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 bonesetFor this tutorial, im gonna use my Kars import as the example:
As we can see, the bones dont match the model at all D:
So thats what we have to do, move the bones to match the model's proportions, but take careful note of that; you can only
move the bones, dont rodate them and dont scale them because the unknown flag doesnt work for rodated or scaled bones, only for translated bones
Once when youre done with the bone's translations, rig it and import it as you would normally do (I aint gonna explain you how to import, this is not an import tutorial, lol)
Step 2: Adding the unknown flag to the PSAYou have to edit the PSA to get this new import to work properly, or else it will look like this
First of, open PSA, then go to subactions
Now go to animation flags
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♫!
Step 3: Results/testing in gameFABULOUS!
Please notice this is friendly with default characters and any other already existing import
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 thingI 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.rarthis 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