Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 929 930 931 [932] 933 934 935 ... 1046
Author Topic: Brawlbox Resources & History  (Read 3814566 times)
0 Members and 2 Guests are viewing this topic.
Segtendo
Local Marie Fanboy
Special Access
*****
Offline Offline

Posts: 13362


Cold queen

  • Awards Starstormer PC Core Gamer 128-bit Core Gamer Super Saiyan Topic

  • View Profile WWW Awards
    « Reply #13965 on: April 14, 2013, 10:51:24 PM »


    Good. Good.
    Logged

    : SW-2632-7270-6724


    jdaster64
    Expert Kitten
    ****
    Offline Offline

    Posts: 69


    Mario, Kirby, MOTHER freak

  • Awards Tutorial Writer

  • View Profile WWW Awards
    « Reply #13966 on: April 14, 2013, 11:08:55 PM »


    Noice; can't wait to try out the RSAR stuff, as always.  Good luck on finishing up the rest of the fixes.
    Logged


    BlueBrain
    God Kitten
    *******
    Offline Offline

    Posts: 8941


  • Awards Infinite Smash Team Super Saiyan Topic >9000 Heart Container

  • View Profile Awards
    « Reply #13967 on: April 15, 2013, 05:26:52 AM »


    who was ikarus' first character again?
    Logged

    Kaaoeyi
    Expert Kitten
    ****
    Offline Offline

    Posts: 75


    View Profile Awards
    « Reply #13968 on: April 15, 2013, 09:28:43 AM »


    It was ZSSamus, believe me I have good memory.


    But it was really Mario, but fck Mario. Why waste a new program on him when we can try it out on a character with horrid file size restrictions?
    Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #13969 on: April 17, 2013, 08:59:40 PM »


    Ok so now the undo/redo buttons work perfectly and the RSAR stuff works even better than when I last said it worked.

    Now I just have to finish the weighting stuff, and man I really underestimated how much work I would have to put into it Im srs here
    It gets really complicated just to change the weight on a vertex and save it, a lot more complicated than you'd think.

    This is the last thing I gotta finish.
    Logged

    Iwvi
    Cronic Procrastinator
    Heroic Kitten
    **
    Offline Offline

    Posts: 2103


    Temporarily retired

  • Awards Infinite Smash Team Fiery Topic Renowned Hacker Star Hacker

  • View Profile Awards
    « Reply #13970 on: April 17, 2013, 11:06:57 PM »


    How will weighting work on BB? Cause I have issues with max's weight tool. Sometimes you add weight to a bone, but want to keep another exactly as is, in max you'd need to take note of said bone. Usually when adding weight to a bone it can be subsctracted from it's parent to keep the rest of deformations the same as how you rigged them before.
    Either way, your work on brawlbox is awesome.
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #13971 on: April 17, 2013, 11:16:55 PM »


    How will weighting work on BB? Cause I have issues with max's weight tool. Sometimes you add weight to a bone, but want to keep another exactly as is, in max you'd need to take note of said bone. Usually when adding weight to a bone it can be subsctracted from it's parent to keep the rest of deformations the same as how you rigged them before.
    Either way, your work on brawlbox is awesome.

    Not sure exactly what you mean in the bold sentence but I added an option that lets you lock bones so that no weights using that bone will ever change while you're rigging until you unlock it again. Weights with locked bones display in red in the weight list.
    Logged

    StarWaffle
    Pretty much Wafflu
    srs kitten
    *
    Offline Offline

    Posts: 970


    Pretty much amazing

  • Awards Star Hacker Featured Good Citizen Renowned Hacker

  • View Profile WWW Awards
    « Reply #13972 on: April 17, 2013, 11:31:31 PM »


    I think he means...

    Lets say you're rigging one vertex point to 3 different bones.
    and you have like this

    0.33 HipN
    0.33 BustN
    0.34 WaistN

    and you want 0.33 BustN to stay at 0.33 but when you raise WaistN to 0.54. Both HipN and BustN go down and it ends up being

    0.23 HipN
    0.23 BustN
    0.54 WaistN

    instead of

    0.13 HipN
    0.33 BustN
    0.54 WaistN
    Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #13973 on: April 17, 2013, 11:41:14 PM »


    Oh yeah, in that case you'd just lock the BustN bone in Brawlbox before changing WaistN.
    Logged

    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #13974 on: April 18, 2013, 02:40:22 AM »


    that sounds like a really nice feature to have since 3ds max doesnt have that!

    also... 1 thing that's been on my mind about BB rigging.. would we still be able to rig if we have a CHR0 pose/animation being shown?
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #13975 on: April 18, 2013, 07:55:26 AM »


    nothing truely big...
    but I've finally figured out the proper usage for the resource groups.

