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« Reply #4966 on: October 13, 2011, 11:18:04 AM » |
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I was ready to put Flandre in Brawl about a year ago (or whenever Roo mentioned it) and I'm not flipping out. 
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Asbel: "To protect those close to us!" Malik: "To be a completely badass!" Hubert: "To be a Tsundere nerd!" Richard: "To be completely FABULOUS!" All: "WE ARE THE TOGF MANLY MEN BRIGADE!" -kazemaru95421  [PICTURES REMOVED. Reason: All signature pics must fit a 695x200 frame, even when inside a spoiler.]
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« Reply #4967 on: October 13, 2011, 12:30:26 PM » |
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I have a question. How would someone go about doing face morphs for different expressions on imported models? Not actually modeling the different faces, but how would one go about getting them showing up properly and at the right times in game.
<.< Most .mdl0s have special bones for each expression, so I assume that must be part of it.
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« Reply #4968 on: October 13, 2011, 12:43:14 PM » |
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I have a question. How would someone go about doing face morphs for different expressions on imported models? Not actually modeling the different faces, but how would one go about getting them showing up properly and at the right times in game.
<.< Most .mdl0s have special bones for each expression, so I assume that must be part of it.
I'm assuming you just animate the face like you normally would any other animation.
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« Reply #4969 on: October 13, 2011, 12:46:24 PM » |
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I have a question. How would someone go about doing face morphs for different expressions on imported models? Not actually modeling the different faces, but how would one go about getting them showing up properly and at the right times in game. <.< Most .mdl0s have special bones for each expression, so I assume that must be part of it. that's exactly how it works >_> you need bones with specific animations to control the facial expressions...
if you want to get real advanced with it, you can use a script to control a seperated facial animation based on a cercumstance  ^the only problem with that is Brawl scripts (REL files) have yet to be figured out... -_-*
I guess PW stopped entirely... he's completely disappeared >_>
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« Reply #4970 on: October 13, 2011, 12:59:35 PM » |
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So I guess the clone engine is dead forever?
Anyway, back on topic: sorry you found a new roadblock, dudes.
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« Reply #4971 on: October 13, 2011, 01:13:14 PM » |
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A characters face has to be set to the specified bone of appearance (for example OuchM, BlinkM, BlinkHalfM etc.), though it's not something every character uses (Luigi and Charizard for example use .pat0 to switch between (eye) textures).
Modules are more to regulate the game itself and how it loads stuff from ASM (like articles, but, for example, also if Luigi gets stuck in the wall when using side B and even settings for stage hazards). Also, you can't really rely on PW to do anything Brawl related anymore due to the fact he has other things to do in life.
@Tabuu Hatsune Unless Dantarion returns anytime soon, the Clone Engine for all characters with references to it's article data (meaning all characters but Marth, Jiggz, MK and the generic Ike) is technically impossible (this being due to the module not being properly figured out).
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« Last Edit: October 13, 2011, 01:24:09 PM by ds22 »
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« Reply #4972 on: October 13, 2011, 01:30:39 PM » |
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oh yea... that makes 2 moar animation types to add >_>
PAT0 and SRT0
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« Reply #4973 on: October 13, 2011, 01:31:25 PM » |
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I was ready to put Flandre in Brawl about a year ago (or whenever Roo mentioned it) and I'm not flipping out.  March 13 2010. 
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« Reply #4974 on: October 13, 2011, 01:35:22 PM » |
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March 13 2010. ROFL why does that not surprize me with you XDD
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« Reply #4975 on: October 13, 2011, 01:36:36 PM » |
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@Tcll Don't forget Vis0! 
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« Reply #4976 on: October 13, 2011, 01:39:03 PM » |
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I've only slightly heard of them >_>
what exactly do they do??
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« Reply #4977 on: October 13, 2011, 01:41:34 PM » |
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They control those expression polygons and bones like BlinkM.
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« Reply #4978 on: October 13, 2011, 01:43:39 PM » |
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I've only slightly heard of them >_>
what exactly do they do??
bone visibility, used most to face expressions like all sonics faces. if one is inactived, the bone with the polygon is insivible. if actived, it's visible
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Stupid Tinypic :C
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« Reply #4979 on: October 13, 2011, 01:48:07 PM » |
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bone visibility, used most to face expressions like all sonics faces.
if one is inactived, the bone with the polygon is insivible. if actived, it's visible
hmm... oh yea...
I can reference that to object visability in 3D apps >_> ok...
IMO though, it sounds like it could also play a part in IPO animations... but IDK... would have to play around with it a little >_>
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