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Author Topic: Brawlbox Resources & History  (Read 4097039 times)
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SonicBrawler
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    « Reply #5235 on: October 20, 2011, 05:55:46 PM »


    Yes. But remember that OBJs cannot have rigging, so if you wanted to merge the models together it's best to export both as DAEs, then import 'em together and export as one.
    ahh, okay. speaking of rigging, is there an "easier" tutorial, on how to rig than in the op?
    also, keep up all the good work on this project.
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    « Reply #5236 on: October 20, 2011, 06:10:18 PM »


    You know, if we imported just the bones of a character into 3DS Max, and the character we're fitting them to doesn't line up, couldn't we just edit the size and length of the bones, without changing the names any?

    About an easier tutorial I have three steps.

    Step 1: Wait months for this to be finished
    Step 2: Wait a little longer after we get a hyped preview of it almost working Awesome Face
    Step 3: Wait untill blackjacks gets the dang thing working one hundred percent before asking for an 'easier' tutorial "Wherever Vyse goes, cool follows."
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    « Reply #5237 on: October 20, 2011, 06:13:16 PM »


    EDIT: Actually, now that I think about it, I might want a Sukusku Hakutaku over Ivysaur. I love that cute little thing. Grin
    Seconded. If I had a model of it, I'd do so myself.

    I'm still drooling over Kit in brawl... I'm still wondering what Rtb's plan is for the Samus part....
    Basically the Sol-Triumvirate suit, plus Samus's arm cannon and a customized Morph Ball.

    ahh, okay. speaking of rigging, is there an "easier" tutorial, on how to rig than in the op?
    also, keep up all the good work on this project.
    It's something that has to be learned by using 3DS Max / Blender / whatever over the period of a few weeks/months. It's not something that can be picked up within a couple of hours. Heck, I didn't even know how to do so until much, much later.
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    « Reply #5238 on: October 20, 2011, 06:17:55 PM »


    I have another idea...
    Maybe the extra 0x10 bytes in the first material aligns the WHOLE MODEL to 0x20, meaning everything after the materials and before the vertices/etc would be even. That could solve the random "not-working-sometimes" problem. Im srs here (RTB, you know what I'm talking about)

    Edit: This is proving true for official MDL0s
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    « Reply #5239 on: October 20, 2011, 06:20:28 PM »


    I have another idea...
    Maybe the extra 0x10 bytes in the first material aligns the WHOLE MODEL to 0x20, meaning everything after the materials and before the vertices/etc would be even. That could solve the random "not-working-sometimes" problem. Im srs here (RTB, you know what I'm talking about)
    Indeed I do... Im srs here
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    « Reply #5240 on: October 20, 2011, 07:42:34 PM »


    The fix WORKED!!!
    I made HEAVY EDITS to Nel's bone tree and saved the model, and it didn't lag AT ALL on the Wii. Im srs here

    Hell yeah. "Wherever Vyse goes, cool follows."
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    « Reply #5241 on: October 20, 2011, 07:45:33 PM »


    The fix WORKED!!!
    I made HEAVY EDITS to Nel's bone tree and saved the model, and it didn't lag AT ALL on the Wii. Im srs here

    Hell yeah. "Wherever Vyse goes, cool follows."
    AWESOME!! "Wherever Vyse goes, cool follows."
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    « Reply #5242 on: October 20, 2011, 07:47:04 PM »


    AWESOME!! "Wherever Vyse goes, cool follows."

    Lets all quote the last guy and use the "Wherever Vyse goes, cool follows." smily Cheesy
    BTW:

    AWESOME Cheesy

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    « Reply #5243 on: October 20, 2011, 07:51:12 PM »


    The fix WORKED!!!
    I made HEAVY EDITS to Nel's bone tree and saved the model, and it didn't lag AT ALL on the Wii. Im srs here

    Hell yeah. "Wherever Vyse goes, cool follows."

    I watch this thread like a hawk for days on end just so I can read stuff like that.
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    « Reply #5244 on: October 20, 2011, 07:51:12 PM »


    The fix WORKED!!!
    I made HEAVY EDITS to Nel's bone tree and saved the model, and it didn't lag AT ALL on the Wii. Im srs here

    Hell yeah. "Wherever Vyse goes, cool follows."

    Yes!
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    « Reply #5245 on: October 20, 2011, 07:52:31 PM »


    I watch this thread like a hawk for days on end just so I can read stuff like that.

    Me too! I think I'm starting to go crazy, so much excitement recently I can barely contain myself, I just hope it works completely now.
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    « Reply #5246 on: October 20, 2011, 07:53:00 PM »


    This thread contains the most amount of Vyse "Wherever Vyse goes, cool follows."

    Good job at ironing these errors guys!
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    « Reply #5247 on: October 20, 2011, 07:56:42 PM »


    ]
    If you're cool enough, you can import any model and it doesn't need to match the original character's size. "Wherever Vyse goes, cool follows."

    I will also warn you beforehand, I and mostly everyone else will only be downloading Roo's version of Flandre due to clear evidence of moveset and animation planning. "Wherever Vyse goes, cool follows."

    So, model size doesn't matters after all. If only I knew this beforehand, I wouldn't have wasted 72 hours on 3ds Max creating not one, not two, but SIX Flandres for a 'Color Pack' over Pit Mario Facepalm. I do not know PSA to make my own animations so of course Roo's version will be more popular, what matters for me is people praising my skills.

    The fix WORKED!!!
    I made HEAVY EDITS to Nel's bone tree and saved the model, and it didn't lag AT ALL on the Wii. Im srs here

    Hell yeah. "Wherever Vyse goes, cool follows."
    Ultra-great job!!! "Wherever Vyse goes, cool follows." This is something I really wasn't expecting for! "Wherever Vyse goes, cool follows."
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    « Reply #5248 on: October 20, 2011, 07:58:36 PM »


    Basically the Sol-Triumvirate suit, plus Samus's arm cannon and a customized Morph Ball.
    Omg hahaha that would be so wicked to see kit bust outa that armour into her breaker gear!! You got me drooling ever more so now.
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    « Reply #5249 on: October 20, 2011, 08:02:32 PM »


    Basically the Sol-Triumvirate suit, plus Samus's arm cannon and a customized Morph Ball.

    *drool*
    That's gonna be amazing.
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