how to perfectly port a ness model to lucas and viceversa

Started by BlueBrain, November 23, 2012, 06:06:16 PM

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introduction

after seeing masked man on ness i was a bit dissapointed, so i compared ness and lucas' bonesets in brawlbox, to notice their common bones are EXACTLY the same, so here comes how to properly port a ness model to lucas, im using masked man as an example.

disclaimer

this guide WONT include how to fix the materials, there are other tutorials for that, im ONLY working with the RIG.

this guide is meant for people who know a bit of importing models to brawl, ive made this as simple as possible, so if you still have any doubt, just ask

let's start

im using 2 3ds max apps open at the same time, though it's not necesary, since we wont work with both at the same time...

WHAT 3DS MAX SCENES DO I NEED OPEN?

one with the ness/lucas model (rigged, from now on "model scene")
one with the lucas/ness boneset (no model at all here, from now on "bones scene")



ok, we'll start with the model scene, select one of the elements that compose the model and go to the skin modifier, now scroll down and click on the SAVE button, save with a name you'll remember and hide this element so you wont double save the envelopes by accident...





repeat this with all elements that have a skin modifier, and if you find one without this modifier just hide it.


OK, once u have no model in view anymore, select all (thus only the bones) and unhide all, now hide selected to have only the model left, now delete all the skin modifiers.

now you have a unrigged model and envelope files that contain the rig, select only the model (NO BONES), and export selected. (any format is OK, but i prefer fbx, since it saves all the info and it's one of the most reliable formats IMO)





now open/move to the bones scene and import the model, if all goes ok, your model should fit perfectly on the boneset, if not, well, scale it till it fits (this will probably mess the rig a bit)...

now select one of the elements that had a skin modifier, add a new one, and add ALL the bones, after that click on load (right next to the SAVE button) and load the envelope file according to the element u selected.







you can now hide this element as we did before, and repeat this with all the elements that had the skin modifier.

ok, now you have a fully rigged model, but there's one problem, and that is that there were elements that didnt have any skin modifier, the reason for this is because those were "single bended" elements, meaning they are fully rigged to a single bone, just rerig those and you're ready to export, this is why i said u need to know some basics of importing, cuz i dont feel like explaining how to rig...

OK, now i exported the model, and got it in brawlbox and LOOK!



masked man over lucas!!!!

remember that you can do this the other way around as well, and if the model has some stuff rigged to exclusive bones, just single bind it to it's common parent bone, that's all folks, i hope this has been usefull, now come one and show me uve learned it by porting ness to lucas and lucas to ness!











epic! nice tutorial man. :af:


Will you release this lucas version? *runs*

yeah as soon as i learn how to get the materials right and pik's approval :P

What if I told you there are easier methods. Just open both models in brawlbox, delete some of Ness bones that lucas doesn't have and rename the different ones. Also create the bones lucas has bus ness doesn't. In short, just make sure their skeletons are the same ussing brawlbox. This way you even keep materials, and most visibility bones.
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Quote from: joke. on December 11, 2012, 11:32:53 AM
what's that pic supposed to show? xD
Masked Man being over Lucas (It was made over Ness). At first I was confused too, until I browsed Masked Man on the Vault, so I won't be a sarcastic [censored] this time.  :>.>:

EDIT: It shouldn't have confused you, though, as you were working with that Masked Man so you knew he was over Ness.  :notimp: I'll edit this later with a sarcastic and [censored]-y remark if I can think of something...

lol, right, totally forgot, kinda derping over here LOL

U know what dat means
Kid Goku over Lucas transfered to Ness for PSA over Ness because of Gotenks over Lucas.
Hell Yeash...

the kid goku vertex made y starwaffle uses the hair bones, so you would indeed need to do t through 3ds max, so you can disable that rig and singlebind it to the head

Yo utilize este con marth & ike.....y funciono :) bueno obvio solo los bones communes

Gracias!

basicamente lo puedes hacer con cualquier modelo, solo que deberás adaptarlo a los bones con cuidado :P

___

basically u can do this with any models, just that you need to adjust the model to the bones more carefully :P


Quote from: Iwvi on December 11, 2012, 05:45:52 AM
What if I told you there are easier methods. Just open both models in brawlbox, delete some of Ness bones that lucas doesn't have and rename the different ones. Also create the bones lucas has bus ness doesn't. In short, just make sure their skeletons are the same ussing brawlbox. This way you even keep materials, and most visibility bones.
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I did it this way. It worked except for the sword. How do I fix this?

Quote from: B.W. on January 16, 2013, 08:55:17 PM
I did it this way. It worked except for the sword. How do I fix this?
check if the visibility bone has a diferent name for lucas or something...

I ported the Vivian model from ness to Lucas. This was a great tutorial
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