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« Reply #510 on: March 25, 2011, 10:26:49 PM » |
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Maybe the 2 sword bones as well IDRK. Also, what exactly do you mean with "all you'd have to do is copy the bones to the brawl chr0"? I'll use Pika as an example:
you know how he already has his brawl bones in the chr0 right :/ well... for me, I'd have to take pachi's bone data from his chr0 and paste it on top of pika's:
[Pika's brawl bones] [origin waist spine (Pachi's remaining bones)]
note: the bones you're adding must have an animation length equal to the brawl animation
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« Reply #511 on: March 26, 2011, 06:00:54 AM » |
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But that's the problem. There are almost no useful animations for the Naruto import model. Therefor, I want the model to be fully compatible with the CoN Naruto animations without actually editing the animations in any way.
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« Reply #512 on: March 26, 2011, 02:32:37 PM » |
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Well, i need some help.
i want to put in a special Chracter.
can someone help me find a God Gundam (Burning Gundam) model in DAE format?
i can get the trial version of 3ds max to rig him.
i will be using a Brawl Bone Mesh. so i won't have so many Import Issues.
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« Reply #514 on: March 27, 2011, 01:29:29 AM » |
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Good speech, Tcll. I'm glad you said this.
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« Reply #515 on: March 29, 2011, 07:01:18 AM » |
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Sorry...
i was asking anybody. for i'm completely new to this.
so sorry, i'm still looking.
if i cannot find a model, i'll just make one in DAE format.
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« Reply #516 on: March 29, 2011, 04:25:00 PM » |
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Sorry...
i was asking anybody. for i'm completely new to this.
so sorry, i'm still looking.
if i cannot find a model, i'll just make one in DAE format.
I don't think he was responding to your post, he was talking about that earlier
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« Reply #517 on: March 29, 2011, 04:30:30 PM » |
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I have a question:
Is it already possible to import simple stuff like blocks and spheres and the such from outside? And about bone adding, is it possible to import bones added in 3DSMax/Blender as well?
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« Reply #518 on: March 29, 2011, 04:42:28 PM » |
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I have a question:
Is it already possible to import simple stuff like blocks and spheres and the such from outside? And about bone adding, is it possible to import bones added in 3DSMax/Blender as well?
1. Yes and no. Export/Save isn't possible with an imported model because too many values are null (I need to set them) 2. Yes. It builds the bone structure perfectly and you can even view it in the viewer, but I haven't rigged a model yet to test it with a mesh so I don't know if weights work yet, but they should.
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« Reply #519 on: March 29, 2011, 04:49:43 PM » |
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That's good. Stage builders now have to use blocks and all with a single bone, and that isn't movement friendly. Moving stages like Delphino work on Brawl because they're a single model, a.k.a a bone in common.
We don't have many of these because of that.
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« Reply #520 on: March 29, 2011, 05:04:00 PM » |
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Ehhh So uh blackjacks....how close are we to being done with this piece of badasness?
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« Reply #521 on: March 29, 2011, 05:32:36 PM » |
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Ehhh So uh blackjacks....how close are we to being done with this piece of badasness?
Pretty damn close, let's just put it at that. But don't get your hopes up
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« Reply #522 on: March 29, 2011, 06:01:11 PM » |
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Pretty damn close, let's just put it at that. But don't get your hopes up
Then don't say pretty damn close! lol So what about a percentage? From your attitude...maybeee....around 65% or something?
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« Reply #523 on: March 29, 2011, 06:15:08 PM » |
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Then don't say pretty damn close! lol
So what about a percentage? From your attitude...maybeee....around 65% or something?
idrk, I guess
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« Reply #524 on: March 29, 2011, 06:19:45 PM » |
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keep in mind though, even though it's a single model, it'd still have to have weights...
otherwise: you'll move the bone, but the model won't link the object (cube/sphere) must also be parented to the bone object :/
so yea, it must be parented, and have weights
you can however use object animations, or IPO's in blender terms you won't need a bone to move or animate the object ^I think these would be shape animations in brawl >_>
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