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« Reply #13455 on: March 07, 2013, 10:43:45 PM » |
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Sounds like the same problem as normals...
the same issue happens with DP's scythe :/ (normals get inverted)
though I havn't tried it with the google code version yet :/
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« Reply #13456 on: March 07, 2013, 11:17:43 PM » |
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With pit's bow, what rotates is the mesh (normals are fine), but bones stay the same place so animations look weird. I did not know you could fix that by re importing it. I wonder why it happens only with pit's bow
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« Reply #13457 on: March 08, 2013, 07:22:21 AM » |
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there is something I would love and thats perfect DAE Exporting!
what I mean is the bone tree in DAE exportion is pretty much glitchly. not a big deal but the small things make wonders :3
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Stupid Tinypic :C
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« Reply #13458 on: March 08, 2013, 09:41:07 AM » |
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Since pikazz brought up "perfect DAE Exporting," I want to bring up another suggestion for the .DAE exporter. Would it be possible to update Brawlbox's .DAE exporter so that it exports the models with proper normals AND proper skin modifiers? The specific details of those problems can be found in this spoiler: If this is too much of a problem to do, or if it isn't possible, then feel free to skip over this suggestion.
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« Last Edit: March 08, 2013, 09:42:40 AM by JoeTE »
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JoeTE ~ Now copying lifeform data!
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« Reply #13459 on: March 08, 2013, 06:17:03 PM » |
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 After I get multiple vertex selection working, I'll work on the blend button. Since pikazz brought up "perfect DAE Exporting," I want to bring up another suggestion for the .DAE exporter. Would it be possible to update Brawlbox's .DAE exporter so that it exports the models with proper normals AND proper skin modifiers? The specific details of those problems can be found in this spoiler: If this is too much of a problem to do, or if it isn't possible, then feel free to skip over this suggestion. First thing has already been fixed and idk how I'm supposed to fix the second thing for rigged models if it only works without a skin modifier. I'll work on the exporter some more though I guess. The importer too.
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« Reply #13460 on: March 08, 2013, 06:21:12 PM » |
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dont forget fix the rename bone thingy where you can rename a bone like the other bone like aayfire is doing for machamp for the arms excuse my grammer lazyness
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« Reply #13461 on: March 08, 2013, 06:33:58 PM » |
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excuse my grammer
No. This is unacceptable.
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« Reply #13462 on: March 08, 2013, 06:37:17 PM » |
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No. This is unacceptable.
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« Reply #13463 on: March 08, 2013, 06:54:02 PM » |
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BJ... why not use weight paint?? (instead of box selection)
all you have to do is drag your clicked mouse over the vert and it'll automatically set the weight value for that vert :/
I'm implamenting the weight color-scheme from blender into UMC: blue=0.0 green=0.5 red=1.0
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« Last Edit: March 08, 2013, 06:58:33 PM by DarkPika »
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« Reply #13464 on: March 08, 2013, 06:59:43 PM » |
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BJ... why not use weight paint?? (instead of box selection)
all you have to do is drag your clicked mouse over the vert and it'll automatically set the weight value for that vert :/
I'm implamenting the weight color-scheme from blender into UMC: blue=0.0 green=0.5 red=1.0
I, as a person who rigs models, would prefer box selection. Although I could probably implement both.
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« Reply #13465 on: March 08, 2013, 07:03:13 PM » |
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I, as a person who rigs models, would prefer box selection. Although I could probably implement both.
please do... weight-paint is so much easier 
though blender differs from my idea for you as it has a radius around the mouse and fades it's color to your weight as you move the mouse >_>
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« Last Edit: March 08, 2013, 07:04:06 PM by DarkPika »
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« Reply #13466 on: March 09, 2013, 11:13:33 AM » |
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BJ96 you never ends to amaze me!
may I request something? be able to add stuff in a PSA like articles, glidedata, action override folder and all the other stuff! even if the folder doesn't exist?
I would love something like that :3
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« Reply #13467 on: March 09, 2013, 12:19:41 PM » |
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Got the function that projects world coords to screen coords to work.  BJ96 you never ends to amaze me!
may I request something? be able to add stuff in a PSA like articles, glidedata, action override folder and all the other stuff! even if the folder doesn't exist?
I would love something like that :3
Sure, in Ikarus. I can't guarantee the game will read it though.
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« Reply #13468 on: March 09, 2013, 12:56:07 PM » |
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Got the function that projects world coords to screen coords to work.  Sure, in Ikarus. I can't guarantee the game will read it though. stop amaze me!  that looks so awesome! it feels like you are doing a model making program like 3DS Max, Maya, Blender ect instead for brawl hacking devise  reason why: I know how to give the characters IC to make them walljump, wallclimb and flight and want to test with other stuff too with example articles and action override
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« Reply #13469 on: March 09, 2013, 03:27:44 PM » |
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vertices seem to be a bit off though... specially noticeable at her right foot tip
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