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« Reply #3045 on: August 26, 2011, 11:46:47 AM » |
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I can answer that. The problem is you haven't change everything. you change boneID and the offsets of parent, child ect. The problem is you haven't change the "nodeTree" in "definitions".
In there, you will found more how the "parent-child" is related, a child with it's boneID is attached to the Parents "nodeID". if you trying to change the BoneID on bones itself and leaving the nodeTree unediting, it will try to make how the "nodeID" will look like to the bonetree and that's causing the glitches.
I did do that, even on the ones with bones in a different order. Like I said I got it to work perfectly changing everything that needs to be changed. I'm just seeing if there is a way that brawlbox can support edited tree structures where the bone ID's are retained.
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« Last Edit: August 26, 2011, 11:49:16 AM by Tormod »
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« Reply #3046 on: August 26, 2011, 11:47:01 AM » |
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I can answer that. The problem is you haven't change everything. you change boneID and the offsets of parent, child ect. The problem is you haven't change the "nodeTree" in "definitions". In there, you will found more how the "parent-child" is related, a child with it's boneID is attached to the Parents "nodeID". if you trying to change the BoneID on bones itself and leaving the nodeTree unediting, it will try to make how the "nodeID" will look like to the bonetree and that's causing the glitches. maybe that why my Mario model look like messed up after editing bones.
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« Reply #3047 on: August 26, 2011, 12:06:37 PM » |
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maybe that why my Mario model look like messed up after editing bones.
It can be fixed, here is an example, Marth's Cape attatched to his head. http://www.mediafire.com/?b82bhw4k35u3zv5 It takes a lot more than just changing the node tree, bone ID Parent/child/next/prev to get this to work.
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« Reply #3048 on: August 26, 2011, 12:20:08 PM » |
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It can be fixed, here is an example, Marth's Cape attatched to his head. http://www.mediafire.com/?b82bhw4k35u3zv5 It takes a lot more than just changing the node tree, bone ID Parent/child/next/prev to get this to work. uhh...It should look this?
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« Reply #3049 on: August 26, 2011, 12:30:26 PM » |
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uhh...It should look this? I just played with this one http://www.mediafire.com/?6d5ce4hx4p5fx0e in-game for 10 minutes straight and it works like a charm(don't mind the vertex), and looks exactly like this:
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« Reply #3050 on: August 26, 2011, 12:31:25 PM » |
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I did do that, even on the ones with bones in a different order. Like I said I got it to work perfectly changing everything that needs to be changed. I'm just seeing if there is a way that brawlbox can support edited tree structures where the bone ID's are retained.
The bonetree editor will work in brawlbox, trust me. I have beta tested it :3 Only one "minor" glitch has show up so far  all the things you have to PSA away (like yellow eyes, stuff like toonlinks sword and shield ect) will be nulled so everything will be visible D:
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Stupid Tinypic :C
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« Reply #3051 on: August 26, 2011, 12:36:45 PM » |
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The bonetree editor will work in brawlbox, trust me. I have beta tested it :3 Only one "minor" glitch has show up so far all the things you have to PSA away (like yellow eyes, stuff like toonlinks sword and shield ect) will be nulled so everything will be visible D: What's the glitch in your bone tree editor?
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« Reply #3053 on: August 26, 2011, 01:12:51 PM » |
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What's the glitch in your bone tree editor?
the only glitch is the things I said about the yelloweye and stuff but otherwise, it works 100% :3
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Stupid Tinypic :C
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« Reply #3055 on: August 26, 2011, 02:11:15 PM » |
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all the things you have to PSA away (like yellow eyes, stuff like toonlinks sword and shield ect) will be nulled so everything will be visible D:
You might be able to use the program tabuu and change bonerefs to fix that.
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« Reply #3056 on: August 26, 2011, 02:30:51 PM » |
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You might be able to use the program tabuu and change bonerefs to fix that.
the wierd thing is the yellow eye is untouched, I didn't even touch those O.o only the ThrowN bone and some over it
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Stupid Tinypic :C
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« Reply #3057 on: August 26, 2011, 06:12:39 PM » |
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I say beta release. Mostly because BJ incorperated my request of multiple model viewing, but if i need to wait, i suppose thats how it will work. Either way, BJ, we are ALL rooting for you. You've come this far. Don't give up the fight yet! 
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #3058 on: August 26, 2011, 06:32:02 PM » |
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BJ96, before you release any update of BBox, can you edit it so that when you copy an animation frame, it doesn't copy the bone scale with it? Because most of the times it isn't very useful and has a great effect on the filesize (and it's annoying to have to clean it all up again).
Sure, no problem. Hey BlackJax96, I've got a random question for you. I've been doing a lot of hexing lately and I've mastered editing bone tree structures. The only thing is that the bone ID's must be in the order the bones appear which opens a whole new door of things that need to be changed. I mean it works flawlessly, it just takes a lot of time. It also limits where you can move things without having to also modify PSA because of hitboxes and graphic effects being assigned to specific bone ID's.
Soo on to my question.. Brawlbox changes the bone indexes when you save into the order that the bones appear in. I don't know why it would shift the data, but I just now made it so you can edit the bone index with Brawlbox if you really want to  Is it unusual that .DAE files can't be seen in BrawlBox? Here, I downloaded this pack : http://www.mediafire.com/?32hc1t4dul11oqr that I requested, but when I import the DAE models, I don't see anything...How can this be fixed? Yes it's unusual, dunno. voted for finish dat model importer/rebuilder
but I understand why you want to release a beta so people can try to found out how but that might take more longer time than usally xD it can be like gamble
Yeah, I might release Brawlbox regardless of the poll's results, release nao is in 2nd place anyway. I want to see what people do with the features I've added and also see if anybody can pinpoint the problem with the model rebuilder while I work on the importer. you know which one BJ 
I've stopped using brawl terms for the things that are known. (now you see why I asked you to correct the term in brbx)
anyone who tries to tell me that I'm wrong on the shaders, I will officially BAMF. instead of arguing with them on repeated occasions.
and BJ. you sir receive 1 BAMF. *trollface*
But you are wrong on the shaders.
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« Reply #3059 on: August 26, 2011, 06:34:01 PM » |
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I would love to test out your bad boy, actually 
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