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« Reply #7155 on: November 30, 2011, 09:13:09 PM » |
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Yo BJ, brawl box has suddenly started not letting me do imports. Now matter how I right it I get an error thats says "object reference not set to an instance of an object"
Post the error.
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« Reply #7156 on: November 30, 2011, 09:21:11 PM » |
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« Reply #7157 on: November 30, 2011, 09:37:53 PM » |
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Did you remove a bone from the skin bone list? Are there any unweighted vertices? Are all the weights valid? (I've seen weights with like, the # symbol and letters in them  ) Something is definitely wrong with your rig, so if you can't find out the problem then you'll have to restart.
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« Reply #7158 on: November 30, 2011, 09:47:03 PM » |
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Did you remove a bone from the skin bone list? Are there any unweighted vertices? Are all the weights valid? (I've seen weights with like, the # symbol and letters in them  ) Something is definitely wrong with your rig, so if you can't find out the problem then you'll have to restart. Lol, sounds like crazy weights. I'll go though this list and check though everything, and if it doesn't work restart, and if THAT doesn't work, I'll come back <.<
EDIT: MAYBE! It's just my computer, I didn't do anything yet and it started working again. Honestly this problem has been on and off alot >.>
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« Reply #7160 on: November 30, 2011, 10:02:47 PM » |
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I only just caught up on half the 1st page... but I've got a few bamf's for brbx for you BJ 
- only the primary model is animated (multi-model viewing) - animation coords are messed up (inverse transformation isn't possible) - brbx doesn't add a set bone to all animations (I wanted to add 'HipN00' to my custom model) - Pachirisu's animations didn't port properly (was expecting a keyframe rescale) - brbx doesn't rebuild a v9 MDL0 from a v11 MDL0 (and vice-versa)
a little more on the messed up coords... the coords still don't translate to quaternion properly >_> but I have an img of what I've figured out that comes close to the correct proportions of what I need (if I can just UL it) DX
those aside, I was a little disappointed you didn't add a REFT handler <:\ (just copy the REFF handler and read the "TEX0" data)
YOU'RE ALIVE!  - who do you think I am; Kamina? - wat - wat - ok, I'll just add in scale porting in the next version, no big deal - yeah it does, I did it myself.  And Brawlbox uses euler rotations, not quaternions. I don't really know much about the rotation handling stuff, blame Kryal >_> And the REFT header and offsets are the same as REFF?  
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« Last Edit: November 30, 2011, 10:05:09 PM by BlackJax96 »
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« Reply #7161 on: November 30, 2011, 10:37:26 PM » |
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YOU'RE ALIVE!  - who do you think I am; Kamina? - wat - wat - ok, I'll just add in scale porting in the next version, no big deal - yeah it does, I did it myself.  And Brawlbox uses euler rotations, not quaternions. I don't really know much about the rotation handling stuff, blame Kryal >_> And the REFT header and offsets are the same as REFF?  why so srs bro 
lol anyways, 1. can't be on too long (have to work tomorrow) (I hate it) 2. this net connection sux ballz DX (took 3 hrs to get on this site's home page)
anyways... - was just expecting all the models, or the selected models to animate - the XYZ coords are not the actual coords (subtract the bone XYZ coords from them)(*) - see 2nd (*) - thanx ^_^ - I had to do it by hand (Pachi was COMPLETELY messed up) D:
(*): X = AnimX-BoneX (*): for Pachi, I wanted to add the bone 'Origin' with a set scale of 1.5 to all the animations
and yes, they're basically the same file... 
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« Reply #7162 on: December 01, 2011, 03:28:39 PM » |
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Any idea what I do with a .mtl file for a OBJ? O.o
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 3DS Friend Code: 2895-6640-9302
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« Reply #7163 on: December 01, 2011, 03:50:41 PM » |
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^ if memory serves, it contains UV and material data
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« Reply #7164 on: December 01, 2011, 05:14:31 PM » |
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^ if memory serves, it contains UV and material data
That helps me how?
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 3DS Friend Code: 2895-6640-9302
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« Reply #7165 on: December 01, 2011, 05:16:33 PM » |
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why so srs bro 
lol anyways, 1. can't be on too long (have to work tomorrow) (I hate it) 2. this net connection sux ballz DX (took 3 hrs to get on this site's home page)
anyways... - was just expecting all the models, or the selected models to animate - the XYZ coords are not the actual coords (subtract the bone XYZ coords from them)(*) - see 2nd (*) - thanx ^_^ - I had to do it by hand (Pachi was COMPLETELY messed up) D:
(*): X = AnimX-BoneX (*): for Pachi, I wanted to add the bone 'Origin' with a set scale of 1.5 to all the animations
and yes, they're basically the same file... 
what TEH Any idea what I do with a .mtl file for a OBJ? O.o
You do nothing with it, just keep it in the same directory as the obj. 
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« Reply #7166 on: December 01, 2011, 05:42:58 PM » |
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what TEH You do nothing with it, just keep it in the same directory as the obj.  I'm supposed to know this, HOW?
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 3DS Friend Code: 2895-6640-9302
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« Reply #7167 on: December 01, 2011, 05:46:47 PM » |
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I'm supposed to know this, HOW?
Know what? You don't need to know anything. 
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« Reply #7168 on: December 01, 2011, 06:01:43 PM » |
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I'm supposed to know this, HOW?
When additional files don't have specifications, it's best to leave them alone.
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