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« Reply #7875 on: January 03, 2012, 05:48:01 PM » |
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I added Kamina glasses to Brawl Peach without having to redo the entire rig. I just needed to have all bones 'rigged' and re-rig all single binded objects (which is just adding a skin modifier and add 1 bone to it).
Yea you are right. its weird how some object are missing their skin. For example toon links sword.
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« Reply #7876 on: January 03, 2012, 06:07:27 PM » |
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Yea you are right. its weird how some object are missing their skin. For example toon links sword.
That's because it's single-binded. DAEs don't need to be weighted to a skin modifier if there's only one bone; they can just be placed under the node of the joint they're weighted to. This works if you re-import the raw-exported model back into Brawlbox but 3ds Max doesn't seem to know how to export it correctly (even though it does import correctly).
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« Reply #7877 on: January 03, 2012, 06:12:08 PM » |
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I can export the rig fine if it has any single objects O.o
I believe the "skin" is "collapse" to the object
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Stupid Tinypic :C
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« Reply #7878 on: January 03, 2012, 07:29:35 PM » |
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Hey BJ. I was wondering if you could look into Game and Watch some time for Pikazz and his Paper Mario. We were wondering if it was possible to remove the 2D effect on GAW, i think its through PSA, but maybe .rels. IDK im probably wrong, but please look into it sometime.
Thanks in advance of the past
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Sig by Segtendo. Epic
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« Reply #7879 on: January 03, 2012, 08:35:21 PM » |
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Hey BJ. I was wondering if you could look into Game and Watch some time for Pikazz and his Paper Mario. We were wondering if it was possible to remove the 2D effect on GAW, i think its through PSA, but maybe .rels. IDK im probably wrong, but please look into it sometime.
Thanks in advance of the past
I told you, it's in his rels dont know exactly where but it's in there! wanna find out where so we can change it into like 2 in z <w<
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Stupid Tinypic :C
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« Reply #7880 on: January 04, 2012, 04:46:05 AM » |
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That would be like trying to find a needle in a haystack, even with the current module editor.
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« Reply #7881 on: January 04, 2012, 06:02:10 AM » |
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That would be like trying to find a needle in a haystack, even with the current module editor.
I believe it's simple, I found out how to make GW spins around, make so he is "yellowgreen" in color even if he is white and one other is red and flying and always have one "oil layer" in his bucket O_o also, did the same in final destination and on jigglypuff. all things that are effects (like the star and the mist) starts at the same time as FD jigglypuff got same result like GW, also funny is that after he used the finalsmash, he increasing in Z so he getting closer and closer the camera until you move him O.o dont have any pics right now ;_;
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« Last Edit: January 04, 2012, 08:19:28 AM by pikazz »
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Stupid Tinypic :C
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« Reply #7882 on: January 04, 2012, 08:35:13 AM » |
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About 3dmax importing .daes, I have a question and don't know if it has been answered yet.
Is there any way to import some dae to 3dsmax without resetting the shades/normals? Most characters need some normal edits in some parts of their bodies, and they're saveable as .max files when edited, and the .dae sure keeps those normal edits too. Brawlbox loads those changes too, but I don't see how to import those changes back from a dae to 3dsmax. This would be useful to edit characters from brawl and import them back without shading problems.
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« Reply #7884 on: January 04, 2012, 10:09:11 AM » |
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I believe it's simple, I found out how to make GW spins around, make so he is "yellowgreen" in color even if he is white and one other is red and flying and always have one "oil layer" in his bucket O_o
also, did the same in final destination and on jigglypuff. all things that are effects (like the star and the mist) starts at the same time as FD
jigglypuff got same result like GW, also funny is that after he used the finalsmash, he increasing in Z so he getting closer and closer the camera until you move him O.o
dont have any pics right now ;_;
Unless you changed that in the module itself, I don't see what you just described remotely related to G&W's 2D Z-axis.
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« Last Edit: January 04, 2012, 10:10:26 AM by ds22 »
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« Reply #7885 on: January 04, 2012, 10:17:07 AM » |
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Unless you changed that in the module itself, I don't see what you just described remotely related to G&W's 2D Z-axis.
I did change all that in G&W module file D: tried to found out G&W's SD Z-axis but got instead that I told you
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« Reply #7886 on: January 04, 2012, 10:23:42 AM » |
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the model faces the correct direction in 3dsMax, but in brawlbox i get this
Lol Colletes face looks so derpy XD Also, there's a model import forum now, with a help section included, please post it there. God, I hope BJ figures out Hair/Cape Physics and adds support for them in the next update =3 That way if/when I make a V2 of my Krystal import I wouldn't have to rig her tail to zelda's hair bones :/ Also, does anyone have a version of BB that has the undo/redo button in the animation editing still there. 6.5 B doesn't have it X_X
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« Reply #7887 on: January 04, 2012, 10:29:51 AM » |
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I did change all that in G&W module file D:
tried to found out G&W's SD Z-axis but got instead that I told you
I wonder how you did find anything in G&W's module, unless you just randomly changed values in the module...
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« Reply #7888 on: January 04, 2012, 10:46:40 AM » |
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I wonder how you did find anything in G&W's module, unless you just randomly changed values in the module...
yes and no I followed in the header 0x6C and went to the offset it said, there is was many floating points so I tested to changed the floating points to see what happened xD it was random where in the "offset" it was cause I wanted to see big changes
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« Reply #7889 on: January 04, 2012, 10:50:22 AM » |
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Interesting. But it could possibly be one of those values. You just need to keep on looking.
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