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Author Topic: Brawlbox Resources & History  (Read 4513967 times)
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ShadowSnake
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    « Reply #6180 on: October 25, 2011, 07:33:31 PM »


    NARUTO IS READY TO BRAWL!
    NOT!
    ?_?


    same problem with my no more heroes bad girl import, looks great in the model viewer but it looks like trash when animated.

    Need to try it with another character and read the rig tutorial again. >_>

    only problem it doesnt want to rig at all, i choose the head and the vertex stay the same color, from the tutorial it should be red. The arms luckily turn a darker blue..  Undecided

    in the animations she turns 3 times bigger and looks like a ghost.  Oh shi~
    « Last Edit: October 25, 2011, 07:35:25 PM by ShadowSnake » Logged

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    « Reply #6181 on: October 25, 2011, 07:45:12 PM »


    Animation problems are caused by one of the following:

    1. The bone translations aren't proper, which causes the model to stretch or squish when applied another character's animations.
    2. The bone rotations aren't proper, which makes them look like the Naruto port above. Best way to fix that is to have an unrigged duplicate of the model, fix the rotations on the bones to match the source model, then Morpher it back to its original shape. Kinda like I did for Kit.

    So how did you make Kit's Metal Texture look so good?
    I copied Jigglypuff's metal shader and materials byte by byte, essentially, but there's still something that's missing that glitches up the body but not the eyes...
    « Last Edit: October 25, 2011, 07:46:39 PM by RandomTBush » Logged


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    « Reply #6182 on: October 25, 2011, 07:48:23 PM »


    On a side note, enough with the sarcasms.  It gets annoying after a while.
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    Justin712
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    « Reply #6183 on: October 25, 2011, 07:49:28 PM »


    Best way to fix that is to have an unrigged duplicate of the model, fix the rotations on the bones to match the source model, then Morpher it back to its original shape. Kinda like I did for Kit.

    Hmm, that sounds a little bit easier than what I've been doing. I'll remember that.
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    « Reply #6184 on: October 25, 2011, 07:53:41 PM »


    I just reported a little issue I'm having.

    I'd state it here, but in case my problem is happening to others...

    Well, Y'know.
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    « Reply #6185 on: October 25, 2011, 08:23:48 PM »


    On a side note, enough with the sarcasms.  It gets annoying after a while.
    Cool story bro.
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    Segtendo
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    « Reply #6186 on: October 25, 2011, 08:26:45 PM »


    KTH, you aren't helping Im srs here
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    « Reply #6187 on: October 25, 2011, 08:36:44 PM »


    Animation problems are caused by one of the following:

    1. The bone translations aren't proper, which causes the model to stretch or squish when applied another character's animations.
    So how do I fix this?
    2. The bone rotations aren't proper, which makes them look like the Naruto port above. Best way to fix that is to have an unrigged duplicate of the model, fix the rotations on the bones to match the source model, then Morpher it back to its original shape. Kinda like I did for Kit.
    Wait, how do I do that @-@
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    BlackJax96
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    « Reply #6188 on: October 25, 2011, 08:37:46 PM »


    I just reported a little issue I'm having.

    I'd state it here, but in case my problem is happening to others...

    Well, Y'know.

    Brawlbox v0.64d is still somewhere on your computer. That's not something you report the download link for. Im srs here
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    MaxedOut
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    « Reply #6189 on: October 25, 2011, 08:58:38 PM »


    My issue is actually GETTING the file into 3DS Max in the first place. I'm going to try models from another game, if that doesn't work, then it's definately not the game I'm getting the models from. Because brawl models do import fine, even trophies....

    Maybe we need an AIS that is designed spasifically for other games besides SSBB? I see what you did there ...

    Justin: did you check your pms yet? XP
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    Justin712
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    « Reply #6190 on: October 25, 2011, 09:15:20 PM »


    Yeah, sorry, I kinda wanted to solve my own issue I posted in the help section first. I gotta be able to import 100%, and I'm so close. I've pinpointed the problem and everything Laugh
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    « Reply #6191 on: October 25, 2011, 09:33:37 PM »


    I just export Mario.dae and then import it; it works fine. I export it and then load it up into 3ds 2010, it crashes. I export it then load it up into 3ds 2012 which I then save as a 2010 max file and import into 2010 with no problems. Then export as dae and import into brawlbox. It lost all of its bones and when I try this with another model it crunches it up into a ball XD I even tried just exporting with 2012 and if I try to add any kind of bone i just get an error when I import it into brawlbox or the same thing happens XD

    Morale of the story is, model importing is hard =/ I looked through several dozen posts trying what other people have suggested and followed the OP as closely as I could when it came to exporting. I am at a lost... Being at a and lost at the same time. I'LL KEEP TRYING FOR EVERYONE THOUGH <3
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    « Reply #6192 on: October 25, 2011, 09:40:38 PM »


    Oh, kay XP
    BTW until I actually get my error problem solved would you mind converting the .DAE's into .max (preferibly 8 ) for me if I sent you the files? No rigging needed, just conversion of the files. I want to see if it's not just something with my computer like it usually is XP
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    Justin712
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    « Reply #6193 on: October 25, 2011, 09:52:10 PM »


    Yeah, I think I could use a break anyway. Send it on over.
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    « Reply #6194 on: October 25, 2011, 11:15:09 PM »


    I just read the OP...

    Quote
    WIP:
    - Real-time PSA editing (view/edit hitboxes, gfx, sfx, etc)
    - Translating Vertices (This will never happen)
    - Kinect Skeleton Tracking, like Miku Miku Dance

    *Kinect Skeleton Tracking, like Miku Miku Dance*
    Do you think it'll ever be possible Smiley?

    That will make me edit a character, and make 100% new animations *xept aerial damage animations* This just made my day/night/life
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