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« Reply #9135 on: February 22, 2012, 01:14:09 PM » |
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SS CHR0's are version5 while brawl is version4... and uses a different boneset
Maybe work on a Version Converter and not an animation converter? Or just remake the animations on our own since we have the originals as reference in BB..
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« Reply #9136 on: February 22, 2012, 01:20:41 PM » |
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Maybe work on a Version Converter and not an animation converter? Or just remake the animations on our own since we have the originals as reference in BB..
lol u can easily change the Version on CHR0's.. just change it from 5 to 4 and it'll work in brawl after u save xD as for animation converter... nope, not possible. just remake the animation on ur own and make it look good just by viewing it.
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« Reply #9137 on: February 22, 2012, 02:19:47 PM » |
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Oh well =3 sue me for not knowing that XD
At least I have all the animations from both skyward sword characters that I want to import, both of which are sub bosses (the first is Scervo as you know) so I could get a jumpstart on their psa's if I can get anyone interested XD
Course I'll have to finish up another psa project in the works first after we're done fixing up scervo.
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« Reply #9138 on: February 22, 2012, 03:48:17 PM » |
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Oh. It might just be a problem I haven't come across with v11 models or that offset/part2 bug I mentioned that's causing that... Double check all the settings in the materials against an official model just to make sure.
The model of the bike I used was an unmodified, official model. I just used Brawlbox to replace a texture (I didn't even open the mdl0) and it still did it afterward.
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« Reply #9139 on: February 22, 2012, 05:01:26 PM » |
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I know how to import objects *-*!!!!!!!!!!!!!!!!!!!!!!!!!! but i dont know what imdoing bad : this happen when im bloking, the foot turns bigger ! NEED HELP
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« Reply #9140 on: February 22, 2012, 05:03:11 PM » |
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That's ThrowN makes anything bigger.
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« Reply #9141 on: February 22, 2012, 05:05:50 PM » |
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SO? what i need to do?
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« Reply #9142 on: February 22, 2012, 05:08:16 PM » |
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It's hard to explain it. by using Snoopy's Model Swap Guide. (Fixing ThrowN is part of common glitches)
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« Reply #9143 on: February 22, 2012, 05:10:19 PM » |
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It's hard to explain it. by using Snoopy's Model Swap Guide. (Fixing ThrowN is part of common glitches)
link please !
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« Reply #9144 on: February 22, 2012, 05:11:11 PM » |
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The model of the bike I used was an unmodified, official model. I just used Brawlbox to replace a texture (I didn't even open the mdl0) and it still did it afterward.
Oh. Well that shouldn't happen in v0.66 (which is the next release, I think). I'm working on MKWii file versions now. Yet another day with no livestream... how can I live with myself
Let's goBJ. Don't be lazy SO? what i need to do?
Make sure to fix all the material and visibility bone references in the objects; it's a bug. Also, NEVER add the external bone tree before ThrowN if you want to keep a stock PSA, or else the index of ThrowN in the PSA will reference a bone that's not actually ThrowN, which is why you have that problem. If you want to do this anyway, you have to fix the indices with Tabuu and PSA.
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« Reply #9145 on: February 22, 2012, 05:26:03 PM » |
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So i never to put here ThrowN, but if i want the object on the bone RArmJB, i put that valor here? or in Objects / Polygon25 / SingleBind / .... ?
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« Reply #9146 on: February 22, 2012, 05:34:58 PM » |
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So i never to put here ThrowN, but if i want the object on the bone RArmJB, i put that valor here? or in Objects / Polygon25 / SingleBind / .... ? No, you should ALWAYS put ThrowN in there. That way the bone tree is added to the children of ThrowN and no bone indices are offset.
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« Reply #9147 on: February 22, 2012, 05:41:50 PM » |
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i put in the first window (red mark) YrotN, and in single bind RArmJb, but i fix all the visibility bones and materials in objects section, and all work good !!!
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« Reply #9148 on: February 23, 2012, 09:29:23 AM » |
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Cant wait for next release, just thinking about more possibility's makes shivers down my spine. Good work guys.
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« Reply #9149 on: February 24, 2012, 10:01:56 AM » |
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*happy with tons of joyment* So cool that brawl modding has gotten so far ! - Object importing - CHR0 from other games into brawl - Character imports I want the ability to moddify .rels or any other way to give characters that don't have projectiles a real projectile that can be reflected and the missile comes back to the owner. If this is already possible please link it to me *I know this is not request page* REQUEST: - someone please link me to a thread for porting animations from other games to brawl. - also link me how to import objects to a character and/or a tutorial that I can see how to apply this (visibility and other stuff) on PSA. Thanks in Advance :-)
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