|
|
« on: December 31, 2010, 10:42:52 AM » |
|
I have two question. The first is an animation issue. I'm slowly starting to replace a motion file with other animations. So far all I've tried using three new animations found normally in the game, all to the same model that is being used. For some reason the PkmSirnightEntry.chr0 file and the PkmSirnightWalkTurn.chr0 work perfectly, but when I try to use an action that uses PkmSirnightWalk.chr0 my character sinks into the floor so they are not visible and walks in place. I've tried an animation fix tutorial, but my character model didn't have the "YrotN" bones so it wouldn't work. Any Ideas on this?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #1 on: December 31, 2010, 11:43:09 AM » |
|
the walking in place is because the TransN bones don't match up.
and you don't have to use the YRotN bone, you can use any bone that will affect the entire model, like the HipN.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #2 on: December 31, 2010, 05:25:04 PM » |
|
Okay, quick question, I'm trying to now fix the bones but what is RotN? Is it an important bone?
|
|
« Last Edit: December 31, 2010, 09:17:06 PM by Kitikira »
|
Logged
|
|
|
|
|
|
|
« Reply #3 on: January 01, 2011, 12:50:47 AM » |
|
Wait, With the Bone Index Numbers, I've tried to load my model into Tabuu, but only Bones show up, so I can't modify the Bone Index of my TransN Bone. Any Help?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #4 on: January 01, 2011, 03:03:32 PM » |
|
oh, are you trying to do a full character project? if so, and if you're going to use Tabuu to edit the BoneRefs, then don't worry about the order that Tabuu shows, it's going off of what index it's pointed at already.
basically, you only need to worry about editing the first 5 BoneRefs, which are ThrowN, HipN, XRotN, YRotN, and TransN, in that order.
and are you using the Gardevoir that's already in Brawl? if so, do this. rename the bones RotN to XRotN, XRotN to YRotN, hip to HipN. then in Tabuu, change the bone indexes in the BoneRefs to match this, 4, 9, 2, 3, 1. it should then work.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5 on: January 01, 2011, 06:21:38 PM » |
|
Though Shouldn't I be able to change the TransN Index in Tabuu? Because only non-important (ExtraBones, from BoneAdd) and XrotN and YrotN and RotN appear. How can I make that appear?
Edit: I think Tabuu is having an issue with my model possibly, as there are three extra bones at the end of it, all called ???? and two have an index of -1 and another 100, when mine has 65 Edit the Edit: Well even with a clean model Tabuu won't reconize the TransN bone. Is there another way to do this?
|
|
« Last Edit: January 01, 2011, 07:13:59 PM by Kitikira »
|
Logged
|
|
|
|
|
|
|
« Reply #6 on: January 01, 2011, 07:49:31 PM » |
|
no, the way i told you to do it is the way you're supposed to do it. you don't have to load the model in Tabuu, but if you do, you should load the character you're going to replace. that way you can see what the original indexes are and what they're pointing to, so you can edit them accordingly.
i guess i probably should have started this way, which character are you replacing Gardevoir with?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7 on: January 01, 2011, 08:20:47 PM » |
|
Oh, I'm replacing Jigglypuff.
|
|
« Last Edit: January 01, 2011, 08:33:41 PM by Kitikira »
|
Logged
|
|
|
|
|
|
|
« Reply #8 on: January 01, 2011, 10:57:03 PM » |
|
Jigglypuff, okay.
in Tabuu, for Jigglypuff, the default values for the first 5 BoneRefs are 63, 5, 3, 4, 2. change them to 4, 9, 2, 3, 1. then rename Gardevoirs bones like this, the RotN to XRotN, the current XRotN to YRotN, and hip to HipN. if you do this, it will fix many glitches, like the running in place and the throwing/being thrown glitches, and should give Gardevoir a properly working shield.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #9 on: January 02, 2011, 12:24:41 PM » |
|
Well, It kinda works better. Can now walk about 5 feat without being stuck. Animations dont really play as well, but only those that came with Gardevoir. She still sinks into ground/Disapeers. Did I do something wrong?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #10 on: January 02, 2011, 04:08:03 PM » |
|
it's nothing that you did wrong, if you did exactly what i said to do. the sinking into the ground is because the translations for the XRotN and YRotN bones are lower. to fix it, you'll have to edit the animations, and raise one of the RotN bones up with a Y Translation shift. it'll take some trial and error until you get it to the point where it looks good.
as for getting stuck while walking, that's still a TransN problem, but if you did what i said before, then it may be an animation problem as well. open the MotionEtc file you're using in the model previewer and go to the walking animations. go through the bones until you find which bone is moving forward. if it's not the TransN, then erase the movement from that bone and apply it to the TransN, and it should then work.
|
|
|
Logged
|
|
|
|
|
|