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« Reply #45 on: November 20, 2011, 01:55:41 PM » |
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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 Oh and the king....who looks suspiciously like the king of red lions in this game... interesting.....
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« Reply #46 on: November 20, 2011, 04:02:10 PM » |
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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. :|)
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Vertexing my way throguh Nintendo's B list - One failure at a time.
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« Reply #47 on: November 20, 2011, 09:00:37 PM » |
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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?
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« Reply #48 on: December 02, 2011, 04:03:24 PM » |
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Why isn't this tutorial finished yet?
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« Reply #49 on: December 02, 2011, 05:49:48 PM » |
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Why isn't this tutorial finished yet?
When 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.
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« Reply #50 on: December 06, 2011, 11:18:22 PM » |
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does this work on a non .obj file... like a .max?
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« Reply #51 on: December 07, 2011, 12:47:46 AM » |
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does this work on a non .obj file... like a .max?
of course, since u use 3ds max to export it as a DAE
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« Reply #52 on: December 10, 2011, 05:06:04 PM » |
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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.
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« Reply #53 on: December 11, 2011, 03:56:19 PM » |
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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
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« Reply #54 on: December 11, 2011, 04:01:45 PM » |
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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.
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Muslims are literally murderers
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« Reply #55 on: December 11, 2011, 11:43:13 PM » |
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When i do it with the brawlbox exported Dae the model doesnt appear and some bones are removed
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« Reply #56 on: December 12, 2011, 10:45:00 AM » |
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:S Im going to redownload brawlbox, maybe thats the problem Edit: Nope
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« Last Edit: December 12, 2011, 10:49:35 AM by Lion »
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« Reply #57 on: December 12, 2011, 04:33:55 PM » |
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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?
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R U O K!!!?
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« Reply #58 on: December 13, 2011, 08:36:40 AM » |
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[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 >.<
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« Reply #59 on: December 15, 2011, 04:46:25 AM » |
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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: 3ds max imports the model, shows me the usual error window, and when I close it, I encounter this: 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 :/
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