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Tormod
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    « Reply #3045 on: August 26, 2011, 11:46:47 AM »


    I can answer that.
    The problem is you haven't change everything.
    you change boneID and the offsets of parent, child ect.
    The problem is you haven't change the "nodeTree" in "definitions".

    In there, you will found more how the "parent-child" is related, a child with it's boneID is attached to the Parents "nodeID".
    if you trying to change the BoneID on bones itself and leaving the nodeTree unediting, it will try to make how the "nodeID" will look like to the bonetree and that's causing the glitches.
    I did do that, even on the ones with bones in a different order. Like I said I got it to work perfectly changing everything that needs to be changed. I'm just seeing if there is a way that brawlbox can support edited tree structures where the bone ID's are retained.
    « Last Edit: August 26, 2011, 11:49:16 AM by Tormod » Logged

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    « Reply #3046 on: August 26, 2011, 11:47:01 AM »


    I can answer that. The problem is you haven't change everything. you change boneID and the offsets of parent, child ect. The problem is you haven't change the "nodeTree" in "definitions". In there, you will found more how the "parent-child" is related, a child with it's boneID is attached to the Parents "nodeID". if you trying to change the BoneID on bones itself and leaving the nodeTree unediting, it will try to make how the "nodeID" will look like to the bonetree and that's causing the glitches.

    maybe that why my Mario model look like messed up after editing bones.
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    Tormod
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    « Reply #3047 on: August 26, 2011, 12:06:37 PM »


    maybe that why my Mario model look like messed up after editing bones.

    It can be fixed, here is an example, Marth's Cape attatched to his head. http://www.mediafire.com/?b82bhw4k35u3zv5 It takes a lot more than just changing the node tree, bone ID Parent/child/next/prev to get this to work.
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    « Reply #3048 on: August 26, 2011, 12:20:08 PM »


    It can be fixed, here is an example, Marth's Cape attatched to his head. http://www.mediafire.com/?b82bhw4k35u3zv5 It takes a lot more than just changing the node tree, bone ID Parent/child/next/prev to get this to work.

    uhh...It should look this?


    I see....two legs and four left arms....I can't find head....
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    Tormod
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    « Reply #3049 on: August 26, 2011, 12:30:26 PM »


    uhh...It should look this?


    I see....two legs and four left arms....I can't find head....


    I just played with this one http://www.mediafire.com/?6d5ce4hx4p5fx0e in-game for 10 minutes straight and it works like a charm(don't mind the vertex), and looks exactly like this:

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    pikazz
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    « Reply #3050 on: August 26, 2011, 12:31:25 PM »


    I did do that, even on the ones with bones in a different order. Like I said I got it to work perfectly changing everything that needs to be changed. I'm just seeing if there is a way that brawlbox can support edited tree structures where the bone ID's are retained.

    The bonetree editor will work in brawlbox, trust me. I have beta tested it :3
    Only one "minor" glitch has show up so far

    all the things you have to PSA away (like yellow eyes, stuff like toonlinks sword and shield ect) will be nulled so everything will be visible D:
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    Tormod
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    « Reply #3051 on: August 26, 2011, 12:36:45 PM »


    The bonetree editor will work in brawlbox, trust me. I have beta tested it :3
    Only one "minor" glitch has show up so far
    all the things you have to PSA away (like yellow eyes, stuff like toonlinks sword and shield ect) will be nulled so everything will be visible D:

    What's the glitch in your bone tree editor?
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    « Reply #3052 on: August 26, 2011, 12:51:36 PM »


    you know which one BJ Im srs here

    I've stopped using brawl terms for the things that are known.
    (now you see why I asked you to correct the term in brbx)

    anyone who tries to tell me that I'm wrong on the shaders, I will officially BAMF.
    instead of arguing with them on repeated occasions.

    and BJ.
    you sir receive 1 BAMF.  *trollface*
    « Last Edit: August 26, 2011, 12:52:34 PM by Tcll » Logged


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    « Reply #3053 on: August 26, 2011, 01:12:51 PM »


