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Author Topic: Brawlbox Resources & History  (Read 4502225 times)
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SuperSmasher
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« Reply #2340 on: July 28, 2011, 06:58:46 PM »


I think she's ready to be all rigged now AWESOME 2.0!



And yes I did make a little bit of an enhancement Im srs here so what, alpha's supposed to be "better" than Kisumi anyway XD Eh and it ain't too much of an improvement >_> unlike the F cup peach....

Now I just need to wait for BJ to finish BB3 Cool


correct me if im wrong, I thought we were still on the first modset. PLEASE say i am wrong cause iv looked every where with no luck of findin an update

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BlackJax96
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    « Reply #2341 on: July 28, 2011, 07:02:59 PM »


    Don't worry, you are wrong right.
    We are still on the first modset.
    « Last Edit: July 28, 2011, 07:04:06 PM by BlackJax96 » Logged

    Naruto200Man
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    « Reply #2342 on: July 28, 2011, 07:06:30 PM »


    Don't worry, you are wrong right.

    Lol strikethrough xD

    BTW BJ: when I finally get around to rigging Alpha, should I do everything but the hair and XrotN, YrotN, TransN, and topN in 3DS max, then add those bones via brawlbox or what?

    Also...should I use the "biped" skeleton...or just make my own bones...
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    BlackJax96
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    « Reply #2343 on: July 28, 2011, 08:30:46 PM »


    Lol strikethrough xD

    BTW BJ: when I finally get around to rigging Alpha, should I do everything but the hair and XrotN, YrotN, TransN, and topN in 3DS max, then add those bones via brawlbox or what?

    Also...should I use the "biped" skeleton...or just make my own bones...

    If the bone is actually rigged to the mesh, then you have to add it in 3ds Max. The hair is obviously rigged. TopN and all the other special bones aren't, so you can add them in Brawlbox.
    I'm not sure if you should use the biped or not. Go ahead and try it.
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    Justin712
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    « Reply #2344 on: July 28, 2011, 09:40:56 PM »


    Nah, like I said the 3ds max biped won't work since it uses inverse kinematics, so you'll get some pretty crazy results. Either make your own bones or import a brawl skeleton.

    I'll have that rigging tutorial up soon. I've got all the written parts down, but I'm still tryin' to take some helpful screenshots.
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    « Reply #2345 on: July 28, 2011, 09:48:14 PM »


    Nah, like I said the 3ds max biped won't work since it uses inverse kinematics, so you'll get some pretty crazy results. Either make your own bones or import a brawl skeleton.

    I'll have that rigging tutorial up soon. I've got all the written parts down, but I'm still tryin' to take some helpful screenshots.

    Awesome, I was wondering where you went Cheesy
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    Justin712
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    « Reply #2346 on: July 28, 2011, 10:38:06 PM »


    Awesome, I was wondering where you went Cheesy

    Oh, you know, the usual. Work, friends, and street fighter.  Laugh
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    If you've got a minute, check out my portfolio!
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    « Reply #2347 on: July 29, 2011, 12:36:42 AM »


    Nah, like I said the 3ds max biped won't work since it uses inverse kinematics, so you'll get some pretty crazy results. Either make your own bones or import a brawl skeleton.

    I'll have that rigging tutorial up soon. I've got all the written parts down, but I'm still tryin' to take some helpful screenshots.

    HOLY **** YOU LIVE?!

    lol lookin forward to the tut!

    Hey, should i rig richter to ZSS's bones instead of ike's? this way his long hair can b animated?
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    « Reply #2348 on: July 29, 2011, 05:00:05 AM »


    i think the next thing you can do after .dae importer is done is:
    - Real-time PSA editing (view/edit hitboxes, gfx, sfx, etc)
    i think it is one of the most needed things on brawlbox also it will sure be easyer for noobs to PSA
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    Naruto200Man
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    « Reply #2349 on: July 29, 2011, 06:41:04 AM »


    ^This...seriously, why has nobody thought about it yet?
    I know...cause it'd be a pain in the ass to program....

    well...considering what BJ is doing with brawlbox......meh...
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    « Reply #2350 on: July 29, 2011, 07:12:29 AM »


    Yes... defenitely, i'm a noob on PSA and it's a pain to figure out where to put all the things, like attack values. and PSA is easy, it's just the specials tab. but package all programs into one. now that woud be sexy.

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    « Reply #2351 on: July 29, 2011, 11:41:07 PM »


    So let me get this straight...we're going to have DoA characters soon? Hahahaha! Sweet.  AWESOME 2.0! At any rate I'm assuming the quality of the model won't show up as well on the Wii than it did on the 360?  I don't really care that much as long as it looks good.

    Does this converter have any benefit to models that are already .mdl0?  I would like to know a little more about it so I can understand the greatness to come.  Grin
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    « Reply #2352 on: July 29, 2011, 11:58:27 PM »


    The pic of Nel on reply 2272...



    AAAAAAAAAAAAAAAAAAAUGH~!!!!
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    Naruto200Man
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    « Reply #2353 on: July 30, 2011, 07:25:02 AM »


    If I import a characters skeleton, does it still matter who I'm importing it over?
    For example, use ZSS's bones over ike... well import alpha over ike with ZSS's bones...

    Cause I am NOT putting on her with someone with such a lame ass limit...
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    DoctorFlux(Mariodk)
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    « Reply #2354 on: July 30, 2011, 12:02:51 PM »


    btw with that model rebuilder is it already possible to get a boneset from a other char. just with model rebuilder Brawlbox if so kid Goku import over Luigi getting Ness´s boneset+bones in tail/maybe hair Cheesy
    so i can use him as a future project i will work on Kid goku over Ness(not Lucas since i getting Gotenks over him)
    « Last Edit: July 30, 2011, 12:03:43 PM by Gotenks » Logged

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