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« Reply #2161 on: July 17, 2011, 09:04:00 PM » |
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I have a question that I hope isn't to intrusive.
Is there a way to scale existing Mdl0s without using keyframes and bones?
I have Simon Belmont's model from Castlevania Judgement that needs to be scaled to 11 times his size.
I don't want to use Fortwaffle's tool because the tool causes Simon's face to "mesh" incorrectly when it's scaled.
Like is there a way to scale Simon's model via vertices, normals, and such?
I dunno if anyone told you this, but the TvC models were the exact same way.
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 3DS Friend Code: 2895-6640-9302
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« Reply #2162 on: July 17, 2011, 10:40:43 PM » |
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I think you're right. Eighting Developed CV Judgement as well as TVC and the Naruto games and well...........
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« Last Edit: July 17, 2011, 10:46:56 PM by Eternal Yoshi »
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« Reply #2163 on: July 18, 2011, 03:36:11 AM » |
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i was thinking about a thing that can maybe come in next update of brawlbox
do it so you can select to dont copy/paste scale
if you needing to copy/paste a Frame that can save some filesize for Aninimations
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #2164 on: July 18, 2011, 06:32:27 AM » |
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Every Wii game developed by Eighting uses the MDL0 format in some way, but your right, those 3 genre of games are interchangeable. Seeing those vids however I suspect those 3 games use a animation routine similar to Melee (meaning rotation only).
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« Reply #2165 on: July 18, 2011, 08:41:59 AM » |
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hey BJ...
I'm getting errors like you now XD
File "C:\model_convert\plugins\MeleeDAT.py", line 190, in DOBJ if polygon != 0: POBJ(polygon) File "C:\model_convert\plugins\MeleeDAT.py", line 108, in POBJ matrices = getTransformMatrices(weights) File "C:\model_convert\plugins\MeleeDAT.py", line 70, in getTransformMatrices mtx = C.ru32() #matrix offset File "C:\model_convert\plugins\Cmn.py", line 20, in ru32 def ru32(): return St.unpack(">L", f.read(4))[0] File "C:\Python25\Lib\struct.py", line 87, in unpack return o.unpack(s) error: unpack requires a string argument of length 4
umm: f.read(4) ... f.read(4) ... f.read(4)
hey python... there's a thing called looking
EDIT: I found the prob...
fr.seek(weights_offset+32, 0) was set to: fr.seek(Offset+32, 0)
DK why it returned '' for the start of the weights though
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« Last Edit: July 18, 2011, 11:05:52 AM by Tcll »
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« Reply #2166 on: July 18, 2011, 11:10:54 PM » |
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BlackJax, do you think you could make it so you could highlight(Click, hold, and drag) bones in BrawlBox? Cuz it's annoying sometimes when I have to click the exact center of the bone when you want to hurry.
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« Reply #2167 on: July 18, 2011, 11:46:59 PM » |
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I don't think that will happen. Look at the OP. Also, you shouldn't be rushing with animations unless it's a special condition anyway.
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« Reply #2168 on: July 19, 2011, 06:43:09 AM » |
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ok... obviously I'm doing something wrong...
TX = (vert[0]*matrix[0])+(vert[1]*matrix[1])+(vert[2]*matrix[2])+matrix[3] TY = (vert[0]*matrix[4])+(vert[1]*matrix[5])+(vert[2]*matrix[6])+matrix[7] TZ = (vert[0]*matrix[8])+(vert[1]*matrix[9])+(vert[2]*matrix[10])+matrix[11]
vert += [TX,TY,TZ]
the matrix is in the order it's read
I'm still getting distortion
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« Reply #2169 on: July 19, 2011, 12:22:46 PM » |
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ok... obviously I'm doing something wrong...
TX = (vert[0]*matrix[0])+(vert[1]*matrix[1])+(vert[2]*matrix[2])+matrix[3] TY = (vert[0]*matrix[4])+(vert[1]*matrix[5])+(vert[2]*matrix[6])+matrix[7] TZ = (vert[0]*matrix[8])+(vert[1]*matrix[9])+(vert[2]*matrix[10])+matrix[11]
vert += [TX,TY,TZ]
the matrix is in the order it's read
I'm still getting distortion
it's vert = [TX,TY,TZ] not += btw, I was at Disneyland over the weekend, but I'm back now.
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« Reply #2170 on: July 19, 2011, 12:30:08 PM » |
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Just a question, but are Melee's models in the .dae format? >.> I feel like such a noob. >.>
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« Reply #2171 on: July 19, 2011, 12:30:41 PM » |
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Just a question, but are Melee's models in the .dae format? >.> I feel like such a noob. >.>
lolno. They're in .dat
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« Reply #2172 on: July 19, 2011, 12:42:04 PM » |
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lolno.
They're in .dat
Oh alright, thanks for telling me. Will the model rebuilder support other model formats other than .dae and .mdl0?
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« Reply #2173 on: July 19, 2011, 12:53:22 PM » |
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Oh alright, thanks for telling me.
Will the model rebuilder support other model formats other than .dae and .mdl0?
The model rebuilder supports everything, it just rebuilds the mdl0. If you can create a parser (importer) for a format, the model rebuilder will make the mdl0 automatically.
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« Reply #2174 on: July 19, 2011, 01:05:48 PM » |
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The model rebuilder supports everything, it just rebuilds the mdl0. If you can create a parser (importer) for a format, the model rebuilder will make the mdl0 automatically.
Oh. So once the model rebuilder is finished, any model we get we can turn into a .mdl0?
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