Unknown Flag: the way to keep your model's shape and dont affect the bonethree

Started by Kyouma, February 19, 2015, 04:46:16 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Dont you hate it when theres an interesting import in your mind but you have to cancel it because of the character's boneset shape?
brawl character's usually has that annoying gorilla shape in all the characters, and as importers its even sometimes sad to have to deform a character to make it fit in the bones
thats why the 1-slot bone edits were made for, but the main problem with that is the need of deleting/adding bones to keep throwN, HipN and the HaveNs in their place
well, what if I told you theres another option? But its not as simple as editing the model in brawlbox, this requires editing the PSA itself, I know, it sounds exhausting, but its worth it and will save you many problems with other future imports. This is something I discovered thanks to Iwvy when he fixed my suwako import over luigi like more than a year ago
its an unknown flag we can find in smashattacks that allows the animation to get adapted to ANY bonethree as long as its proportions arent affected by the possition of the animation itself
so thats what Im gonna teach you in this tutorial
SO LETS GET STARTED

Step 1: getting the model into the boneset
Sorry but you are not allowed to view spoiler contents.


Step 2: Adding the unknown flag to the PSA
Sorry but you are not allowed to view spoiler contents.


Step 3: Results/testing in game
Sorry but you are not allowed to view spoiler contents.


Well, thats it for now, if any questions, ask them below, now here are some possitive and negative things about the Unknown Flagged PSA method:


-The import will not work over any other PSA
-Since this option is only in PSA, PSAs edited in brawlbox will be unable to get this done, unless you used  Brawlbox v0.68b
-You have to make a sizemod for the character because most of the time it affect's the character scale and makes it smaller than how it has to be
-You cant test the rig with the animations in brawlbox, you have to test them manually in 3ds max by rodating the bone and turning it back after that



>Any other import of the character which PSA you just edited will work with this
>No need to affect the HaveNs index number anymore
>You can use it for custom PSAs without porting the animations
>You can put an exiting character over another without having to reimport
>You can edit a PSA which was edited with Brawlbox v0.68b with the special program called "PSAMod", it seems it has an unknown flag option as well (thanks to  BraveDragonWolf for letting me know that)


One last thing
I should have posted this when I wrote the tutorial but I think I forgot ros eomthing, anyway here is a link for a pack with the characters I have added the unknown flag to
https://dl.dropboxusercontent.com/u/102142953/asd/Unknown%20Flagged%20PSAs.rar
this incluides:
-Sonic
-Marth
-Lucario
-Peach (with A.B.C's cinematic FS)
-Fox
-Wolf

if you guys add the unknown flag to a PSA, feel free to post it in the comments so I can add the link here and we brign like a small resource thingy

What PSA version is that? That flag is named Fixed Rotation in the most recent version, but it seems like it would make more sense if it was Fixed Translation.

the version I use is 2.65, I didnt know the later versions had that option

Ekay. This is neat, I wonder if the naming is in the wrong order in the newer PSAs.

I have checked the resources link and it shows 2.65 as the newest, are there other PSA versions?

what do you mean by editng the psa?
do you mean the fitfighter.pac file?
and can i use your wolf psa file for an import I want to do over wolf?

Quote from: Gamidame_K on February 19, 2015, 05:22:06 AM
I have checked the resources link and it shows 2.65 as the newest, are there other PSA versions?

http://forums.kc-mm.com/index.php?topic=70217.0
PSA versions are all mixed up, even I can't keep track of them

Quote from: Don Jon BravoEX on February 19, 2015, 05:30:46 AM
what do you mean by editng the psa?
do you mean the fitfighter.pac file?
and can i use your wolf psa file for an import I want to do over wolf?
yes @all the questions lol
Quote from: BlackJax96 on February 19, 2015, 05:44:25 AM
http://forums.kc-mm.com/index.php?topic=70217.0
PSA versions are all mixed up, even I can't keep track of them
oh god lol


so can u post the pac file fr wolf?
maybe add a list of edited fighter pac files on OP.

also
does this mean I can finally rig Shadow over Wario?

Quote from: Nasca Corp on February 19, 2015, 09:57:40 PM
Wow, i dont know that you can do it with PSA...!
welp, Im the first one who has tried this thing so I guess
Quote from: Don Jon BravoEX on February 19, 2015, 11:31:40 PM
so can u post the pac file fr wolf?
maybe add a list of edited fighter pac files on OP.

also
does this mean I can finally rig Shadow over Wario?
ohh I forgot to post a link, check the OP, I have added a link with the PSAs Ive added the unknown flag to, I dont know about wario, I tried to use this with a wario import and for some reason the feet was under the ground; I think maybe because I moved the legs down and the hip up, but Im not sure, you can try it anyway

ah and 1 last thing I forgot to mention: Sonic models will not work with other character's unknown flagged PSA because sonic's shoulder is messed up, same backwards

can i have the link for warios figter pac?
also if i was to add bones, where would i do it?
after the thrown n bone
or before the thrown n bone to not mess with bone indexes.
is it even possible?
i want to make baby mario over yoshi so ineed mulltiple head bones

i wonder if blac jax would consider doing a function in brawlbox that would implenent the necessary changes automatically to the fighter pac files

Quote from: Don Jon BravoEX on March 11, 2015, 10:28:08 PM
can i have the link for warios figter pac?
I never finished the wario.pac D:
Quote from: Don Jon BravoEX on March 11, 2015, 10:28:08 PMalso if i was to add bones, where would i do it?
after the thrown n bone
or before the thrown n bone to not mess with bone indexes.
is it even possible?
i want to make baby mario over yoshi so ineed mulltiple head bones
you can add bones as long as the boneset indexes are the same number as in the model you awnt to replaceM
baby mario over yoshi? well to get a mario model to work on yoshi with this you would need to rather add bones as we can notice the throwN in yoshi is 77 and in mario its 62; this is good because when the "target character" has more bones, you only have to add bones, in this particular case you have to "imitate" the bones yoshi has and mario doesnt, for example TamagoM which is between HipN and ThrowN in the same parent bone

im sorry i meant baby yosi riding yoshi..over yoshi
but i think u answered my question.
i should add the needed bones at the end.
thanks

help
i dont know [censored] about PSA
but how do i go about doing this:
"And check this Unknown Flag square; check this flag in every animation of the PSA, I know ,it will take a hella long time (it usually takes me around an hour), but it will be worth it, since you only have to do it once for the character you are going to import over, in my case I chose wolf, which means now I can edit any future wolf import's boneset♫!"

how do i scroll through the animations to flag them properly>
i noticed if u scroll through the actions there are some animations like wait2 wait 3 item grip etc. is that where i do the magic?