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DarkPikachu
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    « Reply #10950 on: June 22, 2012, 08:46:36 PM »


    You mean yo want to make the hipN not follow the other bones? why would you do that? just animate them as they are.
    Why not using a texture material?

    I'm sorry If what I say doesn't make any sense. I don't really understand what you want to do, but it sounds as if you are making stuff more complex than it should be.

    ok... lemme specify this correctly this time... heh

    ...
    -YRotN
    --HipN
    ---HipN00
    ----HipSubN00
    ...

    I want to move HipN00 from it's current position back to the origin so I can animate it differently.

    and I just want the scythe to appear for now...
    I havn't worked on any UV's yet cause I'm not sure exactly how to make it look right >_<
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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.

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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.

    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.

    StupidMarioFan1
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    « Reply #10951 on: June 22, 2012, 11:55:51 PM »


    ok... lemme specify this correctly this time... heh ... -YRotN --HipN ---HipN00 ----HipSubN00 ... I want to move HipN00 from it's current position back to the origin so I can animate it differently. and I just want the scythe to appear for now... I havn't worked on any UV's yet cause I'm not sure exactly how to make it look right >_<
    Couldn't you take the HipSubN00, add to parent, so it isn't a child of HipN00, then take the HipN00 and add it to the parent so the HipN doesn't effect it either, and keep doing that until you have it where you want it in the bone tree, so it's say like this
    -TopN
    --TransN --HipN00
    ---XRotN
    ----YRotN
    ...
    Or something like that?
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

    DarkPikachu
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    complexity == fun

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    « Reply #10952 on: June 23, 2012, 12:08:37 AM »


    Couldn't you take the HipSubN00, add to parent, so it isn't a child of HipN00, then take the HipN00 and add it to the parent so the HipN doesn't effect it either, and keep doing that until you have it where you want it in the bone tree, so it's say like this
    -TopN
    --TransN --HipN00
    ---XRotN
    ----YRotN
    ...
    Or something like that?
    I would have to change the current bone animations to do that,
    which would screw up the other Pikachu's...
    DP needs a seperate slot with seperate bone names (mostly) to work properly w/o affecting the others.
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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.

    StupidMarioFan1
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    « Reply #10953 on: June 23, 2012, 12:43:55 AM »


    I would have to change the current bone animations to do that, which would screw up the other Pikachu's... DP needs a seperate slot with seperate bone names (mostly) to work properly w/o affecting the others.
    This is where the clone engine would be really helpfully. I don't know how much you can go without going over the motion file limit, I remember the Donald Duck from Disney having like 9 renamed bones and still working, but DP has more than just 9 renamed bones doesn't it?
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

    DarkPikachu
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    complexity == fun

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    « Reply #10954 on: June 23, 2012, 01:04:06 AM »


    This is where the clone engine would be really helpfully. I don't know how much you can go without going over the motion file limit, I remember the Donald Duck from Disney having like 9 renamed bones and still working, but DP has more than just 9 renamed bones doesn't it?
    yea...
    but I've done a base test before porting the scythe model over it, and it worked just fine

    I've gotten Pachi to work once too (on my bad SD card) which only had TopN and TransN
    (his polygons splatterd when grabbed) lol
    ^I learned to include HipN from that mistake Tongue

    he had only 19 bones btw <_<
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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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    « Reply #10955 on: June 23, 2012, 01:53:13 AM »


    So what you want Is to give pikachu a scythe? It doesn't sound hard at all. But giving him different animations without screwing the original ones, that sounds hard. the motion file would go above the filesize if you overdo it.
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    DarkPikachu
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    « Reply #10956 on: June 23, 2012, 02:00:57 AM »


    So what you want Is to give pikachu a scythe? It doesn't sound hard at all. But giving him different animations without screwing the original ones, that sounds hard. the motion file would go above the filesize if you overdo it.
    that's why you anymate with a keyframe at every MAJOR curve end
    (keep the quality low and the filesize small)

    although the scythe is custom obj model which needs a specific material to match...

    if I could import the seperate parts directly, that would make things alot easier >_<

    NTM I want a secondary model for DP's glow effect (can be easily achieved by copying the eyeYellow material/node
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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.

