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Author Topic: Character Model Importing for Dummies (Under Construction)  (Read 31423 times)
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Naruto200Man
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    « Reply #45 on: November 20, 2011, 01:55:41 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 Cheesy
    Oh and the king....who looks suspiciously like the king of red lions in this game...
    interesting.....
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    SuperBarrio
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    « Reply #46 on: November 20, 2011, 04:02:10 PM »


    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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    Teinchi23
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    « Reply #47 on: November 20, 2011, 09:00:37 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?
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    alexhall
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    « Reply #48 on: December 02, 2011, 04:03:24 PM »


    Why isn't this tutorial finished yet?
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    BlackJax96
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    « Reply #49 on: December 02, 2011, 05:49:48 PM »


    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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    Gamidame
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    « Reply #50 on: December 06, 2011, 11:18:22 PM »


    does this work on a non .obj file... like a .max?
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    BlueBrain
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    « Reply #51 on: December 07, 2011, 12:47:46 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
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    PAVGN
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    « Reply #52 on: December 10, 2011, 05:06:04 PM »


    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. Im srs here
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    Lion
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    « Reply #53 on: December 11, 2011, 03:56:19 PM »




    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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    Gamma Ridley
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    « Reply #54 on: December 11, 2011, 04:01:45 PM »


    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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    Lion
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    « Reply #55 on: December 11, 2011, 11:43:13 PM »


    When i do it with the brawlbox exported Dae the model doesnt appear and some bones are removed
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    Lion
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    « Reply #56 on: December 12, 2011, 10:45:00 AM »


    :S

    Im going to redownload brawlbox, maybe thats the problem

    Edit: Nope
    « Last Edit: December 12, 2011, 10:49:35 AM by Lion » Logged


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    « Reply #57 on: December 12, 2011, 04:33:55 PM »


    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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    BlueBrain
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    « Reply #58 on: December 13, 2011, 08:36:40 AM »


    [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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    alexhall
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    « Reply #59 on: December 15, 2011, 04:46:25 AM »


    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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