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Author Topic: Brawlbox Resources & History  (Read 3863855 times)
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StupidMarioFan1
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    « Reply #12075 on: August 04, 2012, 02:15:47 AM »


    anivernage 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.
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    « Reply #12076 on: August 04, 2012, 07:05:20 AM »


    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
    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
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    « Reply #12077 on: August 04, 2012, 07:12:43 AM »


    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.
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    « Reply #12078 on: August 04, 2012, 08:08:41 AM »


    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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    « Reply #12079 on: August 04, 2012, 09:07:45 AM »


    Then you heard wrong.
    You just can't preview them correctly in BBox right now.
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    « Reply #12080 on: August 04, 2012, 12:18:02 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.
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    « Reply #12081 on: August 04, 2012, 12:46:58 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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    « Reply #12082 on: August 04, 2012, 01:20:17 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.
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    « Reply #12083 on: August 04, 2012, 04:34:45 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.
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    « Reply #12084 on: August 04, 2012, 05:09:12 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:
    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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    « Reply #12085 on: August 04, 2012, 05:13:05 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.

    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. Im srs here
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    « Reply #12086 on: August 04, 2012, 05:16:59 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 AWESOME 2.0!
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    « Reply #12087 on: August 04, 2012, 06:53:53 PM »


    You guys are making me feel dum <_>
    I spelled that wrong on purpose.
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    « Reply #12088 on: August 04, 2012, 07:10:58 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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    « Reply #12089 on: August 04, 2012, 08:19:57 PM »


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


    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:
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