Character Model Importing for Dummies (Under Construction)

Started by Beyond, November 05, 2011, 07:21:14 PM

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Quote from: jokekid on November 20, 2011, 08:44:11 PM
dont dlete bones or it wont be wifi safe anymore

Oh...

Then I am glad I decided to not rig the rest of zelda's skirt then.

just the first bone in each little limb was good enough for Hinata's jacket =3

God, I really want a USB hard drive so I can rip me a Skyward Sword ISO with GUI exploorer D:

Why

Because Link and Zelda....that's why :D
Oh and the king....who looks suspiciously like the king of red lions in this game...
interesting.....

As somebody who needs every silly little technical little detail clearly pointed out to me, I have to say thank you! Such a guide will save me a lot of pain and fustration in the future.

And don't feel the need to rush! I have lots to do at the moment so can not give model importing a go for a while. (And obviouly I am the only person in the world that wants to. :|)
Vertexing my way throguh Nintendo's B list - One failure at a time.

Quote from: NaruZeldaMaster on November 20, 2011, 07:42:24 PM
I mean those two useless bones in Zelda's shoulders that only animate the armor parts in her model. Those bones

I found something useful to rig them to (I have the Left and Right Have N rigged to their respective hand polygons but not weighted to any vertexes) which is Hinata's Kunai so I can animate them/use them in psa.

Hinata's shoulders don't need two useless bones to be animated, so I found something to use them for. If your character has useless bones, either don't rig them or remove them.
It's that simple, or you can be clever and find a use for those unneded bones like I did.
So your saying I have to edit the model before I export it as a .DAE?


Quote from: alexhall on December 02, 2011, 11:03:24 PM
Why isn't this tutorial finished yet?

Quote from: Beyond on November 17, 2011, 11:11:54 PMWhen I get enough free time, like I had when I started the tutorial, I'll finish it.

I've been too busy to devote the time needed to finish it.


Quote from: Gamidame on December 07, 2011, 06:18:22 AM
does this work on a non .obj file... like a .max?

of course, since u use 3ds max to export it as a DAE

Why do people keep asking about file formats? It doesn't matter what format the file is in once you get It into 3DS Max. :srs:
http://filesmelt.com/dl/[censored]y.png
[PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]




Any ideas about how fix it?

i tried using the collada version of the main thread, i updated Collada to 2011 version but it doesnt work also, im sure i put the correct options before importing

I think is because im using 3dmax 2010...

This bug doesnt affect the bones but i want to do some stuff in Falcon

also if someone can... a .max file of Falcon will be a great help

Did you obtain the DAE using AiS? If so, try using the DAE exporter that BrawlBox v0.65 has. Those DAE files import into MAX properly.

When i do it with the brawlbox exported Dae the model doesnt appear and some bones are removed

:S

Im going to redownload brawlbox, maybe thats the problem

Edit: Nope

I'm having a big issue with rigging the legs on a character and was wondering if you had any good tips on how to get the right vertices for each leg so that there will be no straching on the model?
R  U  O  K!!!?

Quote from: Lion on December 12, 2011, 05:45:00 PM
[BIG MESS IMAGE]:S

Im going to redownload brawlbox, maybe thats the problem

Edit: Nope

i have the same problem with brawl models... but in 3ds max 8 ever since i downloaded that plugin >.<

Quote from: alexhall on November 12, 2011, 03:29:54 PM
I'm having a problem when importing brawl characters .dae to 3ds max.

I export the model I want as a .dae, then I select "Import" in 3ds max and set the configurations as you can see in the pic:
Sorry but you are not allowed to view spoiler contents.


3ds max imports the model, shows me the usual error window, and when I close it, I encounter this:
Sorry but you are not allowed to view spoiler contents.


The model is all buggered up and the skelleton doesn't show as it should: The right foot is always away from the rest of the model and such things.

I'm using 3DS max 2010, and afaik, the dae importer that comes with it works :/

This is the result I have when importing a DAE exported in brawlbox 0.65, so that doesn't work for either Lion or me :/