bones than the replaced characters first HaveN bone.

    and the reason that part of the body grows and shrinks with the shield is because of the bone you have referenced for the ThrowN index.  the ThrowN bone (on regular Brawl models) are bones that aren't attached to the model in any way, just the bone structure.  Tails doesn't have a ThrowN bone, but it might be possible to use one of his model bones instead.  try making the ThrowN reference index 1 or 2, either one should work without making any bit of the model grow.

    and i'm not sure why the hurtboxes are still wierd, but you may want to change the first one to index 7, so it's attached to the real HipN.

    try making these changes and see if it helps.
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    « Reply #6 on: September 20, 2010, 09:55:52 AM »


    Thank you. Sadly, the problem remains unfixed and it still looks bad.
    I renamed the bones like you said (the same order as in original model, but without the prefix).
    Now Tails stands on the correct height, but still looks screwy and lost tails.

    I also changed the first hurtbox to HipN (it was 6), but still gets hit from entire map. I tried to swap it to 7 as well, but didn't work too. Changed the ThrowN bone, but shield appears too low. I believe modifying bone hierarchy and putting new bones in different places will be a must (sadly, it probably isn't possible).
    Quote
    the item holding glitch is because Tails only has 24 bones, and Sonic's first HaveN is 45, and the new model needs more original bones than the replaced characters first HaveN bone.

    So, even with added bones this cannot be fixed?
    « Last Edit: September 20, 2010, 09:58:27 AM by Jaklub » Logged

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    « Reply #7 on: September 20, 2010, 12:43:59 PM »


    well, it looks better...

    the reason his tails are gone is because Sonic's EyeYellowM bone is index 2, which is Tails's TailM bone.  it would be a simple fix, all that you'd have to do is hex the bone index to 3, therefore making the tails always appear (the EyeYellowM only shows up when you have a smash ball, which is why the tails are not showing).

    and the item holding problem, the bone adding program adds half bones.  they're technically bones, but they do nothing more than make a model able to load over characters with higher bone counts.  that's why the item hold glitch is still there, you'd need more actual bones.

    since i'm not sure how to fix the stretching, all i could suggest is putting Tails on a different character, and then porting Sonics animations over to the new character.
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    « Reply #8 on: September 20, 2010, 12:50:44 PM »


    the reason his tails are gone is because Sonic's EyeYellowM bone is index 2, which is Tails's TailM bone.  it would be a simple fix, all that you'd have to do is hex the bone index to 3, therefore making the tails always appear (the EyeYellowM only shows up when you have a smash ball, which is why the tails are not showing).
    Usually only the tails appear, but I really didn't think about it this time. Oops.

    I'll try to get Tails working on a different character. If more problems appear (I really hope not), I'm going to write again. Thanks for your help.

    EDIT: Seems to work fine over Pit, but only tails appear. Hopefully it won't look horrible when I get the rest of body to work.
    EDIT2: It froze when I glided. I'll try Olimar.
    « Last Edit: September 20, 2010, 01:35:54 PM by Jaklub » Logged

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    « Reply #9 on: September 20, 2010, 04:28:42 PM »


    or how about this, which character do you want Tails over?  it'll be easier for me to do it, and it'll only take a few minutes too.
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    « Reply #10 on: September 20, 2010, 04:40:51 PM »


    Hey I fixed the glitches and ported all the animations for yoshi for them =P
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    « Reply #11 on: September 21, 2010, 08:29:44 AM »


    I tried to get him over Pit, Toon Link, Lucario and Yoshi - the last one worked the best. I skipped Olimar because his files were different (maybe that's just the uploader).
    I generally want to replace only the characters that are one of their series (like Pit or R.O.B.). Pit would be the best, but like I said - after quick replace it had a freeze on gliding.

    Thanks for your help.
    « Last Edit: September 21, 2010, 08:51:13 AM by Jaklub » Logged

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