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Author Topic: Brawlbox Resources & History  (Read 4504716 times)
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The Corrupted
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    « Reply #1125 on: May 14, 2011, 06:50:47 PM »


    @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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    BlackJax96
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    « Reply #1126 on: May 14, 2011, 06:58:51 PM »


    @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 »


    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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    BlackJax96
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    « Reply #1128 on: May 14, 2011, 07:30:11 PM »


    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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    Naruto200Man
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    « Reply #1129 on: May 14, 2011, 07:37:28 PM »


    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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    BlackJax96
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    « Reply #1130 on: May 14, 2011, 07:40:49 PM »


    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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    xxmasal22xx
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    « Reply #1131 on: May 14, 2011, 07:43:15 PM »


    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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    BlackJax96
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    « Reply #1132 on: May 14, 2011, 09:38:22 PM »


    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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    SmashClash
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    « Reply #1133 on: May 14, 2011, 10:40:25 PM »


    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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    BlackJax96
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    « Reply #1134 on: May 14, 2011, 10:58:43 PM »


    Hype. That is all.

    Still can't export or save it correctly so don't flip just yet
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    DarkPikachu
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    « Reply #1135 on: May 15, 2011, 08:03:18 AM »


    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 Wink
    now you just have to select the export type like normally saving a file Smiley

    EDIT2:
    well, I got them working, but they weren't indexes like I planned... heh
    so I just got rid of them Tongue

    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
    « Last Edit: May 15, 2011, 08:41:23 AM by Tcll » Logged


    Quote: Friedslick6
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    But the coolest part was that you didn't stop working on it despite that.

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    « Reply #1136 on: May 15, 2011, 11:29:52 AM »


    Whoa...

    this is some heavy stuff.

    but it doesn't look all that hard once you figure it out.
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    DarkPikachu
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    « Reply #1137 on: May 15, 2011, 11:58:33 AM »


    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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    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 #1138 on: May 15, 2011, 12:55:50 PM »


    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 »


    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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