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« Reply #7695 on: December 27, 2011, 07:25:24 PM » |
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BJ... Microsoft can KM*censord* before I'll register with them.
There is no-one who hates Microsoft more than me. -_-
Just input fake info then, it's easy. 
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« Reply #7696 on: December 27, 2011, 07:29:41 PM » |
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Just input fake info then, it's easy.  i do that all the time with alot of stuff... xD
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« Reply #7697 on: December 27, 2011, 07:32:29 PM » |
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Just input fake info then, it's easy.  orly... <_< that's not like them...
but if you say so... >_> I'm going to sue if there's a troll behind it. *doesn't believe the program's all glamore*
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« Reply #7698 on: December 27, 2011, 07:37:00 PM » |
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 Uploaded with ImageShack.usBJ, would it be possible to add the merge animation to model previewer like you showed me in the last picture in the main BB window when opening the motionetc.pac and doing that in the main window but for the previewer? (I didn't understand this a lil bit :/ mah english isn't the best) atm, I can only do it in the main BB window, merge them, safe, open the model, enter previewer and edit the animation like, delete some unwanted new frames and so on Thx in advance ^^
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« Reply #7699 on: December 27, 2011, 07:43:17 PM » |
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 Uploaded with ImageShack.usBJ, would it be possible to add the merge animation to model previewer like you showed me in the last picture in the main BB window when opening the motionetc.pac and doing that in the main window but for the previewer? (I didn't understand this a lil bit :/ mah english isn't the best) atm, I can only do it in the main BB window, merge them, safe, open the model, enter previewer and edit the animation like, delete some unwanted new frames and so on Thx in advance ^^ thank you.
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« Reply #7700 on: December 27, 2011, 08:18:53 PM » |
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 Uploaded with ImageShack.usBJ, would it be possible to add the merge animation to model previewer like you showed me in the last picture in the main BB window when opening the motionetc.pac and doing that in the main window but for the previewer? (I didn't understand this a lil bit :/ mah english isn't the best) atm, I can only do it in the main BB window, merge them, safe, open the model, enter previewer and edit the animation like, delete some unwanted new frames and so on Thx in advance ^^ Uh, sure, I guess. You'll have to wait for the next release though.
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« Reply #7701 on: December 27, 2011, 08:52:33 PM » |
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Uh, sure, I guess. You'll have to wait for the next release though.
Not in a hurry take ur precious time  u have pleased many hackers around with ur work, and this is just a piece of sand in ur stuff  this can come in in .66, the version I'm waiting for (whooo moveset editting)
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« Reply #7702 on: December 27, 2011, 09:19:57 PM » |
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I was wondering, you can't add more bones to model imports over a certain character's bones because it will shift the bone indices, causing the moveset to reference the wrong bones.
What would happen if you were to override the bone indices? Meaning, overriding the bone indices of added bones to be greater than the original bone tree, forcing the bone indices of the bones from the original bone tree to be the same.
I think it would work. :O I'll code it in and give it a shot with a few dummy bones. Maybe you could even load a reference Brawl model and Brawlbox will override the added bones for you?
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« Last Edit: December 27, 2011, 09:21:17 PM by BlackJax96 »
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« Reply #7703 on: December 27, 2011, 09:49:20 PM » |
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I was wondering, you can't add more bones to model imports over a certain character's bones because it will shift the bone indices, causing the moveset to reference the wrong bones.
What would happen if you were to override the bone indices? Meaning, overriding the bone indices of added bones to be greater than the original bone tree, forcing the bone indices of the bones from the original bone tree to be the same.
I think it would work. :O I'll code it in and give it a shot with a few dummy bones. Maybe you could even load a reference Brawl model and Brawlbox will override the added bones for you?
wait a minute here... if what you're saying really is true, then how come Pachirisu worked over Pika while only having 19 bones??
I REALLY wish I had that model T_T I can't seem to repeat what I did before... >_>
stupid SD card... DX> why'd you have to break...
EDIT: I also did it to Pika (for DPv4.5b) renamed HipN to HipN00 added a dummy bone before HipN00 and named it HipN (stopping the weighted area from being animated) and renamed every bone after HipN00 (except HaveN) (just added '00' to the end)
he works just fine, but is now in a T-stance (just what I want)
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« Last Edit: December 27, 2011, 09:55:13 PM by Tcll »
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« Reply #7704 on: December 27, 2011, 09:51:14 PM » |
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hey BJ... i was wondering if its possible to have SRT0 files work in model preview mode? o-o
also.... how come BB crashes on me w/o any errors when i try to export 1
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« Reply #7705 on: December 27, 2011, 09:58:54 PM » |
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I overrided the indices on Pikazz's Sonic with mario hat model, and it froze the game when I clicked a stage. Then, I rebuilt the model without any changes except I didn't override the indices and it didn't freeze but everything (the VIS0 eyes and the spin ball) were visible. ._. Well that idea is shot. hey BJ... i was wondering if its possible to have SRT0 files work in model preview mode? o-o
also.... how come BB crashes on me w/o any errors when i try to export 1
In v0.66 probably and it didn't crash when I did it just now
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« Reply #7706 on: December 27, 2011, 10:01:02 PM » |
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I overrided the indices on Pikazz's Sonic with mario hat model, and it froze the game when I clicked a stage. Then, I rebuilt the model without any changes except I didn't override the indices and it didn't freeze but everything (the VIS0 eyes and the spin ball) were visible. ._.
Well that idea is shot.
In v0.66 probably and it didn't crash when I did it just now
hmm odd.... then again it was a Ver5 SRT0 file... and i really hope it is possible ^^
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« Reply #7707 on: December 27, 2011, 10:33:15 PM » |
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I was hoping the indexes could be fixed. There was a model I wanted to add extra bones to control some stuff. However, I knew the indexes chaged. Last time, I noticed the indexed export exactly in the same order as they would appear in max.
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« Reply #7708 on: December 28, 2011, 01:35:00 AM » |
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I noticed a stage-related update, for lighting if I'm not mistaken. If this indicates an interest towards further stage editing, then I would be able to contribute some info on the stages Misc[20]data.
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« Reply #7709 on: December 28, 2011, 02:07:00 AM » |
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I noticed a stage-related update, for lighting if I'm not mistaken. If this indicates an interest towards further stage editing, then I would be able to contribute some info on the stages Misc[20]data.
please do tell! =D
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