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« Reply #6540 on: November 07, 2011, 07:20:54 PM » |
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So, around what time tonight, BJ?
I wonder, though... BJ, is it possible to use a character if it already comes with bones (I mean, without rigging)? Like, the Miku you sent me has its own bones, for example.
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« Reply #6541 on: November 07, 2011, 07:29:52 PM » |
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So, around what time tonight, BJ?
I wonder, though... BJ, is it possible to use a character if it already comes with bones (I mean, without rigging)? Like, the Miku you sent me has its own bones, for example.
Yeah. Right now, you can rename the existing bones to match a Brawl character's skeleton and add any necessary bones (like YRotN, etc) and port the whole animation pac to match their bone tree. Or you could just animate the character from scratch. Unfortunately, the anim porter doesn't fix rotations so you have to fix them yourself. All this "rigging to a brawl character's bone tree" stuff will be obsolete once I get the animation porter to fix rotations, unless you want the character to be wi-fi safe.
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« Reply #6542 on: November 07, 2011, 07:32:31 PM » |
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BTW, how on Earth do you tell which one is YRotN/XRotN/RotN/HipN or TransN? I can't figure that one out. On characters with their own trees, I mean.
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« Reply #6543 on: November 07, 2011, 07:59:54 PM » |
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BTW, how on Earth do you tell which one is YRotN/XRotN/RotN/HipN or TransN? I can't figure that one out. On characters with their own trees, I mean.
this is the order: TopN, all face and yellow eye bones, TransN, XRotN, YRotN and then comes HipN WaistN and HaveN, you should look at snoopy's tutorial, there are lists, also in bb you can add dummy bones to match the original character's(which i think you may want zss or peach)
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« Reply #6544 on: November 07, 2011, 08:44:54 PM » |
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I was looking into why the default shader didn't work, and I noticed that there aren't bp registers (0x61) for commands 5, 7 & 9 if the structure doesn't have second commands. That's probably why it works in-game when you replace it as a fix. Well anyway, the update is coming soon. I'm just doing last minute research. Edit: Yeah, that was the problem. It's fixed now.
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« Last Edit: November 07, 2011, 09:06:00 PM by BlackJax96 »
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« Reply #6545 on: November 07, 2011, 10:02:33 PM » |
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Will the upate fix any bugs involving v11 mdl0's? I can't export as v9 or edit a v11 mdl0.
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« Reply #6546 on: November 07, 2011, 10:16:52 PM » |
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Will the upate fix any bugs involving v11 mdl0's? I can't export as v9 or edit a v11 mdl0.
Actually yes but why couldn't you export as a v9?
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« Reply #6547 on: November 07, 2011, 10:31:55 PM » |
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Actually yes but why couldn't you export as a v9? It just says BrawlBox has encountered a problem and needs to close, and then it closes. That's if I expand the mdl0 before exporting. If I don't it says index was outside the bounds of the array and some other weird stuff happens. I assume thats just the same problem as the exporting as dae before expanding thing.
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« Reply #6548 on: November 08, 2011, 03:27:07 AM » |
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download is the same link, right?
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« Reply #6550 on: November 08, 2011, 09:31:59 AM » |
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i guess i'll have to wait...
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« Reply #6551 on: November 08, 2011, 09:45:01 AM » |
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download is the same link, right?
yes
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« Reply #6552 on: November 08, 2011, 09:45:46 AM » |
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Does the update automatically fix the lighting and shader for chars??
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« Reply #6553 on: November 08, 2011, 10:55:55 AM » |
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Holy [censored] Beyond. O_o
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« Reply #6554 on: November 08, 2011, 11:19:50 AM » |
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It might be your model though, Beyond: Mine imported just fine. (please note that the rig shown I only made to test the model importer and will not be finished or released, as others already are working on him)
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« Last Edit: November 08, 2011, 11:20:52 AM by ds22 »
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