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« Reply #13965 on: April 14, 2013, 10:51:24 PM » |
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Good. Good.
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« Reply #13966 on: April 14, 2013, 11:08:55 PM » |
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Noice; can't wait to try out the RSAR stuff, as always. Good luck on finishing up the rest of the fixes.
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« Reply #13967 on: April 15, 2013, 05:26:52 AM » |
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who was ikarus' first character again?
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« Reply #13968 on: April 15, 2013, 09:28:43 AM » |
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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?
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« Reply #13969 on: April 17, 2013, 08:59:40 PM » |
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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 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.
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« Reply #13970 on: April 17, 2013, 11:06:57 PM » |
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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.
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« Reply #13971 on: April 17, 2013, 11:16:55 PM » |
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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.
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« Reply #13972 on: April 17, 2013, 11:31:31 PM » |
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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
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« Reply #13973 on: April 17, 2013, 11:41:14 PM » |
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Oh yeah, in that case you'd just lock the BustN bone in Brawlbox before changing WaistN.
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« Reply #13974 on: April 18, 2013, 02:40:22 AM » |
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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?
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« Reply #13975 on: April 18, 2013, 07:55:26 AM » |
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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
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« Last Edit: April 18, 2013, 08:06:04 AM by DarkPika »
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« Reply #13976 on: April 18, 2013, 08:03:32 AM » |
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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.
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« Reply #13977 on: April 19, 2013, 11:41:39 AM » |
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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.
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You and I can be poor, but neither of us can be cheap.
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« Reply #13978 on: April 19, 2013, 12:05:17 PM » |
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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.
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« Last Edit: April 19, 2013, 12:06:40 PM by Segtendo »
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« Reply #13979 on: April 19, 2013, 12:31:54 PM » |
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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.
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