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« Reply #2070 on: July 11, 2011, 09:32:59 PM » |
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So resizing and Ike's skeleton and he will be playable over Ike like normal in-game?
Yep, and supposedly it won't look funny when he's doing all of Ike's animations, but I guess we'll see eh? I may have a working .3DS for you...
I'll give that a try.
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #2071 on: July 11, 2011, 09:35:01 PM » |
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Yep, and supposedly it won't look funny when he's doing all of Ike's animations, but I guess we'll see eh?
And thus, the animation porter was implemented into Brawlbox! 
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« Reply #2073 on: July 12, 2011, 01:38:29 AM » |
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And thus, the animation porter was implemented into Brawlbox!  Oh yeah, I forgot. I should definitely give that a try 
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« Last Edit: July 12, 2011, 03:32:18 AM by Justin712 »
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #2074 on: July 12, 2011, 01:46:10 AM » |
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so that means we can use a Brawl Animation meant for a brawl skeleton
and port that to a import skeleton without rigging brawl rigging character
if so Project: Kid Goku (the import over Luigi soon over a other) is started again
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #2075 on: July 12, 2011, 02:06:17 AM » |
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Well, I rigged Naruto using the Ike skeleton that ds22 gave me, but I'm having a strange problem. I did the proportions fix where you copy the T-pose of the model onto the first frame of the animation and there are these random changes to the animation. 1. The cape bones, although unused, are thrown off to the side. 2. His left arm is rotated higher up than it should be. 3. The sword bone is thrown into the ground. Are these normal problems caused by the proportion fix or is it just this model? Oddly enough his legs are animated perfectly.
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« Last Edit: July 12, 2011, 02:11:05 AM by Justin712 »
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #2076 on: July 12, 2011, 03:15:07 AM » |
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I think that someone posted something like that before. think you model is fine, just brawlbox doenst do well. when you will be able to save, try it in another brawlbox
@BlackJax96:
yes 4.2 is better for it. just download it and give it a try. btw and I dont use the animation porter. I use the "paste just translations" button on 4.2 it works fine for it.
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« Reply #2077 on: July 12, 2011, 06:22:12 AM » |
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awsome stage 
yes, that means the 3DS imported into blender 
Thanks. Sketchup's tools let me make it really quickly. And I'm glad it's finally working for someone...
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« Reply #2078 on: July 12, 2011, 06:55:12 AM » |
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Well, I rigged Naruto using the Ike skeleton that ds22 gave me, but I'm having a strange problem. I did the proportions fix where you copy the T-pose of the model onto the first frame of the animation and there are these random changes to the animation. 1. The cape bones, although unused, are thrown off to the side. 2. His left arm is rotated higher up than it should be. 3. The sword bone is thrown into the ground. Are these normal problems caused by the proportion fix or is it just this model? Oddly enough his legs are animated perfectly. Nice, very nice. But weird the animations are slightly off though. Looks like that either one of the bones near his waist are messing things up, yet not messing with the neck/head bone.
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« Last Edit: July 12, 2011, 06:56:36 AM by ds22 »
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« Reply #2079 on: July 12, 2011, 07:15:13 AM » |
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Well, I rigged Naruto using the Ike skeleton that ds22 gave me, but I'm having a strange problem. I did the proportions fix where you copy the T-pose of the model onto the first frame of the animation and there are these random changes to the animation. 1. The cape bones, although unused, are thrown off to the side. 2. His left arm is rotated higher up than it should be. 3. The sword bone is thrown into the ground. Are these normal problems caused by the proportion fix or is it just this model? Oddly enough his legs are animated perfectly. looks good o.o... shame it has a glitch for the animations tho... =/ and lol naruto looks like a retard in that pic xD
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« Reply #2080 on: July 12, 2011, 09:08:28 AM » |
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I've made some progress FINALLY as to my TMP format
#these are the main secs defined for every plugin when converting to TMP
def getSpecs(): tmpr.seek(0,0) global vecs_global global vecs_transf vecs_global = 0 vecs_transf = 0 lines = tmpr.readlines() for line in lines: if line.split()[0] == '!': if line.split()[1] == 'vectors': for Type in (line.split()[2]).split('|'): if Type == 'global': vecs_global = 1 if Type == 'transf': vecs_transf = 1
def setSpecs(specList): pass vecs = [] for spec in specList: if spec.split('_')[0] == 'vecs': vecs.append(spec.split('_')[1])
if len(vecs) > 0: tmpw.write( '! vectors' + '|'.join(vecs) + '\n') right now, these setting only define weather the vectors are referenced globaly or locally, and weather they are transformed or not...
