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Author Topic: Brawlbox Resources & History  (Read 3863253 times)
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Eternal Yoshi
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    « Reply #6390 on: November 01, 2011, 08:12:34 PM »


    This is what happens when i try to import it using the Autodesk Collada plugin.

    Only the bones show up. Sad

    "(2010 comes with the correct exporter already)"

    Hmm......
    « Last Edit: November 01, 2011, 08:28:52 PM by Eternal Yoshi » Logged


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    « Reply #6391 on: November 01, 2011, 09:23:40 PM »


    @ EY: I get that error too but my model does show up, it just doesn't have any textures for some odd reason.

    Try the trick that I tried out a while ago. Export a DAE of the model from brawlbox, don't touch it with max, replace the model with the DAE you exported and preview it after it's done, then export it again. Don't forget to export the textures and name them the way they show up in the model previewer.
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    « Reply #6392 on: November 01, 2011, 10:12:56 PM »


    Finished the object rebuilder. Still working on the other two things.
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    « Reply #6393 on: November 01, 2011, 10:18:55 PM »


    My 3DS Max 2010 doesn't like importing Brawl models Im srs here
    It just gives me the bone tree.
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    « Reply #6394 on: November 01, 2011, 10:19:06 PM »


    Finished the object rebuilder. Still working on the other two things.


    Progress is progress.

    And progress is good.

    /hype
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    Kind of want to start making mods for this again

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    « Reply #6395 on: November 01, 2011, 11:10:32 PM »


    I'm not really familiar with 3DS Max, since I've been using Lightwave at uni, so in my importing experiments I thought I'd give Lightwave a whirl for brawl stuffs.

    It does have a COLLADA exporter, but it causes an exception when you try to use it, so I guess that's a no-go. Though you can export as 3DS as well.
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    « Reply #6396 on: November 02, 2011, 12:23:01 AM »


    Replacing the bone node date in the .dae file with the data of a .dae exported using one of the bonesets found in the boneset thread, you'll basically fix all rotation problems.

    If you don't mind, would you explain this in more detail? Like, how should I do this?
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    « Reply #6397 on: November 02, 2011, 12:31:59 AM »


    If you don't mind, would you explain this in more detail? Like, how should I do this?

    Like this:
    Open your character's DAE in Notepad++, scroll to the bottom and find the line          
    <node id="TopN" name="TopN" type="JOINT">
    then open up the DAE of your target character, which you can get from Brawlbox, so for example I would export Ike's mdl0 as a DAE from Brawlbox and open it up in Notepad++ since Naruto uses his skeleton. Then you scroll to the bottom and find that same node id.

    From here you copy that entire paragraph of nodes that names all of the bones. ThrowN should be the last one I think. Make sure you copy all of the [/node]'s too. If you start copying the node for polygon0, you've gone too far.

    Then replace your character's node paragraph for your bones with that one. Again, make sure you don't replace your polygon nodes. And that's it.

    By doing this you're replacing your character's skeleton's rotations and translations with the Brawl fighter's rotations and translations, so there may be some stretching.

    « Last Edit: November 02, 2011, 12:34:32 AM by Justin712 » Logged

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    « Reply #6398 on: November 02, 2011, 12:32:48 AM »


    Thanks. Just wanted to make sure I wouldn't make a huge mistake. Im srs here
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    « Reply #6399 on: November 02, 2011, 12:36:11 AM »


    im having an issue with a fully rigged and weighted character and it just wont import into BB... if u want to look at it justin, i'll send u the file

    here's the error:
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    « Reply #6400 on: November 02, 2011, 12:41:58 AM »


    No problem. You ought to be thanking ds22 though, cause that is an awesome fix Laugh

    Nice job, man!

    if u want to look at it justin, i'll send u the file

    Please do Smiley
    « Last Edit: November 02, 2011, 12:43:20 AM by Justin712 » Logged

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    « Reply #6401 on: November 02, 2011, 12:47:18 AM »


    Please do Smiley
    aight thanks! and sent Smiley
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    « Reply #6402 on: November 02, 2011, 05:46:15 AM »


    im having an issue with a fully rigged and weighted character and it just wont import into BB... if u want to look at it justin, i'll send u the file

    here's the error:


    When I get that error, it usually means that some object has no bone in the skin modifier O.o
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    « Reply #6403 on: November 02, 2011, 01:13:31 PM »


    When I get that error, it usually means that some object has no bone in the skin modifier O.o
    he told me in a PM that there was a object in the model, that never showed up as an object in 3ds max, and came up as only 5 triangles... he fixed it tho and it imports a bit weird.. but shows up fine in brawl lol
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    « Reply #6404 on: November 02, 2011, 02:12:44 PM »


    anything i import is weird, the bones have scales like: 250000

    why is this?

    oh, and the model isnt visible, probably cuz of this
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