    What's the glitch in your bone tree editor?
    the only glitch is the things I said about the yelloweye and stuff
    but otherwise, it works 100% :3

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    Tormod
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    « Reply #3054 on: August 26, 2011, 01:17:17 PM »


    Awesome Wink
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    « Reply #3055 on: August 26, 2011, 02:11:15 PM »


    all the things you have to PSA away (like yellow eyes, stuff like toonlinks sword and shield ect) will be nulled so everything will be visible D:

    You might be able to use the program tabuu and change bonerefs to fix that.
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    « Reply #3056 on: August 26, 2011, 02:30:51 PM »


    You might be able to use the program tabuu and change bonerefs to fix that.
    the wierd thing is the yellow eye is untouched, I didn't even touch those O.o
    only the ThrowN bone and some over it
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    « Reply #3057 on: August 26, 2011, 06:12:39 PM »


    I say beta release. Mostly because BJ incorperated my request of multiple model viewing, but if i need to wait, i suppose thats how it will work. Either way, BJ, we are ALL rooting for you. You've come this far. Don't give up the fight yet! Smiley
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    « Reply #3058 on: August 26, 2011, 06:32:02 PM »


    BJ96, before you release any update of BBox, can you edit it so that when you copy an animation frame, it doesn't copy the bone scale with it?
    Because most of the times it isn't very useful and has a great effect on the filesize (and it's annoying to have to clean it all up again).


    Sure, no problem.

    Hey BlackJax96, I've got a random question for you. I've been doing a lot of hexing lately and I've mastered editing bone tree structures. The only thing is that the bone ID's must be in the order the bones appear which opens a whole new door of things that need to be changed. I mean it works flawlessly, it just takes a lot of time. It also limits where you can move things without having to also modify PSA because of hitboxes and graphic effects being assigned to specific bone ID's.

    Soo on to my question..


    I've also created models with bone trees that contain ID's that are in the original order, which is a lot quicker because you don't have to hex as much in the definitions, and you can get away with hexing a lot less in the  bones themselves too. Only problem is when I save those ones, it shifts some of the bone data around to other bones(StrOff, Flags, viewbox editable data, and the matricies). Not randomly though- it shifts in such a way that it seems like it's overcompensating for the structure change since they are visually in a different order on the tree. Those models work with bone tree's out of the original order in-game, so Brawl will support bone trees that have bones in a different order. But those parts of the bone data still get shifted to the wrong bones. Is it possible to not have that data shift the way it does when saving? ...Or not? It's cool if not, I don't really mind doing it the long way Wink . Just sayin it could be useful if someone wanted to move a part of the bone structure without changing the Bone ID's so hitboxes and graphic effects stay on the correct bones.


    Brawlbox changes the bone indexes when you save into the order that the bones appear in. I don't know why it would shift the data, but I just now made it so you can edit the bone index with Brawlbox if you really want to Tongue

    Is it unusual that .DAE files can't be seen in BrawlBox? Here, I downloaded this pack : http://www.mediafire.com/?32hc1t4dul11oqr that I requested, but when I import the DAE models, I don't see anything...How can this be fixed?


    Yes it's unusual, dunno.

    voted for finish dat model importer/rebuilder

    but I understand why you want to release a beta so people can try to found out how but that might take more longer time than usally xD
    it can be like gamble


    Yeah, I might release Brawlbox regardless of the poll's results, release nao is in 2nd place anyway. I want to see what people do with the features I've added and also see if anybody can pinpoint the problem with the model rebuilder while I work on the importer.

    you know which one BJ Im srs here

    I&#039;ve stopped using brawl terms for the things that are known.
    (now you see why I asked you to correct the term in brbx)

    anyone who tries to tell me that I&#039;m wrong on the shaders, I will officially BAMF.
    instead of arguing with them on repeated occasions.

    and BJ.
    you sir receive 1 BAMF.  *trollface*


    But you are wrong on the shaders.
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    Segtendo
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    « Reply #3059 on: August 26, 2011, 06:34:01 PM »


    I would love to test out your bad boy, actually Grin
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