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« Reply #8746 on: February 03, 2012, 04:22:48 AM » |
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You mean like the Mr. Game&Watch problem, where the interpolation(white) keyframes are wrong a lot?
no... like, I'll be working on Pika in blender right... well I've been wanting to animate him for quite a few years now...
but what I mean is when animating him, I'll be working on his standing animation, and say... his legs would end up in his head and out behind him.
and that's not the only thing... you already know of my other problem... (HipN00 = (HipN*-1)) ^still need to try what BJ said 
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« Reply #8747 on: February 03, 2012, 05:02:29 AM » |
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I love blender. Best free game/animate/model maker on the planet.
Although now, I'm trying to do a tutorial on rigging in blender o.o
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« Reply #8748 on: February 03, 2012, 05:15:33 AM » |
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I love blender. Best free game/animate/model maker on the planet.
Although now, I'm trying to do a tutorial on rigging in blender o.o
I have a good video that shows you how to rig a model (using IK chains I believe)
look around on my old blog: http://3DMugen.blogspot.com
Note: I won't be working on this project for quite a long time, I'm afraid :/
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« Last Edit: February 03, 2012, 05:18:04 AM by Tcll »
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« Reply #8749 on: February 03, 2012, 05:17:02 AM » |
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Aaw, that stinks. Wish you could. Tank you for the link, it'll help me in my quest to make a fighting game on a blender.
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« Reply #8751 on: February 03, 2012, 05:39:56 AM » |
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Can models made or imported From blender be in mugen engines?
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« Reply #8752 on: February 03, 2012, 05:53:19 AM » |
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This is turning out to almost be v0.65c, lol. I've made so many bugfixes and edits already since last release...  Not to mention that BB has working undo and redo buttons thanks to Xiggah, you can cleanly add any kind of moving materials you want thanks to Mewtwo2000, and I finally added the option to switch the import to default as a character or stage/item. Should I just upload it as v0.65c!?  Hold on, let me PM you my stage collision undo/redo!
Damn, guys. You really need to set up an SVN for this.
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« Reply #8753 on: February 03, 2012, 06:11:29 AM » |
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Can models made or imported From blender be in mugen engines?
well... mugen works off sprites, not models... so no in that sence
that's why I was working on 3DM you prbly can see just how much I wanted to implement into it... but I didn't know back then, what I do now, and 3DM is still far out of my reach... X(
anyways... in other news:
today marks the death of my video card ;_; (and I do mean death as I know what's wrong)
the chip on my card has overheated due to it having a fanless heatsink...
no this doesn't mean I don't have a compy... it just means I'm back down to 1 monitor
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« Reply #8754 on: February 03, 2012, 08:00:27 AM » |
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today marks the death of my video card ;_; (and I do mean death as I know what's wrong)
the chip on my card has overheated due to it having a fanless heatsink...
no this doesn't mean I don't have a compy... it just means I'm back down to 1 monitor
That'll take some getting used to. On another note, I can't find what's wrong with my model in a hex editor, and all 'unknown' values match up with the originals (though I don't think it needs to). Though BrawlBox does seem to have trouble handling models that are v11, sometimes. It crashes when loading a Mario Kart Wii character model until I delete PAT0 files using another editor. It also saves some pointers wrong in the MDL0, at 0x28, 0x2C, 0x40, and 0x44. It saves them as "FE******" instead of "00000000" for non-existant sections.
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« Reply #8755 on: February 03, 2012, 09:00:25 AM » |
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That'll take some getting used to.
On another note, I can't find what's wrong with my model in a hex editor, and all 'unknown' values match up with the originals (though I don't think it needs to).
Though BrawlBox does seem to have trouble handling models that are v11, sometimes. It crashes when loading a Mario Kart Wii character model until I delete PAT0 files using another editor. It also saves some pointers wrong in the MDL0, at 0x28, 0x2C, 0x40, and 0x44. It saves them as "FE******" instead of "00000000" for non-existant sections.
Well PAT0 isn't fully supported I think. So if the PAT0 is another version for example, it wouldn't be suprising if it crashed. Also, why going so slow with the version number? I think you should go up to 0.66 at least, in my opinion.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #8756 on: February 03, 2012, 12:07:01 PM » |
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I think he's doing 0.65c because he wants 0.66 to be when he finishes the moveset editing.
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« Reply #8757 on: February 03, 2012, 01:31:56 PM » |
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PAT0s have actually been crashing with this Brawlbox, the editor for it isn't done yet. So make sure not to encounter PAT0s with the new Brawlbox for now.
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« Reply #8759 on: February 03, 2012, 01:46:06 PM » |
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I was able to fix my graphic effects thanks to REFT editing in 0.65b. Thank you for making it possible to end my GFX nightmare, BJ. :3   thats not bad at all o.o
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