Using bone edits with rigging models

Started by Snoopy, August 14, 2012, 12:17:27 AM

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here i am again, with another hopefully helpful guide.  this time, using bone edits in conjunction with rigging to achieve better results and cool effects.  this is meant for people who are confident in their rigging skills, and as such, i assume you know the basics of rigging before you start reading this.  i can answer rigging questions, but there's at least 2 or 3 guides for learning the basics of rigging.  if you need ideas or help with bone edits, or clarifications on something as i'm not exactly the best at explaining the first time around, just ask.  i'll eventually make a list of bones that you should be able to use from each character to move around and make the edits with.

also keep in mind, bone edits should be more of a last resort type thing.  if you can make the model fit the bone structure you want with very minimal edits, then just stick with that.

and as with other bone edits, i think they'll cause de-sync issues on wifi, although i'm not too sure if it only happens when bones are renamed.  i never play with hacks on wifi, so i'm not sure.


1 Getting Started
2 Easy Edits
3 Tricky Edits
4 Testing
5 Examples


1 Getting Started
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2 Easy Edits
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3 Tricky Edits
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4 Testing
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5 Examples
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MM...how can i make a new bone (add new child) but i want that this bone was affected by the game ( like capes) ? iss possible?

as of right now, can't happen.  you could use the bones that the characters already have for that, like Marth's cape bones or ZSS's hair, but you can't add any to characters that already have them. 

Im trying to rig a model over Mario's bones but his shoulder J bone is to far out, I would edit the models body to fit with the shoulder but it looks so stupid. Since I dont use the shoulder N bone can I edit that to put shoulder J in the right place? Or is there more to it...
R  U  O  K!!!?

yeah, his is a bit further out...  but yes, you should just be able to pull them in and have them work just fine.  there might be animation issues if you do rename it to make it keep its position, but since it's the ShoulderN bones, it shouldn't have issues.  but you'd have to check that after you rig it.

Its me again, and I have a issue. Whenever I import my edited bone model into 3ds max alot of the bones disappear along with the some of the model, but I edit the bones in brawl box before I put it in 3ds max like you said. Also a screen pops up saying that there was a reading writing problem saying that it failed to read array in some poly joints. All I did was go to the shoulderN bones I'm not using renamed them, opened up the model preveiwer, moved the shoulderN bones over enough to fit the model, and exported. Am I missing any steps?
R  U  O  K!!!?

so you renamed them before exporting from BrawlBox the first time?  that may be the issue, i've had that happen a few times.  try not renaming them first, but still having moved them, then re-export from BB and see if that fixes it.  i thought that might have only be something on my part...

Alright I think I got it working I'm gonna test it out in game, it looks fine in BBox with the animations but his punches are off.
R  U  O  K!!!?