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Author Topic: Brawlbox Modset 4.1 is here! Draggable bones, among other things  (Read 43253 times)
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    « Reply #75 on: January 11, 2011, 03:03:02 PM »


    @LordNOaH: Is there any way you could improve compatibility with the brsar?

    not a chance, because I really suck at C#.  I'm just learning the basics, really, and I don't understand most of kyral's and Bero's work

    If i cared enough i'd bother and learn it
    however what plans do you have in mind to add to brawlbox?

    I'm planning on adding draggable translation as well as interpolation settings for animations if i can.  Linear, gradual, and exponential.  that'd be useful


    What about that animation porting idea that I had too? (I think I posted it here :l ) I doubt it'd be difficult if you implimented  a small flash movie program into it.

    you can do it then :/

    oh, and this:

    but I kinda gave up on that one
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    « Reply #76 on: January 11, 2011, 03:13:09 PM »


    hey noah.. this is a bit off topic..kind of. But did bero give u the actual source code, or do you use the one thats on the op of the modset thread?

    -just asking cuz i dl the one on the op and i always get an error trying to build/debug it....
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    « Reply #77 on: January 11, 2011, 03:16:57 PM »


    hey noah.. this is a bit off topic..kind of. But did bero give u the actual source code, or do you use the one thats on the op of the modset thread?

    -just asking cuz i dl the one on the op and i always get an error trying to build/debug it....
    Yeah I use the one on the modset thread but I haven't been using the latest souce, I'm using the 3.2 source b/c I'm lazy.  If it doesn't work for other ppl though you should tell him.
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    « Reply #78 on: January 11, 2011, 03:24:50 PM »


    Well Daz Studio Advanced has an option for clothes called morph follower. Basically it reads all the data for the outfits and accessories, then alters it's shape to fit the shape of the characters body. I'm not saying you'd need a flash program like actual movie, just flash tools.

    1: you open brawlbox and export an animation from one character, say capt falcon.
    2: You open another character(NOT captain falcon) preview the model and open three animation files, the character's wait animation you want to port the animation too, the animation you want to port, and a completely new animation.
    3: Through a dialogue you select from a button called "port" Then select the animations in order. 1: the characters wait animation 2: the animation you want to port 3: the new animation.
    4: once those three animations are selected, you hit "okay" on the port dialogue and the flash tool goes to work. The flash tool's process is described below.

    4A: first BB reads the bones positions, rotations etc of the character you're porting the animation to.
    4B: Then BB reads the rotations of the bones for the animation you're porting, one frame at a time. (this could take longer depending on the length and complexity of said animation)
    4C: Finally BB uses the flash tool to re-create the animation you're porting frame for frame using the chosen character's (Sonic instead of falcon) bones as if you were doing the animation yourself. Since it's a new animation there would be no glitches (translation and rotation wise) because the flash tool is simply creating a new animation that mimicks the animation you want to port using the Selected character's (Someone who's not captain falcon) bones. The difference being that the animation both begins and ends with the new characters wait animations. (Which is why we also load the character's wait animation that we want to port the animation to)

    Does that sound difficult? :l
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    « Reply #79 on: January 11, 2011, 03:39:37 PM »


    yes :| considering I can't even get tab functionality working
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    « Reply #80 on: January 11, 2011, 06:47:07 PM »


    yes :| considering I can't even get tab functionality working

    So you're starting from scratch >_>
    If I ever learn C++ (which I doubt will happen) I might try to help, but I'd need to see how to edit BB's data too first :l
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    « Reply #81 on: January 11, 2011, 09:45:35 PM »


    yes :| considering I can't even get tab functionality working

    So you're starting from scratch >_>
    If I ever learn C++ (which I doubt will happen) I might try to help, but I'd need to see how to edit BB's data too first :l

    if you learn C++
    could you maybe answer any Q's I may have :/

    I don't use visual so C# is out unless I can find a good free compiler...

    I ask for C++ since I use DevC++
    works quite well to say the least Cheesy

    the brmdl (mdl0) viewer was made in DevC++ Smiley
    I've been trying to figure out the code...
    but it's quite a hastle -.-
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    « Reply #82 on: January 13, 2011, 06:14:34 PM »


    Hey noah what'd you do with BB? It wont show the attributes/info on the table to the right anymore....if you cant remember than thats ...>.>...fine lol
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    « Reply #83 on: January 14, 2011, 02:59:43 PM »


    Hey noah what'd you do with BB? It wont show the attributes/info on the table to the right anymore....if you cant remember than thats ...>.>...fine lol
    I probably [censored]ed something up in mainform.cs, but bero is fixing 4.1 dl that instead.  Did you get my tabs working? lol
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    « Reply #84 on: January 16, 2011, 02:01:50 PM »


    Can anyone PLEASE explain why I get a "Just in time" debugging error when I open up peach's motionetc file with Brawlbox modset 4.1? It only happens on two occasions.

    1: when I open peaches motionetc (doesn't matter what source it is)
    2: when I try to save a motionetc file I edited, even just porting an animation.

    I really want to get started on animating, because porting attacks over to peach where the leg goes any higher than 90 degrees is lame and doesn't work :l
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