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Author Topic: Trouble with importing models to BrawlBox  (Read 3283 times)
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FriedDryerLint
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« on: March 19, 2012, 02:55:21 PM »


Hey,
As I've said in my intro post I had trouble with exporting my Raichu model in 3DS Max 2011 and then porting it to BrawlBox as a .dae file which crashes as soon as I opened it. So here's what I've done to pinpoint the issue:

(oh, and previews)

I opened the Pikachu bones in 3DS Max from the resource thread (which worked)
I then imported the Raichu dae file with OpenCollada (the file came with bones, which also worked)
At that point the Pikachu skeleton and Raichu model are in separate layers to freeze the skeleton
I posed the model to fit the Pikachu skeleton using Raichu's (not Pikachu's) bones
I then exported the model as a .dae with the Autodesk and OpenCOLLADA
But when I opened either model in BrawlBox under a new brres I got this:

I've tried deleting Raichu's bones but they reverted back to the original pose when he was first imported. I'm also guessing that both sets of bones aren't letting me port the model to BrawlBox.

I figured I'd ask you guys (and yes I've read tutorials from here) so I can get this settled.

Thanks,
FDL
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    « Reply #1 on: March 19, 2012, 03:18:03 PM »


    Yes, your BB problem is from both sets of bones.

    Posing your model with the bones is like creating an animation, you really aren't affecting the model itself (if that makes sense).

    To delete the bones and keep the pose:
    Select Raichu's polygons and then right click the Skin modifier. Click Collapse To and then delete all the bones.
    It should work, if not try Collapsing the Skin modifiers one by one.
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    « Reply #2 on: March 19, 2012, 03:50:25 PM »


    Also, it's best not to move the bones to fit the model, since it'll yield some funky results. Instead, it's recommended that you edit the model itself to fit Pikachu's bones.

    Try following this guide, and once you finish with that one, head on over here.
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