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« Reply #6375 on: October 31, 2011, 05:40:45 PM » |
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I made an interesting find right now =-= If you export a DAE of anything with a "toon" texture over it that has to be turned off, then import that dae into brawlbox to replace the current model that you just exported, when you preview the model the 'toon' texture will be gone Not sure if that's a useful find or not, but it is an interesting one... Unless your luck is bad like mine. Your luck? Try my luck :l I've had a hard enough time getting ONE model to IMPORT into 3DS Max! However I do have some good news. Kisame says hai Now to follow justins tutorial about eight hundred times before I finally get it right like everyone else... And then follow BJ's tutorial about nine hundred times and then to make the psa Vyse edit: double post merged
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« Last Edit: October 31, 2011, 10:27:04 PM by Vyse »
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« Reply #6376 on: October 31, 2011, 08:50:20 PM » |
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@ds22: Wow that's interesting! I opened Venustoise in my BB fine, whiuch is why I exported it to be downloadable. Kinda odd.
@seggy: That's not My model persay. that one's credit belongs to RTB
edit: I also have a "Stupefied" version of BJ's tutorial. It's generally the exact same thing, but I only used an SMD file instead of a MMD file.
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« Last Edit: October 31, 2011, 08:55:22 PM by §uper Ӄit ßallarɖ »
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« Reply #6377 on: October 31, 2011, 09:58:43 PM » |
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@Kit Oh. I thought it was your's cuz it was in your thread Guess I didn't read the fine print.
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« Reply #6378 on: November 01, 2011, 08:36:49 AM » |
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Couple of questions about rigging in 3DS Max 1: If I delete any bones in the original character (Say Link or zelda) and have that character imported over to the same character that the bones from brawl belonged to. Would that cause any problems with psa/lag etc? 2: Can anyone make a stupified tutorial on rigging models to brawl skeletons as well 0-0 pretty please? *puppydog eyes of cuteness and begging*
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« Reply #6379 on: November 01, 2011, 02:07:41 PM » |
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Well its probably a bit simpler but when the tutorial says to click on the wrench, instead select the bone you want to attach to points and click paint weights directly below the wrench. Its easier to understand but more difficult to get everything working right. Basically it'll just let you paint over what vertices you want to attach to that bone. Left click to add paint, alt+left click to take away paint.
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« Reply #6380 on: November 01, 2011, 02:41:04 PM » |
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I'm wondering if I should just wait for a bone ripping/inserting tool to be made. lol
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« Reply #6381 on: November 01, 2011, 05:16:56 PM » |
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I've made many performance upgrades (daes import faster now and will import with any system language) and fixes to reduce the overall filesize.
I almost have the tristripper working, so I think I'll release v0.65b when it, the object importer, and the object rebuilder work.
The object rebuilder will rebuild an object if: - you edit the bone tree - you add texture matrices manually - there's an alignment error - you change its color node
You can also view all the influences other than just the single bind that influence an object now, if you want to for some reason lol.
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« Reply #6382 on: November 01, 2011, 05:26:45 PM » |
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Ok, hype, I guess.
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« Reply #6383 on: November 01, 2011, 05:34:46 PM » |
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I've made many performance upgrades (daes import faster now and will import with any system language) and fixes to reduce the overall filesize.
Nice work! Although, I'd like to point out a problem I'm having with Brawlbox. Maybe it's just for this model, but the ambient light gets built wrong on import. Here's the example: The reason I think it's doing this is because Brawlbox builds the ambient lighting of the character while they're flat on their face before reading whether there's an axis conversion needed. The result is the character's entire front being dark. I made my own fix for this problem already in 3ds max, seen here: The result is the ambient lighting being built correctly: It's odd, though, since this only occurs for things that did not come directly from brawl. For example, if I import Ike into 3ds max, model a hat for him, and re-import it, only the hat will have bad ambient lighting.
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« Last Edit: November 01, 2011, 05:37:11 PM 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 #6384 on: November 01, 2011, 05:39:19 PM » |
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Nice work! Although, I'd like to point out a problem I'm having with Brawlbox. Maybe it's just for this model, but the ambient light gets built wrong on import. Here's the example: The reason I think it's doing this is because Brawlbox builds the ambient lighting of the character while they're flat on their face before reading whether there's an axis conversion needed. The result is the character's entire front being dark. I made my own fix for this problem already in 3ds max, seen here: The result is the ambient lighting being built correctly: It's odd, though, since this only occurs for things that did not come directly from brawl. For example, if I import Ike into 3ds max, model a hat for him, and re-import it, only the hat will have bad ambient lighting. The lighting is built in local space while they're still on their face, you're right. I need to either change the lighting to build in world space... somehow, or build the lighting based on the axes... somehow.
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« Reply #6385 on: November 01, 2011, 05:44:58 PM » |
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Can you please have the .dae exporter of BB support V11 Mdl0's?
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« Reply #6386 on: November 01, 2011, 05:46:50 PM » |
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Can you please have the .dae exporter of BB support V11 Mdl0's?
It does. Expand the model and preview it before exporting as dae. In v0.65b I fixed this problem, but just do that for now.
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« Reply #6387 on: November 01, 2011, 05:47:39 PM » |
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The lighting is built in local space while they're still on their face, you're right. I need to either change the lighting to build in world space... somehow, or build the lighting based on the axes... somehow. Well, no rush. I'll include the fix in my video tutorial anyway. It's actually not as hard to do as it looks
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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 #6388 on: November 01, 2011, 06:02:12 PM » |
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But SOMETHING is causing this mdl0 to NOT show up correctly in 3DS Max. This is unported, but porting it doesn't make a difference. :/ http://www.mediafire.com/?im57ttzwm2tuwtz
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« Reply #6389 on: November 01, 2011, 06:12:36 PM » |
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Worked for me. I just changed the unit conversion to scale the model by 10 when I imported it.
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