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« Reply #1470 on: June 18, 2011, 02:10:25 PM » |
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from what VILE discussed with me... there's only one logical way I can see to do this:
nv._x = (p[0] * v._x) - (p[4] * v._y) - (p[8] * v._z) - p[12]; nv._y = (p[1] * v._x) - (p[5] * v._y) - (p[9] * v._z) - p[13]; nv._z = (p[2] * v._x) - (p[6] * v._y) - (p[10] * v._z) - p[14];
there would be no division...
if it's not that, then shoot me XD
Already tried that. Everything I've tried usually returns values as Infinity, NaN or Undefined...  Also, quick Brawlbox update: - Clean works again! - You can paste only translation or everything except translation (Useful for fixing translations on animation ports) - You can rename bones in the model previewer - There's a new button called "rename all" on brres nodes that let you change every node with a certain name to another name (Extremely useful for mass porting of animations) - Pressing left or right in an animation box will subtract or add 180 to the value, respectively. (Useful for fixing rotations on animation ports)
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« Reply #1471 on: June 18, 2011, 02:31:15 PM » |
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well... IDK the [ list index numbers ] really...
but see if you can get the values in order
( x1 *v)-( x2 *v)-( x3 *v)-xo ( y1 *v)-( y2 *v)-( y3 *v)-yo ( z1 *v)-( z2 *v)-( z3 *v)-zo
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« Last Edit: June 18, 2011, 02:36:54 PM by Tcll »
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« Reply #1472 on: June 18, 2011, 02:37:23 PM » |
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Already tried that. Everything I've tried usually returns values as Infinity, NaN or Undefined...  Also, quick Brawlbox update: - Clean works again!- You can paste only translation or everything except translation (Useful for fixing translations on animation ports) - You can rename bones in the model previewer - There's a new button called "rename all" on brres nodes that let you change every node with a certain name to another name (Extremely useful for mass porting of animations)- Pressing left or right in an animation box will subtract or add 180 to the value, respectively. (Useful for fixing rotations on animation ports) The notations in red I like most.
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« Last Edit: June 18, 2011, 02:51:39 PM by SmashClash »
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« Reply #1473 on: June 18, 2011, 02:40:19 PM » |
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The notations in red I like most.
yeah i can´t wait to this BrawlBox is done and i hopefully it will support brsar files in the future
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #1477 on: June 18, 2011, 06:19:10 PM » |
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Glad to see this project hopping along rather nicely. I especially like the adding/subtracting 180 rotation on the animations part. Small features like that are all worth it in the end.
Also, if you can BJ, how about copy/paste between two instances of BB? You know, have one motionetc pac open in one brawlbox and copy/paste that frame of an animation to another instance of bb...
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« Reply #1478 on: June 18, 2011, 06:36:56 PM » |
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Also, if you can BJ, how about copy/paste between two instances of BB? You know, have one motionetc pac open in one brawlbox and copy/paste that frame of an animation to another instance of bb...
it should already do that... shouldn't it??
and DUUUUDE they have a featured blender game of SMG :D http://blender-games.com/
a full site of games for blender :D I'm bamfing myself for not looking at this earlier DX
anyways... I'm gonna take a look at that SMG game >:)
EDIT: I see... this dude did it all from scratch... dang ._.
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« Last Edit: June 18, 2011, 06:48:35 PM by Tcll »
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« Reply #1480 on: June 18, 2011, 06:49:35 PM » |
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how the freak did you ninja me in 3 seconds O_o
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« Reply #1481 on: June 18, 2011, 06:50:30 PM » |
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how the freak did you ninja me in 3 seconds O_o
chaos control? ok back to on-topic 
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #1482 on: June 18, 2011, 07:11:18 PM » |
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more awesome if you can copy like TransN bone Animations to a renamed TransN bone with resized so you dont have to use hours for a resize mod on a moveset
That is a freakin great idea, I totally forgot about that! It'll help me resize Nel correctly too. key-frame distributor...
like say if you have an animation that's 170 frames and your animation is only 89 frames... it would re-distribute the keyframes to match the frame value of the animation you're porting over... ^(I could prbly buile a simple program to do that) on top of that should be a manual keyframe editor to move a keyframe to a better spot in an animation.
Ok, I'll see what I can do. Also, if you can BJ, how about copy/paste between two instances of BB? You know, have one motionetc pac open in one brawlbox and copy/paste that frame of an animation to another instance of bb...
I'll look into it, it should be relatively easy to set up... As soon as I get the undo and redo buttons to work right, I might release a demo. But remember guys, my main task is to finish the dae importer  These are just quick things I'm adding as I understand more of Brawlbox's code.
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« Reply #1483 on: June 18, 2011, 07:14:24 PM » |
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That is a freakin great idea, I totally forgot about that! It'll help me resize Nel correctly too. Ok, I'll see what I can do. I'll look into it, it should be relatively easy to set up... As soon as I get the undo and redo buttons to work right, I might release a demo. But remember guys, my main task is to finish the dae importer  These are just quick things I'm adding as I understand more of Brawlbox's code. yeah i needed it for SMBZ mario moveset too but now i am done the best bone you can rename for resize is TransN bone but you have to copy/paste all moving on all animations and then you can resize it if renaming XrotN or YrotN the char. got like can´t turn on some attacks
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #1484 on: June 18, 2011, 07:45:10 PM » |
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As soon as I get the undo and redo buttons to work right, I might release a demo. But remember guys, my main task is to finish the dae importer  These are just quick things I'm adding as I understand more of Brawlbox's code. O_O... i soooo cant wait for this then!!! a demo... WOOOO!!! even tho i do kno that the importer isnt fully functional.
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