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« Reply #12810 on: November 15, 2012, 07:23:32 AM » |
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Thank you Blackjax96 for finding that error. Post Merge: November 15, 2012, 07:30:58 AM
Something similar has happened to me and I didn't even need to go that far into the object count, about 35 objects on a pit import and started having this kind of problems, one of the object's UVs would randomly be destroyed. Same happened once for Ike, both times on a Shaman King Import I checked the Background of Delfino Plaza & it had 313 objects. Post Merge: November 15, 2012, 12:06:13 PM
Yeah, Brawl Box doesn't seem to like dealing with too many objects. Easiest workaround I found was to combine all the objects that used the same material and the UVs remained intact after import. There are a few scripts floating around out there, so I'd recommend looking into that. Another thing Brawl Box doesn't seem to like is when materials reference shaders out of order. For example: OK, so How do we prevent the models object's UV nodes from changing?
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« Last Edit: November 15, 2012, 12:06:13 PM by E-scope12 »
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« Reply #12811 on: November 15, 2012, 03:58:16 PM » |
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Forgive my ignorance it's been a while since I've done anything in the hacking scene. One of the things I've really wanted to do was export the animations to something like Maya (I use Maya, but I know a lot in the community use 3DSMax). A while back I exported a model out of BB in DAE format and opened it in Maya and found it not only worked great, it had the joints their too. Recently I decided to check to see if the axis of the joints match the ones in brawl box and they did I was able to (slowly) port the animation by copy and pasting the rotations and transformations.
So my question is why hasn't this been done? I'm not familiar with C# (yet), but wouldn't it be possible to have BrawlBox export a mel script (Maya scripting language) using the transformation/rotations from BrawlBox? The Mel script probably would be to hard as it would just select a keyframe, set the attribute of trans/rotates key change or just set it to auto key and repeat till end of animation? And like wise I would assume it would be possible to make a Mel script that would export the trans/rotations numbers to be imported into BrawlBox making it much easier to make animations using other programs?
Again I could be way off on this/any or know/not important.
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« Reply #12812 on: November 15, 2012, 04:56:50 PM » |
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Forgive my ignorance it's been a while since I've done anything in the hacking scene. One of the things I've really wanted to do was export the animations to something like Maya (I use Maya, but I know a lot in the community use 3DSMax). A while back I exported a model out of BB in DAE format and opened it in Maya and found it not only worked great, it had the joints their too. Recently I decided to check to see if the axis of the joints match the ones in brawl box and they did I was able to (slowly) port the animation by copy and pasting the rotations and transformations.
So my question is why hasn't this been done? I'm not familiar with C# (yet), but wouldn't it be possible to have BrawlBox export a mel script (Maya scripting language) using the transformation/rotations from BrawlBox? The Mel script probably would be to hard as it would just select a keyframe, set the attribute of trans/rotates key change or just set it to auto key and repeat till end of animation? And like wise I would assume it would be possible to make a Mel script that would export the trans/rotations numbers to be imported into BrawlBox making it much easier to make animations using other programs?
Again I could be way off on this/any or know/not important.
i have been begging blackjax for this forever but he has got other important things to do
im thirsty...
Also Hai Bakuryu, nice to meet you Welcome to the community and:
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« Last Edit: November 15, 2012, 05:02:12 PM by Mr.MW »
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« Reply #12813 on: November 15, 2012, 07:21:48 PM » |
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i have been begging blackjax for this forever but he has got other important things to do
im thirsty...
Also Hai Bakuryu, nice to meet you Welcome to the community and: I'm tempted to try to do it myself, sadly the svn is missing files for the source and I can't even compile the program.
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« Reply #12814 on: November 15, 2012, 07:41:49 PM » |
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in no doubt if black jax gets to it he will probably do it for 3ds max did you know that he does have a script to import animations from 3ds Max, but not export from brawlbox?  again i dont blame the guy there are very few coders here in Kc-mm 
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« Reply #12815 on: November 17, 2012, 02:06:45 PM » |
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I will look into exporting BVH and/or DAE animations, but I can't guarantee I'll do it. The formats make it more complicated than it should be. Party everyday https://secure.join.me/576-965-079
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« Reply #12816 on: November 19, 2012, 02:22:29 PM » |
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its possible, outline shader? for no doble size models with black polygons with his normals inverted
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« Reply #12817 on: November 19, 2012, 02:26:21 PM » |
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Yes it is possible.
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« Reply #12818 on: November 19, 2012, 02:59:46 PM » |
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Please...i need that...
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« Reply #12819 on: November 19, 2012, 03:01:26 PM » |
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yo blackjax... i dont know why..but whenever BB converts a model from V11 to V9, it doesnt work properly in brawl at all. to make them work, u'd have to export the models as a DAE, then import into BB and manually remake the materials and shaders. that is all 
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« Reply #12820 on: November 19, 2012, 03:16:02 PM » |
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yo blackjax... i dont know why..but whenever BB converts a model from V11 to V9, it doesnt work properly in brawl at all. to make them work, u'd have to export the models as a DAE, then import into BB and manually remake the materials and shaders. that is all  umm... yeah they do. Reimporting as a DAE kills all the tristrip/trifan primitives which isn't very efficient. The only bug with changing model versions that you have to open the MDL0 file tree and then change the version number. That's fixed in v0.68 though.
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« Reply #12821 on: November 19, 2012, 03:18:28 PM » |
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umm... yeah they do. Reimporting as a DAE kills all the tristrip/trifan primitives which isn't very efficient.
The only bug with changing model versions that you have to open the MDL0 file tree and then change the version number. That's fixed in v0.68 though.
well 67b doesnt seem to like it, even with the MDL0 tree expanded  but cant wait to test that out on 68 
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« Reply #12822 on: November 19, 2012, 05:13:35 PM » |
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https://secure.join.me/542-552-603The final coding moments of RSAR rebuilding. ...then I need to work on sound importing
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« Reply #12823 on: November 20, 2012, 05:02:13 AM » |
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is RSAR stuff stage sound effects?
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« Reply #12824 on: November 20, 2012, 08:40:20 AM » |
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is RSAR stuff stage sound effects?
smash_bros.brsar. It got almost ALL the sound effects in the game.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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