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Author Topic: WIP Workshop  (Read 4666719 times)
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nanobuds
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    « Reply #4425 on: August 26, 2012, 05:48:57 PM »


    Default eyes + final smash eyes is easy, but I want him to have hurt eyes and blinking like Pikachu does.
    Would this tutorial work for Pikachu?
    [Brawl Mods] Tutorials: Adding PAT0 to your imports

    Yes. But charizard uses polygons for the eyelids. Pikachu doesnt.

    Just have the normal eye polygon and FS eye polygon, and take the materials and shaders from Pikachu.
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    « Reply #4426 on: August 27, 2012, 12:38:31 PM »


    So the other day Gamma Ridley helped me import the Masked Man into BrawlBox-

    Everything looks fine except for the Helmet+Gun Normals... any idea on how to fix?
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    « Reply #4427 on: August 27, 2012, 12:57:23 PM »


    Export from Brawlbox as DAE, import to 3ds Max, fix single-binds/whatever else, export to DAE again, reimport. Also I think that trick only works with Max 2010 or something.

    I'd recommend doing that after everything is done though.
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    « Reply #4428 on: August 27, 2012, 12:57:58 PM »


    thats him while viewing the MLD0 in brawlbox, right? try to export it as .DAE from brawlbox (clicking "Yes" to the weighted normals notice thing) and back into 3ds max. then export it out of 3ds MAX as .DAE and back into brawlbox (notes: in 3ds MAX, make sure to always import stuff from brawlbox in centimeters, to keep the size and all in check. and into a "Reset" scene to keep the rig)

    nevermind, Jax beat me to it. i think fixing normals before rigging would cause less issues later

    not sure why, that usually resets ALL normals. even those inverted ones that dont fix with a Smooth Modifier
    « Last Edit: August 27, 2012, 01:34:06 PM by ramonM64 » Logged


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    « Reply #4429 on: August 27, 2012, 12:58:46 PM »


    You just got ninja'd, ramon Tongue
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    ramonM64
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    « Reply #4430 on: August 27, 2012, 01:13:07 PM »


    yuuup.. sure did. help? instead of stating it, you could help stop the bleeding and get this Ninja star out of my back (what happens when someone is Ninja'ed)

    joking aside, that Masked Man looks niice. looking forward to it and a lot of others shown in here, even though i dont know who they are, like Demon's Quote
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    « Reply #4431 on: August 27, 2012, 01:32:14 PM »


    Thanks, you guys! Also, I'm not too familiar with the term "single-binds", could you possibly elaborate on that? And crap, I don't have 3ds Max 2010.

    Also, to answer a question a few pages back, Claus is actually going over Ness. However, I wouldn't recommend getting rid of your Ness slots entirely.
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    « Reply #4432 on: August 27, 2012, 01:33:28 PM »


    I've been wanting to get rid of the Megaman vertex on Ness, so once your Masked Man comes out, I'm grabbing the blue recolor.
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    « Reply #4433 on: August 27, 2012, 01:34:01 PM »


    He kinda looks like Megaman, doesn't he? And I'm sure a Megaman PSA would work well for him.
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    « Reply #4434 on: August 27, 2012, 01:34:32 PM »


    Heh. Yea. The helmet and buster explain it Tongue
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    « Reply #4435 on: August 27, 2012, 01:36:25 PM »


    There is a megaman PSA, right?
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    « Reply #4436 on: August 27, 2012, 01:38:53 PM »


    There is a megaman PSA, right?
    Yes, but it was done so long ago. it would be best for a actual Masked Man psa.
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    « Reply #4437 on: August 27, 2012, 01:50:41 PM »


    Also, I'm not too familiar with the term "single-binds", could you possibly elaborate on that?

    Objects that are rigged to only one bone. Exporting as a DAE makes single-bound objects lose their rigging, for some reason, but all you need to do in Max is re-rig them to whatever bone they were bound to before.

    Some examples are Samus's Morph Ball and shoulder spheres.
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    « Reply #4438 on: August 27, 2012, 01:51:20 PM »


    Single-Binds is sorta when a object's vertices are fully 1.0 weighted to 1 bone, when rigging. like how most eye polygon objects on some characters are only rigged to and follow the HeadN bone

    he brings that up cuz single-binded objects lose their Skin Modifier when imported into 3ds MAX. its easy to spot though since that object will sorta stack under the bone they were weighted to and they're 1.0 rigged. Manually edited normals will have to fixed too


    Gamma explained it better

    if it doesn't work in the MAX yer using, i could fix his normals, if you want. its a 5 minute fix
    « Last Edit: August 27, 2012, 01:56:10 PM by ramonM64 » Logged


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    « Reply #4439 on: August 27, 2012, 01:51:57 PM »


    You're too slow, ramon.

    :troll:
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