for a model with global vectors and transformations, the TMP data would look like this:
! vectors global|transf
if you are running local vectors with transformations, the settings would be: ! vectors transf
and these don't have to be in a specific order:
! vectors transf|global
_________________________________________________ ______________________________________
Thanks. Sketchup's tools let me make it really quickly. And I'm glad it's finally working for someone... no... I mean blender's 3ds importer works now 
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« Last Edit: July 12, 2011, 09:10:01 AM by Tcll »
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« Reply #2081 on: July 12, 2011, 10:25:46 AM » |
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Well, I rigged Naruto using the Ike skeleton that ds22 gave me, but I'm having a strange problem. I did the proportions fix where you copy the T-pose of the model onto the first frame of the animation and there are these random changes to the animation. 1. The cape bones, although unused, are thrown off to the side. 2. His left arm is rotated higher up than it should be. 3. The sword bone is thrown into the ground. Are these normal problems caused by the proportion fix or is it just this model? Oddly enough his legs are animated perfectly. I'd gladly take the model how it is there now as long as it's not having many moves set as T-posed like imports usually are.
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« Reply #2082 on: July 12, 2011, 10:32:59 AM » |
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Fixing the bust rotation should fix a lot as far as I can tell from the picture (might be caused by the proportion fix IDK).
@Justin712 You did rig both BustN and WaistN, right?
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« Last Edit: July 12, 2011, 10:35:16 AM by ds22 »
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« Reply #2083 on: July 12, 2011, 11:06:45 AM » |
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Well, I rigged Naruto using the Ike skeleton that ds22 gave me, but I'm having a strange problem. I did the proportions fix where you copy the T-pose of the model onto the first frame of the animation and there are these random changes to the animation. 1. The cape bones, although unused, are thrown off to the side. 2. His left arm is rotated higher up than it should be. 3. The sword bone is thrown into the ground. Are these normal problems caused by the proportion fix or is it just this model? Oddly enough his legs are animated perfectly. For that specific animatiom, just change the translation. IE, move the arm a tad bit. EDIT: Hey, i tried importing the .mtl file from 404's first link as a .dae after exporting from 3ds max 8. For some reason all it did was give me an error message without importing it.....anyone else having this problem???
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« Last Edit: July 12, 2011, 11:09:12 AM by xxmasal22xx »
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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 #2084 on: July 12, 2011, 11:28:28 AM » |
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Well, I rigged Naruto using the Ike skeleton that ds22 gave me, but I'm having a strange problem. I did the proportions fix where you copy the T-pose of the model onto the first frame of the animation and there are these random changes to the animation. 1. The cape bones, although unused, are thrown off to the side. 2. His left arm is rotated higher up than it should be. 3. The sword bone is thrown into the ground. Are these normal problems caused by the proportion fix or is it just this model? Oddly enough his legs are animated perfectly. Try the animation porter. It *might* fix the problem. It could also be that you edited a bone's rotation in 3ds Max. When I port ZSS's animations over to Nel, Nel's right thigh is rotated 180 degrees back and her right arm is literally reversed. I don't know why that would happen if you rigged Ike's bones straight to Naruto, though. yes 4.2 is better for it. just download it and give it a try. btw and I dont use the animation porter. I use the "paste just translations" button on 4.2 it works fine for it.
No, it's not. I know that for a fact, you're making more work for yourself XD You gotta believe me, this is coming from someone who knows Brawlbox like the back of their hand. The lack of using the animation porter disturbs me. I really think I should make a video tutorial on it. Don't use the t-pose copy trick, use the animation porter! I think I'll get started on the tutorial right now.
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