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UB3RPWN3R
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« on: May 21, 2011, 01:02:08 AM »


I'm really new to this and so far i've been just doing character textures , so i'm curious about complete imports. Few questions:

1. Is an import what I think it is? Like a completely new character with a logo and moveset to completely override an old character

2. How do you code for an import character?
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zigheart
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    « Reply #1 on: May 21, 2011, 01:08:44 AM »


    an import is generally a model imported over someone elses model. but u will need a lot of work if u plan on importing. u will need to completely redo all of there animations because they have differen't bones and to edit the moveset, u would edit the host character's psa to match the models.
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    UB3RPWN3R
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    « Reply #2 on: May 21, 2011, 09:30:08 AM »


    So theres no characters that I can download that have already done the animations, I have to do them myself?
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    Snoopy
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    « Reply #3 on: May 21, 2011, 12:55:41 PM »


    for 1) to put it simply, a character import is a character that has a different character model on top of them.  they don't necessarily need a logo, CSP's, or moveset, but it does certainly help.

    for 2) most of them don't need extra codes, unless they're over the Alloys or other characters you can't normally choose to begin with.  all you absolutely need is the FitCharacter00.pcs for the new character to show up.  and as Zigheart said, many times because of different bone names, they need custom animations in order for them to be able to move, otherwise they'll just be stuck in their t-pose.  but if it's a character that other's have been working on, then usually there's already a good amount of animations done, and sometimes a file that alters how the attacks work in order to match up with the new animations.  the files for those are called FitCharacterMotionEtc.pac (for the new animations) and FitCharacter.pac (for the altered attacks, usually called a PSA file).  so for a more complete character import, it will have the costume files (FitCharacter0X.pac/.pcs), new animations (FitCharacterMotionEtc.pac), and a PSA file (FitCharacter.pac).  most characters in the Vault should have all of these files, but it depends on the creator.  full character import projects take a long time to do, especially if you have to make all new animations (there's about 300 animations per character).  and no, you don't have to do anything yourself, unless you want to make a character.
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    UB3RPWN3R
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    « Reply #4 on: May 21, 2011, 05:21:35 PM »


    That helps so much! Is there a thread or guide that can tell me what folders to put movesets and animations in?
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    Snoopy
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    « Reply #5 on: May 21, 2011, 06:37:47 PM »


    http://forums.kc-mm.com/index.php?topic=12169.0

    section 3 tells you about that.  but if you already know where the costume files go, the movesets and animations just go in there as well.  so if you have a FitMario00.pac/.pcs file, and you want new animations with it, just put the FitMarioMotionEtc.pac (and the FitMario.pac as well, if there is one) in the same folder as the FitMario00.pac/.pcs files.
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    UB3RPWN3R
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    « Reply #6 on: May 21, 2011, 10:17:10 PM »


    is there any way that the movesets/animations can only work for a certain model/texture or would they have to apply to all 5 models?
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    Snoopy
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    « Reply #7 on: May 22, 2011, 12:37:37 AM »


    the PSA file (the FitCharacter.pac), there's no current way for it to only apply to 1 texture.

    the MotionEtc.pac though, it can apply to only 1, but it requires renaming 1 or more bones, then re-animating the new bone in every animation (all 300 of them).  so this one is possible, but it takes a bit of work to do.  and this is how one slot size mods work, is just by renaming a bone, then scaling it to fit.
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