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Author Topic: Brawlbox Resources & History  (Read 4505637 times)
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    « Reply #6135 on: October 25, 2011, 12:41:51 PM »


    What if you attach one vertex to it?
    Anywho, does he really need the animation porter on it?
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    Justin712
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    « Reply #6136 on: October 25, 2011, 12:54:51 PM »


    Yeah, I think so. His arms do look pretty funny at Ike's length. Also that 1 vertex idea will probably work if it IS the source of the freezing.

    There are still some problems I'm having with importing though, mostly with stages. I replaced a platform in Battlefield, and the custom model is smeared across the screen with lots of lag, and the characters are invisible. I'll be able to give your model my full attention once I figure this out.
    « Last Edit: October 25, 2011, 12:57:21 PM by Justin712 » Logged

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    « Reply #6137 on: October 25, 2011, 12:57:47 PM »


    What does the animation porter do anyway ?_?
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    « Reply #6138 on: October 25, 2011, 12:59:01 PM »


    Converts (ports) the translations and rotations of an animation from one model to another.
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    TokoyamiTheDark
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    « Reply #6139 on: October 25, 2011, 01:01:05 PM »


    What does the animation porter do anyway ?_?
    Same question I was wondering, too. Wanna port Zelda's animations on Sheik so BADLY...Pervy, have you seen my 3th request in your thread, the one I forgot to put along with the two Terras? I've edited my message just so you would know.
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    « Reply #6140 on: October 25, 2011, 01:01:31 PM »


    Were do I get said animation porter?
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    « Reply #6141 on: October 25, 2011, 01:13:00 PM »


    It's included in BBox.
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    TokoyamiTheDark
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    « Reply #6142 on: October 25, 2011, 01:14:42 PM »


    Where in BrawlBox v0.65? I'd love to know, since I can't exoprt foreign animations to another character in the good ol' way...
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    « Reply #6143 on: October 25, 2011, 01:15:28 PM »


    Where in BrawlBox v0.65? I'd love to know, since I can't exoprt foreign animations to another character in the good ol' way...


    dude, look at the OP Im srs here
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    « Reply #6144 on: October 25, 2011, 01:21:04 PM »


    Why it isn't working? I took Zelda's MotionEtc file, clicked on 'Edit all' on her Animation BRRES, checked Export All animations, chose a MDL0 of Sheik to port the animations to him, then took Zelda's MDL0, because she's the original character the animation worked for...but what happens next? Somewhat I feel like if it is not working...
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    « Reply #6145 on: October 25, 2011, 01:50:34 PM »


    You're next step is to make a help thread.
    Seriously. Take it to a help thread.
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    « Reply #6146 on: October 25, 2011, 03:05:33 PM »


    I've got a question, hope not to be ignored this time ¬¬

    Are dae files generated by brawlbox supposed to work flawlessly when re-imported to brawl?

    Cause I've imported a brawl builder block which I converted to dae for testing, and I've got a missingno-like problem. Even after the match, everything was still glitching...
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    « Reply #6147 on: October 25, 2011, 03:08:04 PM »


    I've got a question, hope not to be ignored this time ¬¬

    Are dae files generated by brawlbox supposed to work flawlessly when re-imported to brawl?

    Cause I've imported a brawl builder block which I converted to dae for testing, and I've got a missingno-like problem. Even after the match, everything was still glitching...

    The DAE's the new Brawl Box creates are weird. I couldn't get them to import into 3DS Max at all.

    Maybe try AiS? Seems to work fine for me. /:
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    Mewtwo2000
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    « Reply #6148 on: October 25, 2011, 03:13:48 PM »


    Ais works fine for me since I can remember, but this isn't what I try to do. I just try to directly import the dae into brawl again. Is it glitchy ingame because of brawlbox not working well as a exporter?
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    « Reply #6149 on: October 25, 2011, 03:25:14 PM »


    Are dae files generated by brawlbox supposed to work flawlessly when re-imported to brawl?

    Same here. I exported a platform from brawlbox as DAE, didn't edit it at all, and reimported it and I got the problem you're having.

    I did manage to replace that platform with a 3ds max DAE though, and it actually worked 100%.

    I can import the DAEs made by brawlbox into 3ds max just fine, but when it comes to straight up re-using them, even though you wouldn't really have a reason to, you can't do it. Brawlbox will read them fine, but Brawl won't.

    Brawl can't read the DAEs BrawlBox exports. Only 3ds max DAEs work.
    « Last Edit: October 25, 2011, 03:27:08 PM by Justin712 » Logged

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