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« Reply #8176 on: January 22, 2013, 01:27:04 PM » |
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Hmmm, I'll have to take a look at That. Though, I'm not sure who to put the character over XP
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 I've come to play, just deal with it~
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« Reply #8177 on: January 22, 2013, 02:56:39 PM » |
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Snoops: Can you make a tutorial on how to edit bones and such for extra arms without messing up the trans N ? Because I have a Skyward Sword Character that I'm dying to import who has four arms.
its no that simple also some chars have bones to spare others dont lucas for example has loads of cloth bones wich can be used for taills wings and all that stuff
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« Reply #8178 on: January 22, 2013, 03:05:56 PM » |
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Is it that tough to get the bones working in Brawl. I imported Cerebella from Skull Girls into Brawl over Mario and added arm bones to the HatN Bone and it seemed to work fine.
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« Reply #8179 on: January 22, 2013, 03:36:08 PM » |
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Is it that tough to get the bones working in Brawl. I imported Cerebella from Skull Girls into Brawl over Mario and added arm bones to the HatN Bone and it seemed to work fine.
if you add bones then the thrown index will be messed up and maybe even item holding making the grab/throws glitched and holding items with other parts of the body
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« Reply #8180 on: January 22, 2013, 04:35:59 PM » |
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I just checked I see what you mean, most the small items were in the wrong place when held. I'm assuming there is no way around this for now.
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« Reply #8181 on: January 22, 2013, 04:38:37 PM » |
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I just checked I see what you mean, most the small items were in the wrong place when held. I'm assuming there is no way around this for now.
you can fix that but then all the other models even brawl default models would not work since you would change the bones to a new indexes and what not making the moveset exclusive for that model
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« Reply #8182 on: January 22, 2013, 04:41:40 PM » |
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i personally do all my bone editing in BrawlBox before i even start rigging, less hassle, and then i only have to do the rig once. it was a bit of a simplification that i said they only came out of the BustN. this is the structure i made for Machamp. i gave him ShoulderNb type bones that are positioned to be above the first set, then the rest of the extra arm bones will be named the same as the first set, that way the second set will have full motion as well. and basically this. bone edits usually aren't necessary, and can be complicated, but can be very worth it. and i tend to over complicate things anyways. correct me if im wrong but you cant have 2 bones named the same in brawlbox... O.o
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« Reply #8183 on: January 22, 2013, 06:46:53 PM » |
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correct me if im wrong but you cant have 2 bones named the same in brawlbox... O.o ^this, I know that after a quick update to v0.67, Jax made it so Subaction names could be teh same in a FitCharacter.pac, but two bones can't be the same last time I checked. Also bone indexes can be changed when making a full PSA, but when making a one-slot hack, the indexes need to be the same, though it doesn't matter what bones are parented by what, like my SM64 Mario Bros, I edited the finger bones to be 0,0,0 translated from the HandN bones, renamed them, messed with the bone structure so there weren't any HandBlankM bones parenting each other, and then rigged the extra hands. The RHaveN, ThrownN, and so on was still in the right index, and so nothing was messed up gameplay, or graphic-wise, besides needing a one-slot motion file to make the multiple hands appear whenever I wanted. Also to avoid too much off topic, who wants this 64bit Final Boss? And these Hi Res Koopas?
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #8184 on: January 22, 2013, 06:48:28 PM » |
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they look cool but i want that stage
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« Reply #8185 on: January 22, 2013, 06:49:56 PM » |
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I just checked I see what you mean, most the small items were in the wrong place when held. I'm assuming there is no way around this for now.
there is. you just have to adjust the RHaveN index to be the same as it was before the edits. correct me if im wrong but you cant have 2 bones named the same in brawlbox... O.o
you can have bones named the same. it'll simply apply the same animation to them. i did this with my Klonoa import, the ear bones are named the same as each other.
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« Reply #8186 on: January 22, 2013, 06:53:55 PM » |
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correct me if im wrong but you cant have 2 bones named the same in brawlbox... O.o
I think you can (I once did so by accident), at least inside brawlbox, not sure in game. I just checked I see what you mean, most the small items were in the wrong place when held. I'm assuming there is no way around this for now.
Yes there is, You could move other bones around to make sure you get indexes as close as possible. ninja'd on both answers 
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« Reply #8187 on: January 22, 2013, 06:54:24 PM » |
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there is. you just have to adjust the RHaveN index to be the same as it was before the edits.
you can have bones named the same. it'll simply apply the same animation to them. i did this with my Klonoa import, the ear bones are named the same as each other.
I think you can (I once did so by accident), at least inside brawlbox, not sure in game. Yes there is, You could move other bones around to make sure you get indexes as close as possible. ninja'd on both answers  Weird I just tried it and it worked wtf man?
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« Last Edit: January 22, 2013, 06:56:17 PM by Mr.MW »
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« Reply #8188 on: January 22, 2013, 06:56:50 PM » |
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huh. so BB .67 doesn't allow bones to be named the same. odd. it works in the .66 version, which is what i usually use.
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« Reply #8189 on: January 22, 2013, 06:58:03 PM » |
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lol yea i tried it on 66b i guess the first time i tried it was in the 67 version which threw me off
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