I guess here is another thing to add to the list of stuff that needs to be fixed:
The clean function on .66 isn't as good as the one in .65
I was animating Neji, and I realized that it wasn't cleaning the scale key frames (yes.... the option was checked) even though they they had never once changed from 1
So I had to switch to .65 for it to clean properly.
It doesn't clean the keyframes themselves anymore because it would corrupt animations that actually interpolated through the keyframes. It only removes entries that don't have keyframes.
News on SHP0:
It works in-game if you add it to a character's motionetc that doesn't have it already, so this confirms that the moveset file just calls up the name of an animation and any animation file types with the same name will be applied to the model, which is a good thing. The other thing though is that the game will freeze if an SHP0 tries to morph a vertex set to another vertex set that's not in the model.
Oh and if the % for a morph interpolates over 100% in-game, the vertex set like, explodes. The way Brawl interpolates the value is a little bit different from the way Brawlbox does (but not by much) so it might interpolate over if the value is 100%. In Brawlbox, I just clamped any excess interpolation over 100% back down to 100%. :X
I was going to try to rebuild SCN0 correctly for this release but I'll save it for another release. v0.66b is just mainly bug fixes and a minor viewer update.
Here's what I've done so far:
- Ability to add new EFLS entries
- Ability to view, replace and import REFT images with palettes
- PAT0 string reference counts are modulated even closer now so there's no null/unused string errors
- Frame counts don't sync automatically anymore when you change the max frame in the viewer unless you have the checkbox checked
- You can now add SHP0 entries (Somehow the wrapper didn't link correctly before)
- You can save the viewer settings and they will load every time you open the viewer. This includes maximize
- CTRL ALT D opens/closes all the panels in sync
- Ability to add a new color node to a model
- Ability to edit color values as an array or a list... this may or may not fix the issue people have with not being able to use the collection editor
What I have left to do:
- Load textures from the selected model into the PAT0 dropdowns in the viewer instead of from the PAT0 itself, otherwise you can't actually add new textures/palettes
- Add the ability to add a vertex set in from another model for SHP0. I was using the object importer for testing; I just deleted everything that was imported except for the vertex set.
For model imports that need to use SHP0: 1. just make the model like you would for VIS0,
2. export the seperate faces or whatever along with the the WHOLE SKELETON as a DAE (and make sure their vertex counts are EXACTLY THE SAME).
3. Import that model like normal and export the MDL0.
4. Then export the model WITHOUT those extra faces or whatever and import it to MDL0.
5. Then import the vertex sets from the other model and then
6. name all the vertex sets the same names as the original model you're importing over.
Sort of a long process but you gotta do it if you want dem SHP0 morphs on your import.
tl;dr: Just some news on SHP0, fixed stuff and stuff to do