Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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Quote from: Carnage on August 03, 2012, 08:30:26 PManivernage is making a paper mario psa just check his thread xD
I even made some custom animations before he showed any pictures, and the aniamtions work in-game, I have no idea how G&W original aniamtions are fine in-game, all you have to do is make a custom aniamtion like you would normally, and it'll play the full animation, no frame skipping (unless you added that command in the FitGameWatch.pac). I was actually making a custom moveset, but then I got bored like always and went on something else, anivernage even said he and I could collabrate on Paper Mario.
I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

editing heavly in material and shadows may cause the bonetree disappear in save and reopens D:
have no error code to give since it doesn't give a error code
Quote from: Mariodk on August 03, 2012, 06:20:15 PM
that reminds me will G&W ever be possible to make new animations for?(so we can have paper mario moveset over G&W) or other movesets for a 2d char.
we "can" make new animations for G&W, I have done a caramelldansen for him around 1-2 years ago.
brawlbox adding the "thing-that-i-cant-remember-the-name-of" that makes the animation goes more smoothly but G&W are suppose to not have it.
the animation for G&W looks like this example "1 - - - - - 3" but brawlbox makes it " 1 2 3 4 5 4 3"
you need to make it like "1 - - - 1 3" so it doesn't get that smooth.

also, you have to onlt save the CHR0 itself and when replace it in MotionEct outside the preview to prevent the smoothing going to the other animation, that' how I did
Stupid Tinypic :C

The interpolation used in BBox is different than the interpolation used in Brawl, causing the original animations to display improperly in the previewer.
But it's indeed possible to make animations for G&W, as long as you add a few keyframes to make sure the animation doesn't interpolate in disturbing ways.

i just heard it was impossible to make new animations for him at all cuz of something in brawlbox or his Fitmotionetc.pac
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Then you heard wrong.
You just can't preview them correctly in BBox right now.

In the SCN0, the animation for startpoints and endpoints (lights) uses something called tangent. Is this also used in the CHR0? Same goes for the Camera animations.
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Quote from: rednuorG ykS on August 04, 2012, 06:18:02 PM
In the SCN0, the animation for startpoints and endpoints (lights) uses something called tangent. Is this also used in the CHR0? Same goes for the Camera animations.
Index = frames
Tangent = ?
Value = Z-Axis position?

as for camera.. i gave a animation to the camera, but it doesnt animate in-game. so doing that in brawl wont work at all sadly.
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Quote from: rednuorG ykS on August 04, 2012, 06:18:02 PM
In the SCN0, the animation for startpoints and endpoints (lights) uses something called tangent. Is this also used in the CHR0? Same goes for the Camera animations.

Every animation format uses tangents. Tangents are for interpolation.
It's the slope/speed of the interpolation through that value.

I haven't coded an editor for SCN0 so all you can do at the moment is edit the raw stored keyframes. CHR0, SRT0, etc all have nice user friendly editors.

The latest version of Brawlbox(0.67b) throws me an error when trying to save Common5.pac after swapping out textures in the ARC file sc_selmap_en. "The Given key was not found in the dictionary". After that, it will refuse to save.

On the bright side, I like how the moveset editing works. One problem though. If you look at hitboxes/hurtboxes frame-by-frame in the model viewer instead of playing them, they don't update until you hit play again.

August 04, 2012, 11:09:12 PM #12084 Last Edit: August 04, 2012, 11:11:46 PM by rednuorG ykS
Quote from: BlackJax96 on August 04, 2012, 07:20:17 PM
Every animation format uses tangents. Tangents are for interpolation.
It's the slope/speed of the interpolation through that value.

I haven't coded an editor for SCN0 so all you can do at the moment is edit the raw stored keyframes. CHR0, SRT0, etc all have nice user friendly editors.
Can you make an advanced option for CHR0 (and SCN0) where we can alter the interpolation ourselves?

It would probably be useful for characters like G&W.

EDIT:
Quote from: DSX8 on August 04, 2012, 06:46:58 PM
Index = frames
Tangent = ?
Value = Z-Axis position?

as for camera.. i gave a animation to the camera, but it doesnt animate in-game. so doing that in brawl wont work at all sadly.
SCN0 has 3 entries for StartPoints/EndPoints: X, Y and Z.
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Quote from: rednuorG ykS on August 04, 2012, 11:09:12 PM
Can you make an advanced option for CHR0 (and SCN0) where we can alter the interpolation ourselves?

It would probably be useful for characters like G&W.

I was working on an interpolation graph for viewing and editing how tangents work.
G&W uses linear interpolation btw, no need for tangents.

Quote from: Ice God64 on August 04, 2012, 10:34:45 PM
The latest version of Brawlbox(0.67b) throws me an error when trying to save Common5.pac after swapping out textures in the ARC file sc_selmap_en. "The Given key was not found in the dictionary". After that, it will refuse to save.

On the bright side, I like how the moveset editing works. One problem though. If you look at hitboxes/hurtboxes frame-by-frame in the model viewer instead of playing them, they don't update until you hit play again.

K I'll look at the first problem.

And what are you talking about? The hurtboxes and hitboxes update perfectly fine. :srs:

Quote from: BlackJax96 on August 04, 2012, 11:13:05 PM
I was working on an interpolation graph for viewing and editing how tangents work.
G&W uses linear interpolation btw, no need for tangents.
That's awesome!

...ur awesome :af2:
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I spelled that wrong on purpose.
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Quote from: BlackJax96 on May 17, 2012, 11:05:22 PM
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Quote from: rednuorG ykS on August 04, 2012, 11:09:12 PM
EDIT:SCN0 has 3 entries for StartPoints/EndPoints: X, Y and Z.
oh ur right.... man i just felt stupid.. X_X
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Quote from: BlackJax96 on August 04, 2012, 11:13:05 PMAnd what are you talking about? The hurtboxes and hitboxes update perfectly fine. :srs:

I'll rephrase it. First off, I have Pikachu in the model viewer. I also have his FitPiakchu.pac open and his fitPikachumotionetc.pac open in the model viewer so I can edit the movesets.

Lets use his attack11 as an example. On fram one, 3 hitboxes are supposed to appear on his head. The do if you play the animation normally. However, say you're on frame 8, and you go back to frame 2 using the "<" button, or from frame 2 to frame 8 using the ">" button. In the earlier scenario, the hitboxes do NOT appear on frame 2 as they should. In the second scenario, the hitboxes will still appear, even after the collisions were terminated.

Here, this might show you what I mean: