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« Reply #105 on: January 26, 2012, 07:53:32 AM » |
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Quick question, if I lack the monetary amount to get 3DS Max, will Blender work just as well?
no
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« Reply #106 on: January 31, 2012, 03:34:52 PM » |
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I have the 2010 version of 3DS max but this is where it all went wrong It's VERY different from the 3DS max version your using in the tutorial, and im guessing i used the same settingsthen i got this error
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« Reply #107 on: January 31, 2012, 03:51:25 PM » |
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thats what i got once i dont remember what the problem was but i will find it EDIT:look at this thread http://forums.kc-mm.com/index.php?topic=38879.0this is what nanobuds sent me and it wored so thank him
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« Last Edit: January 31, 2012, 03:54:29 PM by -SSJ gogeta- »
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SSJ - The guy that can, but won't.
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« Reply #108 on: February 01, 2012, 02:02:59 AM » |
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When I import my brawl model (that I extracted from FitSnake00.pac) I get an error message that reads: "An error has occurred and the application will now close. No scene changes have occurred since your last save."
I've double and triple checked that my import settings are the same as the ones pictured and I've tried getting a different character model but I still experience the same error. I am able to import an .OBJ file without any complication. Any idea what my problem might be?
EDIT: Well now I look stupid, don't I? Disregard this whole thing (assuming the solution given directly above works). In my defense I did read through the first 4 pages of the thread, I just gave up too soon, obviously. My apologies.
EDIT2: Yup, I'm dumb. It's working now. Thanks to mister Nanobuds and Gogeta.
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« Last Edit: February 01, 2012, 02:24:26 AM by toddtj »
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« Reply #109 on: February 01, 2012, 07:49:27 AM » |
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is it the same as this guys
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SSJ - The guy that can, but won't.
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« Reply #110 on: February 01, 2012, 04:11:25 PM » |
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Yeah, it's the same and I got it working. Thank you I have a new (maybe less stupid) question now, though. What is the difference between the two shoulder bones (LShoulderN and LShoulderJ)? They appear to be quite close to one another and I can't see why both would be needed. Should I just weight the vertices entirely to one of them and them remove all influence from the other one? EDIT: Also, when I'm editing the the envelopes and I make the model partially transparent with alt+x it switches sporadically between being partially transparent and being opaque grayscale. What?
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« Last Edit: February 01, 2012, 04:23:25 PM by toddtj »
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« Reply #111 on: February 01, 2012, 06:49:35 PM » |
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Yeah, it's the same and I got it working. Thank you I have a new (maybe less stupid) question now, though. What is the difference between the two shoulder bones (LShoulderN and LShoulderJ)? They appear to be quite close to one another and I can't see why both would be needed. Should I just weight the vertices entirely to one of them and them remove all influence from the other one? Think rigging it like your actual bone structure. When you're not sure of how to rig something for a character, try moving your own body and watch how it moves. You can move your shoulder bone around seperately from your entire upper arm, so that's how you should rig it.
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« Reply #112 on: February 01, 2012, 08:25:11 PM » |
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Think rigging it like your actual bone structure. When you're not sure of how to rig something for a character, try moving your own body and watch how it moves. You can move your shoulder bone around seperately from your entire upper arm, so that's how you should rig it.
^This, best rigging advice ever for a humanoid character. Another tip, think of the L or R shoulder N bones as the left and right Collar bones That's how I look at it/rig it and it seems to do just fine like that =3
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« Reply #113 on: February 01, 2012, 10:24:23 PM » |
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of u did it right, just export as dae and import with brawlbox... seriously it isnt that hard...
So if I did this and BrawlBox crashes on import that means I messed up somewhere in the rigging process? Should I just start from scratch, then, or... =/ I don't mind doing the work over again but I'm afraid if I do so without knowing what I did wrong I may repeat the mistake. I didn't rig the whole model, yet, if that makes a difference. I rigged both the arms and head and then noticed that many of the vertices were already automatically weighted to appropriate bones--I noticed of course that the weighting was poorly done and I'll need to touch it up but I was just curious to see how it would look in game, as is. Would doing this somehow cause a crashing problem in BB?
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« Reply #114 on: February 02, 2012, 08:44:00 PM » |
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3DSMax 2012 works with this method, you just need an old version of the FBX converter (2010 version).
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« Reply #115 on: February 05, 2012, 06:25:33 PM » |
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Okay I imported Krystal into brawl perfectly, and she animates fine with fox and marth's animations.
But even though her model and fox's model have a trans N index of 8, I'm STILL getting the stinking snap back glitch, both when walking and running. :/ Jumping oddly seems to work just fine....
I still have a lot of touching up to do with the rig, but I would seriously like to have this glitch fixed before the beta release. T_T
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« Reply #116 on: February 06, 2012, 02:25:06 PM » |
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3DSMax 2012 works with this method, you just need an old version of the FBX converter (2010 version).
I'm not using 2012 I'm using 2011. I do have the 2010 FBX converter and as far as I can tell it is properly installed and working.
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« Reply #117 on: February 11, 2012, 12:47:38 AM » |
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Any plans for finishing this in the near future? I don't mean to be a bother, but it has not been updated in quite a while.
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Import Thread | Music ThreadI am trying to sell all my old pokemon and Yugioh cards; I had a hell of a collection of the latter especially. Message me if you are interested in purchasing any.
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« Reply #118 on: February 11, 2012, 09:20:55 AM » |
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beyond has been quiete inactive lately...
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