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Author Topic: How to give moving eyes to character imports!  (Read 6882 times)
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DSX8
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    « on: April 11, 2012, 05:00:38 AM »


    eye materials takes 3-4 textures to do, depends on the character your modeling over... and you would have to rename the material to EyeL (or EyeR).

    how to do it... if its over a character that uses SRT0 for its eyes

    look at the original model, and open its materials.
    -Export Material plus the shader its linked to

    -Open up the model you want to give moving eyes to, replace the eye material with the EyeL/EyeR (and same with FS Eyes, but rename those to EyeYellowL/R ), and import a new shader to the model, and replace that new shader with the 1 you exported from the original brawl character model.




    up next will be some texture editing if you know how to do it! Tongue

    the eye material will tell u how many textures the eye uses


    once u have made or edited your textures for the eyes, import them into Brawlbox, and assign them to the materials by looking at the original model eye material.

    After all the material texture naming and stuff, link the updated materials to the new shader.

    after your all done, for each texture node for the material, on the right panel, scroll down to the very bottom, to the XF TexGen Flags, and look for Coordinates. Change the settings for that to TexCoord0.


    if you did it all correctly, test it out in model viewer with the characters FitCharMotionEtc.pac file, and watch the eyes move!


    if you have any issue's... comment!

    update:
    characters like Mario and Luigi, u'll have to use the same polygons they have due to their SRT0 data having them blink.
    « Last Edit: April 23, 2012, 12:46:13 AM by DSX8 » Logged

    KnightMario
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    « Reply #1 on: April 16, 2012, 05:28:54 PM »


    good tutorial.
    finally, one-slot eye movement.
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    Pavlova
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    « Reply #2 on: April 19, 2012, 06:59:45 PM »


    Thank you so much for this tutorial! I've been wanting to know how to do this for a long time! Cheesy
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    DSX8
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    « Reply #3 on: April 22, 2012, 11:32:05 PM »


    good tutorial.
    finally, one-slot eye movement.
    hehe yep


    Thank you so much for this tutorial! I've been wanting to know how to do this for a long time! Cheesy
    ur welcome Smiley


    anyways... im bout to add some pics.. so hold up..
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    « Reply #4 on: April 22, 2012, 11:42:43 PM »


    always good to have 2x polygons for both eyeL/eyeR and 2x materials for both
    sometimes its also best to just vertex the eye polygons from a brawl char. to the model you wanted that way you is 100% sure it will work xD like if you making a char. over Mario then vertex mario´s eyes to fit with model
    i kinda got a other method then this guide since its alot easyer
    this guide will not with all models cuz of its polygons/UVs
    « Last Edit: April 22, 2012, 11:44:15 PM by Mariodk » Logged

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    « Reply #5 on: April 23, 2012, 12:33:47 AM »


    always good to have 2x polygons for both eyeL/eyeR and 2x materials for both
    sometimes its also best to just vertex the eye polygons from a brawl char. to the model you wanted that way you is 100% sure it will work xD like if you making a char. over Mario then vertex mario´s eyes to fit with model
    i kinda got a other method then this guide since its alot easyer
    this guide will not with all models cuz of its polygons/UVs
    well with every char i've done so far.. i was able to get their eyes to move fine no matter what polygon and UV mapping it is.
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    « Reply #6 on: April 23, 2012, 04:33:41 PM »


    I'm going to try mario and luigi...
    I might figure out how to do it!
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    « Reply #7 on: April 23, 2012, 05:11:39 PM »


    Whoah. This looks beautiful on Sonic. by god
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    DSX8
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    « Reply #8 on: April 23, 2012, 05:35:07 PM »


    I'm going to try mario and luigi...
    I might figure out how to do it!
    lol

    well mario and luigi has textures for their eyelids.. so yeah lol

    Whoah. This looks beautiful on Sonic. by god
    ur welcome
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    « Reply #9 on: April 26, 2012, 02:30:24 AM »


    on Mario and luigi, it's just the same thing except the eyelids also using SRT0 so you have to put eyelids texture there.
    if you dont want to have eyelids texture, just have a blank texture there to cover it up or make it false in it's "shading" there the eyelids texture would be :]
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    « Reply #10 on: April 26, 2012, 02:32:00 AM »


    on Mario and luigi, it's just the same thing except the eyelids also using SRT0 so you have to put eyelids texture there.
    if you dont want to have eyelids texture, just have a blank texture there to cover it up or make it false in it's "shading" there the eyelids texture would be :]
    hah yeah true true Tongue

    but having eyelids would make the character look more better imo Grin
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    « Reply #11 on: May 08, 2012, 01:52:45 AM »


    mario/luigi´s eyes i got a method to get them to work perfectly
    just merge the object of mario or luigi´s eyes on the model you wanted
    then delete these things:
    polygons of mario/luigi´s eyes,delete shaders,delete the bones you got from merge models,
    thats what i did to donald duck and dr. mario

    so you got the materials of the eyes and get the polygons on yours model´s Left/right eye to use that material then get the eye shaders back again  and it works(some times it freeze brawlbox then you try to save/export the .mdl0 and you have to do it all over again but other times it can easy be saved without messing anything up or it can be saved but then sometimes the polygons can usse the wrong model changer bone/materials but that easy to fix again )
    good to have a backup before you doing this
    and you can also do that to other models too but its best way to get eyes to work on mario bros. right now
    « Last Edit: May 08, 2012, 01:56:01 AM by Mariodk » Logged

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    « Reply #12 on: September 05, 2012, 11:35:28 AM »


    Hi, i'm importing a custom model (with Marth's default face) and im having some problems animating his eyes... I done all steps. In brawl box, the eyes are there, and the move normally, but then in the game, only the EyeHigh and EyeWhite are there...  But all is perfect when Marth has his Final Smash. I don't understand what happen with the iris... Can someone help me??
    Note:The Eye model in front is referenced to Yellow Eyes, and the one back is the iris, like the original.
    Here are some images:
    In BrawlBox:



    In-game:


    Final Smash:


    « Last Edit: September 06, 2012, 10:03:21 AM by slayersnext » Logged

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    « Reply #13 on: September 06, 2012, 02:21:56 PM »


    Hi, i'm importing a custom model (with Marth's default face) and im having some problems animating his eyes... I done all steps. In brawl box, the eyes are there, and the move normally, but then in the game, only the EyeHigh and EyeWhite are there...  But all is perfect when Marth has his Final Smash. I don't understand what happen with the iris... Can someone help me??
    Note:The Eye model in front is referenced to Yellow Eyes, and the one back is the iris, like the original.
    Here are some images:
    In BrawlBox:



    In-game:


    Final Smash:


    show me ur textures, or send me ur .pcs file
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    « Reply #14 on: September 06, 2012, 02:26:53 PM »


    GAH. Knuckles is having issues. They work fine in BrawlBox, I have all the shaders and materials down, but when I try him in-game, his "FitSonicEyeHigh" texture shows up.
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