    I talked to Kryal about this a long while ago about reading them,
    and he said that reading them while making use of the prev and next id's wasn't neccesary...
    though I never gave up on them...

    I've finally figured it out while converting the BRMDL viewer src from C++ to Py that they're used for class instance referencing.

    the ID's simply tell which class to hit up next,
    and which class was hit up previously.
    the class holds the data for that section.

    so it took me 4 years, well 3.5 actually, to figure that out...
    hope it helps you out BJ.
    (not sure if brbx already does this)
     ^ you never answered my Q back then :/


    EDIT:
    inb4nobodycares
    « Last Edit: April 18, 2013, 08:06:04 AM by DarkPika » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Iwvi
    Cronic Procrastinator
    Heroic Kitten
    **
    Offline Offline

    Posts: 2103


    Temporarily retired

  • Awards Infinite Smash Team Fiery Topic Renowned Hacker Star Hacker

  • View Profile Awards
    « Reply #13976 on: April 18, 2013, 08:03:32 AM »


    Oh yeah, in that case you'd just lock the BustN bone in Brawlbox before changing WaistN.
    Nice. I really do not why Max has such an impractical skinning tool.
    Logged


    Ulala
    Expert Kitten
    ****
    Offline Offline

    Posts: 55


    Wii Fit TRAINER is a HEALTHNUT


    View Profile Awards
    « Reply #13977 on: April 19, 2013, 11:41:39 AM »


    I think he means...

    Lets say you're rigging one vertex point to 3 different bones.
    and you have like this

    0.33 HipN
    0.33 BustN
    0.34 WaistN

    and you want 0.33 BustN to stay at 0.33 but when you raise WaistN to 0.54. Both HipN and BustN go down and it ends up being

    0.23 HipN
    0.23 BustN
    0.54 WaistN

    instead of

    0.13 HipN
    0.33 BustN
    0.54 WaistN
    I've had this problem with rigging models with brawl bones, HOWEVER!
    When it comes to using MKW bones, this problem doesn't occur at all.
    (I may be wrong but I think it doesn't happen is because MKW's models/bones are a pretty big size)
    I've rigged many models for MKW easily.
    Logged

    You and I can be poor, but neither of us can be cheap.

    Segtendo
    Local Marie Fanboy
    Special Access
    *****
    Offline Offline

    Posts: 13362


    Cold queen

  • Awards Starstormer PC Core Gamer 128-bit Core Gamer Super Saiyan Topic

  • View Profile WWW Awards
    « Reply #13978 on: April 19, 2013, 12:05:17 PM »


    Yo BJ. I've been having a problem lately.
    I've been getting an error that says "The given key was not present in the dictionary." What I'm trying to do is replace portraits in the sc_selmap.pac, yet I keep getting that error every time I try saving. Any idea why it says that?
    I tried it in both .67 and .67b, didn't work either time.
    « Last Edit: April 19, 2013, 12:06:40 PM by Segtendo » Logged

    : SW-2632-7270-6724


    KingJigglypuff
    Meme Machine
    Brawl Vault Staff
    ****
    Offline Offline

    Posts: 7206


  • Awards RAGE!! >9000 Hyperactive Contributor Heart Container

  • View Profile Awards
    « Reply #13979 on: April 19, 2013, 12:31:54 PM »


    Yo BJ. I've been having a problem lately.
    I've been getting an error that says "The given key was not present in the dictionary." What I'm trying to do is replace portraits in the sc_selmap.pac, yet I keep getting that error every time I try saving. Any idea why it says that?
    I tried it in both .67 and .67b, didn't work either time.
    I think BJ said something about this issue before with that exact file.

    Use a previous version of BB for now.
    Logged

    I don't take requests.

    My PSA Thread

    Pages:  1 ... 929 930 931 [932] 933 934 935 ... 1046
    Print
    Jump to: