When I have both the offsets and entries = 0, it gets me the error message.
I've tried it with the offsets unchanged and the entries = 0 and the Estouro message is no longer there, but I get some weird results after rotating the model:
Original model, no rotations
After rotating it (x -90) using Brawlbox
After rotating it (x -90) using Block Tool
No ideia what's going on here lol
Oh and here is the 2d model I'm using:
Download There is also something else I've noticed when I last played on the stage - even when I don't rotate the 2d models, the lighting on them looks different from what it was supposed to look:
The one to the left is a 2d model with unchanged rotation and the one to the right is a block model using the exact same texture as the 2d model.
Why is that they don't look the same? I'm confused.
When you've rotated the model in block tool... Have you only rotated it? I mean, if you don't get the exact thing in the bone when you apply it, then you're getting a different result... How to explain? If you rotate and resize at the same time, you get one result. If you try to resize something that's already rotated, you get another. To get the same, the scales should be different.
What you need to compare is the thing first one you've showed me with the modified one with all the values applied, and an empty animation in brawlbox (all to 0 except for scales)
About the different colors, that's what normals do. Normals control the way the model (or polygon, or face) reacts to lighting. Or the direction of lighting, to be exact. They control if you're a right face or a left face, or just an angled face. If normals aren't properly rotated, you will get strange results. That's why I implemented it in the program, cause if I rotate the normals the same way I rotate the model, the result will be exactly the same as if I was rotating the model with an animation. If normals aren't rotated, then the difference can be seen. And that's what you're getting.
I'll check the case tomorrow.
PS: About the boo, it's made the same way I made the rest of the models. Originally, 16 2D models put together. After some processing, just 4 models together. I may have used some sphere model, but it was more accurate this way. Still thinking about doing it with sphere models anyway.