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« Reply #1125 on: May 14, 2011, 06:50:47 PM » |
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@BlackJax96 Did the model I sent you import with your latest importer? Or do I need to export it again with all the necessary requirements checked?
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« Reply #1126 on: May 14, 2011, 06:58:51 PM » |
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@BlackJax96 Did the model I sent you import with your latest importer? Or do I need to export it again with all the necessary requirements checked?
I still can't get your model to import, and only the bones import for Lightning's model... There must be something I'm missing
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« Reply #1127 on: May 14, 2011, 07:20:48 PM » |
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To be fair, I didn't check Animation - Deformations - Skin (since I didn't knew I had to when I sent you the model).
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« Reply #1128 on: May 14, 2011, 07:30:11 PM » |
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To be fair, I didn't check Animation - Deformations - Skin (since I didn't knew I had to when I sent you the model).
I exported the dae with the correct settings from the max file you sent me... still didn't work. The only problems with importing anything now is the "null bone" error or the geometry not importing.
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« Reply #1129 on: May 14, 2011, 07:37:28 PM » |
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I exported the dae with the correct settings from the max file you sent me... still didn't work.
The only problems with importing anything now is the "null bone" error or the geometry not importing.
Couldn't you simply locate this "null bone" and deleate it from the skeleton in 3DS? Or would that do something dangerous to the figure?
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« Reply #1130 on: May 14, 2011, 07:40:49 PM » |
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Couldn't you simply locate this "null bone" and deleate it from the skeleton in 3DS? Or would that do something dangerous to the figure?
That's not what I mean at all.
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« Reply #1131 on: May 14, 2011, 07:43:15 PM » |
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Same here i have soras in .dae format and some other model.
You mean with bones? WOW! could you send it to me? i'd like to have a look at it. I have an idea..... Ill let you all know my idea if/when it works
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #1132 on: May 14, 2011, 09:38:22 PM » |
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There must be something I'm missing
Check "Convert geometry used as bones" when exporting. Now the bones for Naruto import, but not the mesh. This issue should be the last thing I need to figure out for importing.
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« Reply #1133 on: May 14, 2011, 10:40:25 PM » |
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Check "Convert geometry used as bones" when exporting.
Now the bones for Naruto import, but not the mesh. This issue should be the last thing I need to figure out for importing.
Hype. That is all.
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« Reply #1134 on: May 14, 2011, 10:58:43 PM » |
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Hype. That is all.
Still can't export or save it correctly so don't flip just yet
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« Reply #1135 on: May 15, 2011, 08:03:18 AM » |
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lol, this has to be the biggest error I've ever gotten: X)
Traceback (most recent call last): File "C:\model_convert\UMC_v2.6b.pyw", line 154, in <module> for module in imported_modules: module.impt(imfl,imkey,debug)#import File "C:\model_convert\plugins\melee_dat.py", line 75, in impt if (node[1]).split('_')[2] == 'joint': JOBJ(node[0]) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 35, in JOBJ if next != 0: JOBJ(next) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 34, in JOBJ if child != 0: JOBJ(child) File "C:\model_convert\plugins\melee_dat.py", line 35, in JOBJ if next != 0: JOBJ(next) File "C:\model_convert\plugins\melee_dat.py", line 40, in JOBJ print 'bone' + str(bone_idx) + ': ' + str(offset+32) UnboundLocalError: local variable 'bone_idx' referenced before assignment
I was only trying to simply create a bone index for Pichu's bones XDD
>.> don't get hyped people... the bones are only the first thing in a melee dat file... with _joint at the end of the base_node being used that is... heh
EDIT: btw, I fixed the error where you have to type the extension  now you just have to select the export type like normally saving a file 
EDIT2: well, I got them working, but they weren't indexes like I planned... heh so I just got rid of them 
import file: PlPcNr.dat imkey = 'Melee'
export file: PlPcNr.obj exkey = 'Wavefront'
[61136, 'PlyPichu5K_Share_joint'] bone: 62576 bone: 62464 bone: 62352 bone: 62240 bone: 62128 bone: 62688 bone: 62016 bone: 63248 bone: 63584 bone: 63472 bone: 63360 bone: 63136 bone: 63024 bone: 62912 bone: 64320 bone: 64208 bone: 64096 bone: 63984 bone: 63872 bone: 64432 bone: 63760 bone: 63696 bone: 62800 bone: 61952 bone: 61840 bone: 65008 bone: 64896 bone: 64784 bone: 64720 bone: 64608 bone: 65584 bone: 65472 bone: 65360 bone: 65296 bone: 65184 bone: 65696 bone: 65072 bone: 64496 bone: 61728 bone: 65808 bone: 61616 bone: 61504 bone: 61392 bone: 65920 bone: 61280 bone: 61168
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« Last Edit: May 15, 2011, 08:41:23 AM by Tcll »
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« Reply #1136 on: May 15, 2011, 11:29:52 AM » |
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Whoa...
this is some heavy stuff.
but it doesn't look all that hard once you figure it out.
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« Reply #1137 on: May 15, 2011, 11:58:33 AM » |
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Whoa...
this is some heavy stuff.
but it doesn't look all that hard once you figure it out.
heh... the only hard part is coming up with a decent equation
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« Reply #1138 on: May 15, 2011, 12:55:50 PM » |
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Maaan, I wanted to convert some models from Dynamarisa as future stage props, but they're in some custom format made by Tasofro. Opening it in a hex editor, the bones and textures indexes are out there in the open(written in japanese but still) so someone who knows what they're doing could probably figure it out but I'm a noob at this ><
My life aside, most of the models in Melee are also in trophy form. So if we can already convert those, it'd be great! It would just be time-consuming re-rigging some of them. (I'd totally want to rig the Ayumi and Diskun models Melee has, through. sooo awesome)
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« Reply #1139 on: May 15, 2011, 01:42:18 PM » |
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I can't wait to have Inuyasha.
i finished Clare's Sword, now i'm working on the Tetsuiga. (this one will slightly be harder)
so yeah, i'm excited about this importation so far, it's going to be SAKURAI!!! awesome.
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