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Author Topic: Brawlbox Resources & History  (Read 4522630 times)
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Ricky (Br3)
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    « Reply #2670 on: August 13, 2011, 09:14:02 PM »


    Indeed. Im srs here
    "Wherever Vyse goes, cool follows."


    Im srs here

    U meanie. Im srs here
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    KingJigglypuff
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    « Reply #2671 on: August 13, 2011, 09:34:46 PM »


    Lol Shadow The hedgehog...
    I'd be more interested in a true Neo Metal Sonic..
    I see what you did there ...
    I'd be more interested in a Xenomorph or a true Mewtwo.
    I see what you did there ...
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    DSX8
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    « Reply #2672 on: August 13, 2011, 09:37:14 PM »


    I see what you did there ...
    I'd be more interested in a Xenomorph or a true Mewtwo.
    I see what you did there ...
    or a true Zero on link!!!! or or or.... Megaman on Samus!! =D
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    « Reply #2673 on: August 13, 2011, 10:30:18 PM »


    Good news for stage hackers: if you import a model with no bones, Brawlbox will create TopN and add TransN to its children, and then rig the entire model to TransN as a single-bind.

    Also, if you seperate an entire stage you have in 3ds Max into seperate objects, you can rig those objects to their own bone as well by changing the node id of the object to the corresponding bone's node id (you can add as many bones as you want). This way you can move seperate parts of a stage, while the stage is only one huge model.
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    « Reply #2674 on: August 13, 2011, 10:34:32 PM »


    Great progress I must say, I guess I'm gunna need to start getting some DAE files...
    the moment I can get me some Shin megami tensei and Silent hill models in my brawl is the moment I am complete <.<

    Edit
    and I just got ninja'd by damn awesome news!
    guessing some melee stages will be imported...
    (waits for perfect Termina bay >.>)
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    « Reply #2675 on: August 13, 2011, 10:45:25 PM »


    I see what you did there ...
    I'd be more interested in a Xenomorph or a true Mewtwo.
    I see what you did there ...

    I'd love to have a true model port for Mewtwo. Its about freaking time he got into brawl for real.
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    « Reply #2676 on: August 13, 2011, 10:46:27 PM »


    Good news for stage hackers: if you import a model with no bones, Brawlbox will create TopN and add TransN to its children, and then rig the entire model to TransN as a single-bind.

    Also, if you seperate an entire stage you have in 3ds Max into seperate objects, you can rig those objects to their own bone as well by changing the node id of the object to the corresponding bone's node id (you can add as many bones as you want). This way you can move seperate parts of a stage, while the stage is only one huge model.
    well... there goes my test for IPO animations -.-

    or maybe I can just delete the bone >_>
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    « Reply #2677 on: August 13, 2011, 10:53:18 PM »


    well... there goes my test for IPO animations -.-

    or maybe I can just delete the bone >_>
    IPO Animations?  wat does that mean?

    edit:
    and good progress is good progress BJ!!!
    *gets some SC4 stages as .dae's*
    « Last Edit: August 13, 2011, 10:54:19 PM by DSX8 » Logged

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    « Reply #2678 on: August 13, 2011, 11:02:31 PM »


    I'm not exactly sure what IPO stands for,
    but it's used for animating an object directly.

    the IPO curves allow you to position and deform the object along a timeline.
    note: this affects all verts on the object
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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.

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    « Reply #2679 on: August 13, 2011, 11:39:11 PM »


    I'm not exactly sure what IPO stands for,
    but it's used for animating an object directly.

    the IPO curves allow you to position and deform the object along a timeline.
    note: this affects all verts on the object
    ah i see, ok.
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    « Reply #2680 on: August 14, 2011, 06:14:32 AM »


    or a true Zero on link!!!! or or or.... Megaman on Samus!! =D

    Superman from Superman 64 on Luigi...cause he'd look awesome doin the luigi dance...
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    « Reply #2681 on: August 14, 2011, 06:37:02 AM »


    or even better
    Super Buu on Kirby Cheesy
    they both can absorb ppl and take they´s attacks Cheesy+is Pink
    « Last Edit: August 14, 2011, 06:41:10 AM by Bender » Logged

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    Ricky (Br3)
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    « Reply #2682 on: August 14, 2011, 06:45:06 AM »


    Good news for stage hackers: if you import a model with no bones, Brawlbox will create TopN and add TransN to its children, and then rig the entire model to TransN as a single-bind.

    Also, if you seperate an entire stage you have in 3ds Max into seperate objects, you can rig those objects to their own bone as well by changing the node id of the object to the corresponding bone's node id (you can add as many bones as you want). This way you can move seperate parts of a stage, while the stage is only one huge model.

    Good news.
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    « Reply #2683 on: August 14, 2011, 06:50:13 AM »


    Good news for stage hackers: if you import a model with no bones, Brawlbox will create TopN and add TransN to its children, and then rig the entire model to TransN as a single-bind.

    Also, if you seperate an entire stage you have in 3ds Max into seperate objects, you can rig those objects to their own bone as well by changing the node id of the object to the corresponding bone's node id (you can add as many bones as you want). This way you can move seperate parts of a stage, while the stage is only one huge model.

    Oh wow. That'll be helpful. no need to rig anything, even.
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    « Reply #2684 on: August 14, 2011, 07:30:00 AM »


    superman 64... >_> <_<

    what about a gundam???
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