    BlackJax96
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    « Reply #10957 on: June 23, 2012, 11:10:00 AM »


    - You know how you'd copy a whole frame and paste it on a different animation, and only say, 3/4ths of the bones reflected the frame you pasted?
    Fixed
    - You know how you'd click "Remove All" for keyframes on trans/rot/scale/x/y/z and after you saved, you'd get a bunch of NaNs instead?
    Fixed
    - You know how when you'd click copy bone frame with only rot, trans or scale checked, and it would copy the whole bone frame anyway? Same with paste, cut, clear, for all too, etc?
    Fixed
    - You know how you'd save a PAT0, and it would just plain screw up somehow?
    Fixed
    - You know how you'd import a texture before opening the BRRES, and it would go into the wrong folder?
    Fixed
    - You know how there was no way to get animations out of 3ds max and into Brawlbox as a CHR0?
    Fixed
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    StupidMarioFan1
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    « Reply #10958 on: June 23, 2012, 11:49:31 AM »


    - You know how you'd copy a whole frame and paste it on a different animation, and only say, 3/4ths of the bones reflected the frame you pasted? Fixed - You know how you'd click "Remove All" for keyframes on trans/rot/scale/x/y/z and after you saved, you'd get a bunch of NaNs instead? Fixed - You know how when you'd click copy bone frame with only rot, trans or scale checked, and it would copy the whole bone frame anyway? Same with paste, cut, clear, for all too, etc? Fixed - You know how you'd save a PAT0, and it would just plain screw up somehow? Fixed - You know how you'd import a texture before opening the BRRES, and it would go into the wrong folder? Fixed - You know how there was no way to get animations out of 3ds max and into Brawlbox as a CHR0? Fixed
    So the copy frame won't pste every bone now? Because I hate that part, it gives a custom animation way too much data, but is fast and simple and is what most people do. Since when has importing animations from 3ds Max every been wanted? Wait maybe I should've say like that, um...ah, what does importing an animation from 3ds Max benefit? unless I'm mistaken does making animations in Brawlbox easier than in 3ds Max? Saving pat0 files has been a problem for me, I hate how tons of times it would turn into a 'null', and I'de have to try tons of times before it would finally save it correctly for me to edit it in the Preview mode. It sounds like you're fixing tons of problems for Brawlbox v0.67, what else do you plan on fixing? What is left to do? xD
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

    Don Jon Bravo
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    « Reply #10959 on: June 23, 2012, 01:00:42 PM »


    - You know how there was no way to get animations out of 3ds max and into Brawlbox as a CHR0?
    Fixed
    Vice Versa? Grin
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    BlueBrain
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    « Reply #10960 on: June 23, 2012, 01:19:29 PM »


    omg animation importing? EPIC!
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    LCCoolJ95
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    « Reply #10961 on: June 23, 2012, 02:29:14 PM »


    omg animation importing? EPIC!
    Im srs here what is that?
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    SmashClash
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    « Reply #10962 on: June 23, 2012, 02:47:07 PM »


    Im srs here what is that?
    Sorry to lay it down harshly, but...
    What two words don't you understand?
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    Segtendo
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    « Reply #10963 on: June 23, 2012, 02:48:51 PM »


    It means exactly what the words say LLCJ.
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    namq
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    « Reply #10964 on: June 23, 2012, 03:51:51 PM »


    is it possible to import an animation from a gamecube game into 3DS max?

    EDIT:

    if this were to be possible...  I cannot imagine what would it be to create Tara/Katia from lost kingdoms 1&2 :-) with just maybe 10-15 articles she would be the best PSA/Import ever :-)
    « Last Edit: June 23, 2012, 03:53:29 PM by namq » Logged


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