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« Reply #75 on: January 06, 2012, 09:31:36 AM » |
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u probably didnt need it, or used it on already separated objects...
Nah, I figured it out, I had to change the Max ID's in the scripts dialogue to 1 Because the model only had one texture you see Gonna try and do a quick import in BB to see if everything checks out
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« Reply #76 on: January 06, 2012, 09:35:01 AM » |
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thats what i said, if it only as one texture u dont need to separate the model... unless u want to make some stuff react in special ways to some bones
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« Reply #77 on: January 06, 2012, 09:43:37 AM » |
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thats what i said, if it only as one texture u dont need to separate the model... unless u want to make some stuff react in special ways to some bones
Yeah I do I want it to follow the bones exactly how I rig them in 3DS Max. I have gotten pretty good at rigging legs from doing them over and over, it looks like a normal persons leg bending or close to it. Also, when I Export, I export it as an autodeskCollada file right?
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« Reply #78 on: January 06, 2012, 09:47:12 AM » |
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what i mean is, u only need separate objects if u want them to use visibility bones, like facial expressions and some weapons, like peach' or ness'...
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« Reply #79 on: January 10, 2012, 07:54:10 AM » |
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i have a question. how come you never tell us how to bring the model back into BrawlBox? i tried exporting the rigged model and got a whole bunch of errors and then tried to import back to the character and got more errors and so it didn't work.
please tell us how to import the completed rigged model back into BrawlBox already, please?
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« Reply #80 on: January 10, 2012, 08:26:22 AM » |
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i have a question. how come you never tell us how to bring the model back into BrawlBox? i tried exporting the rigged model and got a whole bunch of errors and then tried to import back to the character and got more errors and so it didn't work.
please tell us how to import the completed rigged model back into BrawlBox already, please?
of u did it right, just export as dae and import with brawlbox... seriously it isnt that hard...
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« Reply #81 on: January 10, 2012, 08:49:00 AM » |
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of u did it right, just export as dae and import with brawlbox... seriously it isnt that hard...
^ This, if I can do it, then pretty much anyone can do it >_>
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« Reply #82 on: January 11, 2012, 07:28:21 AM » |
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Hi! I'm following this tutorial.I saw the link for the FBX plugin you put in your tutorial is only for older versions. Here's a link for 2010-2012 versions. And I'm having a problem.I followed all the steps,even the config one in 3DS Max,and when I import Pikachu's or Yoshi's model into 3DS Max the model does not show,onli like the bones,but don't form the character's shape...
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[PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]
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« Reply #83 on: January 11, 2012, 10:08:16 AM » |
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I hope beyond gets some free time he can dedicate to finishing this topic soon... im such a noob. everytime i export as collada dae, it shows all this stuff like "Null Not Supported By Collada, (Bone) Will Lose Its Geometric Information. Node transformations will be saved" Wonderful!!!
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« Last Edit: January 11, 2012, 10:12:02 AM by MasterGawain »
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I Am The Master Spammer Brawler! Videographer Of Project Pokemon Brawl!
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« Reply #85 on: January 13, 2012, 01:19:11 AM » |
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excuse me. I tried to import Ike's .DAE and all I get is a ball of bones all together into a tiny deform watdahelisdat. And his blade is long way from him. Know how to fix it? I'm using 3DS Max 2011 with the 2011.1 plugin that came with it. no more, no less. I dunno whattodo. Happens with Marth as well :|
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I walk through the flames of my past, To ride the winds of my present, And travel through the light of my future.
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« Reply #86 on: January 14, 2012, 01:26:13 PM » |
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i have problem im trying to delete the polygons of toonlink but when i press delete nothing happens
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SSJ - The guy that can, but won't.
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« Reply #87 on: January 14, 2012, 04:56:43 PM » |
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I saved FitDonkey00.pcs as a .dae file in brawlbox. I opened up 3ds max 2010 and clicked import, i got to the import settings. these are my settings: I hit OK and i got this error then i hit ok and it closed 3ds max: Why is it doing that?
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« Reply #88 on: January 14, 2012, 05:11:14 PM » |
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^i dont think that is the 2010 fbx plugin
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« Reply #89 on: January 14, 2012, 05:30:32 PM » |
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^i dont think that is the 2010 fbx plugin Oh its a 2009 fbx plug-in...But i'm using 3ds max 2010 i don't think i can install just a 2010 fbx plug-in :/
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