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Author Topic: Brawlbox Resources & History  (Read 4760080 times)
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yadayada
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« Reply #5040 on: October 14, 2011, 09:00:15 PM »


It's because we'll be able to rig them to characters' bone trees.

Oh right. I totally forgot about that. If you were to add bones to preexisting characters (for hair, cloth, whatever the reason) the animations would be fine right? It just wouldnt be wifi compatable? Of course the new bones would be stiff until you actually animate them, but in theory it's possible correct?
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SmashClash
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    « Reply #5041 on: October 14, 2011, 09:02:16 PM »


    Oh right. I totally forgot about that. If you were to add bones to preexisting characters (for hair, cloth, whatever the reason) the animations would be fine right? It just wouldnt be wifi compatable? Of course the new bones would be stiff until you actually animate them, but in theory it's possible correct?
    Re: Re: Re: It will be Wi-fi compatible because no bones will be renamed. Also, stiff bones? It'll work as a vertex.
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    Tempo_
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    « Reply #5042 on: October 14, 2011, 09:13:58 PM »


    So adding bones doesn't matter, as long as bones aren't renamed?
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    BlackJax96
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    « Reply #5043 on: October 14, 2011, 09:16:24 PM »


    So adding bones doesn't matter, as long as bones aren't renamed?

    Lolwut, you can rename them

    If you add bones to a model, they have to be after the last bone in the bone tree. Unless you want to do major PSA edits. Tongue
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    yadayada
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    « Reply #5044 on: October 14, 2011, 09:22:00 PM »


    Re: Re: Re: It will be Wi-fi compatible because no bones will be renamed. Also, stiff bones? It'll work as a vertex.

    I understand that, I'm asking if you add bones because the mesh you are using has something that would be better suited with an extra bone or something to animate it, for example Kit's tail. If bones were added to Zero Suit's bone tree to affect Kit's tail, the model wouldn't be wifi compatible, correct?

    EDIT: nevermind. BJ answered me.
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    Tempo_
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    « Reply #5045 on: October 14, 2011, 09:26:32 PM »


    I meant the whole "Wi-Fi compatible thing" Smash mentioned.
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    BlackJax96
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    « Reply #5046 on: October 14, 2011, 09:28:45 PM »


    I meant the whole "Wi-Fi compatible thing" Smash mentioned.

    As long as you scale the model to fit the Brawl bone tree as best as possible, rig it, and then import it, you *shouldn't* have any problems on Wifi. Even if you add bones after the last bone in the tree, as long as you don't make any PSA edits.
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    yadayada
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    « Reply #5047 on: October 14, 2011, 10:11:39 PM »


    As long as you scale the model to fit the Brawl bone tree as best as possible, rig it, and then import it, you *shouldn't* have any problems on Wifi. Even if you add bones after the last bone in the tree, as long as you don't make any PSA edits.

    Neat Smiley
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    Tabuu Forte Akugun
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    « Reply #5048 on: October 14, 2011, 10:24:19 PM »


    This is pretty impressive stuff, I gotta say. Sounds like this app will pretty much do all the work for you when model importing.
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    « Reply #5049 on: October 14, 2011, 10:34:06 PM »


    I'd say you'd probably still have to put in a lot of work. Even if you import it, it might not work in Brawl. You still have to get everything working. It just opens up a lot of opportunities, right?
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    BlackJax96
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    « Reply #5050 on: October 14, 2011, 10:36:54 PM »


    I'd say you'd probably still have to put in a lot of work. Even if you import it, it might not work in Brawl. You still have to get everything working. It just opens up a lot of opportunities, right?

    Nah the only hard part is getting your model to import into Brawlbox. Then it should be just like doing a regular model swap from there.
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    Tabuu Forte Akugun
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    « Reply #5051 on: October 14, 2011, 10:38:30 PM »


    What's the issue with importing in in BrawlBox?
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    Justin712
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    « Reply #5052 on: October 14, 2011, 10:48:03 PM »


    What's the issue with importing in in BrawlBox?

    Ya gotta have the right version of DAE, right options checked, etc. That's why it'd be the "hardest" part of importing, since there's not much he can do to make the DAE exporters more unified.
    « Last Edit: October 14, 2011, 10:52:33 PM by Justin712 » Logged

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    « Reply #5053 on: October 14, 2011, 10:58:34 PM »


    It seems to help that when you import a DAE in 3DS Max, that you set it so that all dummies get converted to bones. Never had any exporting errors after doing so.
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    « Reply #5054 on: October 14, 2011, 11:09:36 PM »


    Oh, crap... I really gotta get someone to make me that DAE... I doubt I can do all that stuff in Blender 2.5x.
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