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Author Topic: WIP Workshop  (Read 4668545 times)
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BlueBrain
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    « Reply #9120 on: March 14, 2013, 06:09:04 AM »


    that cranky is a fantastic idea, great to see "good" noobs. xDDD

    the shoulder rig seems a bit weird though
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    Kyouma
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    « Reply #9121 on: March 14, 2013, 07:14:52 AM »


    that cranky is a fantastic idea, great to see "good" noobs. xDDD

    the shoulder rig seems a bit weird though
    you shouldnt judge someone's experience by his number of posts; I already knew how to make imports before joining the kc mm
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    BlueBrain
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    « Reply #9122 on: March 14, 2013, 07:18:53 AM »


    you shouldnt judge someone's experience by his number of posts; I already knew how to make imports before joining the kc mm

    i meant noob more as a newbie on the forums, so i meant it's nice to see new people around who already know how to do stuff.
    and even got cool original ideas!
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    the_randomizer
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    « Reply #9123 on: March 14, 2013, 08:31:18 AM »


    what about use smooth view mode instead of flat view mode in 3ds max
    since its the rig that is not rigth nothing with the model
    and its hard to see these holes in flat view mode in 3ds max

    Did that, that's how I'm fixing the holes. Like I said, normal blending (the button) makes it worse, each vertex has to be adjusted manually...unless there's a better way. Undecided
    « Last Edit: March 14, 2013, 08:34:02 AM by the_randomizer » Logged

    BlueBrain
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    « Reply #9124 on: March 14, 2013, 08:34:53 AM »


    to avoid holes just be sure that the vertices that should be together have the exact same weights, this is easiest by not using the blend tool, but by setting manual values.
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    the_randomizer
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    « Reply #9125 on: March 14, 2013, 08:43:09 AM »


    to avoid holes just be sure that the vertices that should be together have the exact same weights, this is easiest by not using the blend tool, but by setting manual values.


    Hmmm



    Edit: Think I found out

    « Last Edit: March 14, 2013, 08:55:10 AM by the_randomizer » Logged

    Iwvi
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    « Reply #9126 on: March 14, 2013, 10:26:47 AM »


    Looking better mizer. There are still some holes on her paws. Between the white and pink circles. Also, you sure it doesn't crash the game? seems to have a lot of vertices.
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    the_randomizer
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    « Reply #9127 on: March 14, 2013, 10:28:25 AM »


    Looking better mizer. There are still some holes on her paws. Between the white and pink circles. Also, you sure it doesn't crash the game? seems to have a lot of vertices.


    Nope, didn't crash once I reduced the texture size. I think it pushes Brawl to the limit as far as vertices goes



    Nearly complete. in-game

    « Last Edit: March 14, 2013, 10:30:05 AM by the_randomizer » Logged

    Vaanrose
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    « Reply #9128 on: March 14, 2013, 11:57:57 AM »


    that cranky is a fantastic idea, great to see "good" noobs. xDDD

    the shoulder rig seems a bit weird though

    His shoulder rig is pretty weird, but it's a side effect of how I did the arms. His arm is modeled bent and rotated back slightly, so that DK's elbow joint become Cranky's wrist joint, and his canes become DK's hands.

    And yeah, I've never posted before, but I've actually been hanging around for several months now, so I like to think I know I what I'm doing.


    That Cranky Kong model strongly reminds me of Conkeldurr, to some extent.

    Now that you mention it, I can see it, too. I didn't originally want Cranky to hold his canes like that, but it was the only way to make his wrist rigged to DK's elbow joint and still make sure his canes lined up with his forearms and his fists, and not float out in front of them.
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    Kage Ryu
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    « Reply #9129 on: March 14, 2013, 03:11:23 PM »



    Testing out importing methods using Maya. I know, the name of that program is likely verboten around here, but I'm a rebel like that.

    Attempts at larger-scale things have failed, but since I can't tell if that's a problem with rigging, deleted polygons, yellow-eye bones, or having quads, I decided to start with something small. So I took non-yellow-eyed Samus into Maya and simply deleted a few things, then created a new object in their place. It imported fine in BrawlBox just fine this time, so now I just need to finish rebuilding the materials and shaders to see if it works in game.
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    redsonicblast
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    « Reply #9130 on: March 14, 2013, 05:49:07 PM »


    up comin project
    Radien metal gear rising update 2




    I might be dating myself here, but at first glance this reminded me of Guardian Bob from the Reboot tv series that I used to watch every Saturday  Smiley
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    Kage Ryu
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    « Reply #9131 on: March 14, 2013, 06:06:43 PM »


    MAYA SUCCESS.

    Import Attempt #1:


    I rebuilt the materials and the shaders, but importing it to Brawl proved that something was still amiss. Furthermore, The spike showed up not only in a strange place, but it seemed the further away from the center of the stage I got, the further the spike traveled from Samus. Also, the morph ball was stuck to Samus and visible. I didn't even try rolling or using ↓B.

    Import Attempt #2:


    I fixed the problem by going into the objects and changing the binding, material mapping, and bone visibility of each object to match the original Samus pac. For the spike polygon, I changed it to what the left pauldron used to be set to.

    I also had to rebuild the Color settings for the Mdl0. I set the shaders up again as well. However, this portion of work did not seem to be reflected in game.

    Third Time's the Charm:
    SUCCESS!

    Turns out, shaders do not save if they are not mapped to a material, and replacing materials will not map them to their shader! This must be done manually, and so I did just that.


    SPIKED CARNAGE.
    "Double Spoiler" reminds me of a Touhou game...

    No, I will not be putting this in the vault. 'Twas an experiment.
    And experiment that proved the possibility of getting something from Maya to Brawlbox, even if to a small extent. I shall continue to investigate this phenomenon.

    Thank you, and good night ladies and oh wait it's still afternoon here.
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    BlackJax96
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    « Reply #9132 on: March 14, 2013, 06:14:11 PM »


    And experiment that proved the possibility of getting something from Maya to Brawlbox, even if to a small extent. I shall continue to investigate this phenomenon.

    Thank you, and good night ladies and oh wait it's still afternoon here.

    Congrats on this discovery, but you could've just asked me. Tongue
    Maya has been compatible with BB ever since the release of the v0.64 beta.
    Everyone seems to prefer 3ds Max or clung to information in tutorials on using 3ds Max for importing, so that's what the generally accepted program for importing has become.
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    Kage Ryu
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    « Reply #9133 on: March 14, 2013, 06:24:57 PM »


    Congrats on this discovery, but you could've just asked me. Tongue
    Maya has been compatible with BB ever since the release of the v0.64 beta.
    Everyone seems to prefer 3ds Max or clung to information in tutorials on using 3ds Max for importing, so that's what the generally accepted program for importing has become.
    But then, where would the fun in that be?

    But yeah, lack of Maya tutorailage/usage is pretty much why I experimented on my own. I did use one of your tutorials to (sort of) figure out a problem I was having with importing during my larger-scale experiments, but I didn't know you had experience with Maya.
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    the_randomizer
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    « Reply #9134 on: March 14, 2013, 06:37:41 PM »


    Progress update! The rig is almost complete!

    I was surprised at the polygon count, as it must be the absolute limit; 17,000 polygons and over 9,000 vertices (seriously).

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