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« Reply #165 on: December 20, 2010, 10:44:54 PM » |
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i call the extra bones 'half' bones, because the only use they have is to make a model with fewer bones load over a character with more bones. other than that, they serve no purpose, and nothing can be done to them. and since they all reference the TopN bone, that's why so many glitches happen when Brawl is trying to access them thinking it's a real bone. and i'm not sure why it stays in the center for certain animations, but follows the model during others.
and what am i supposed to be looking for with your model?
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« Reply #166 on: December 20, 2010, 11:15:29 PM » |
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lol i dunno, i guess i was hoping you'd load it up and see what i was talking about. theres a few things weird going on. One is that dot thing Also, i changed the entry file (replaced the model, texture, and animation) but nothing is showing up. its like it comletely ignores all changes i make to the character other then basic animations.
thanks for your help, i'd understand if you were too busy/ didn't want to load up what i sent.
appreciate it
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« Reply #167 on: December 21, 2010, 01:49:57 AM » |
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i understand what the problem is, graphics appearing in the center of the stage is pretty common among model swaps, but like i said, it's a PSA issue. the graphic is attached to a bone that the new model doesn't have, and is fixed by changing the bone reference in the graphics tab in PSA for the animation of choice. though for Olimar's antenna glow, i'm not exactly sure where that is to change where it attaches to. someone else may know.
and i did test Raichu in game, and i must say that you've done a good job so far. but these issues are PSA related, and i know little of PSA. i bet that if you made a general help topic that you could get the help you need. sorry if it seems like a cop out, but i won't be able to help much there.
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« Reply #168 on: December 21, 2010, 07:33:19 AM » |
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no, not at all. i appreciate any help your willing to give. Ill take a look at the PSA and see what the deal is. I'm just hoping i dont have to go backwards to fix it.
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« Reply #169 on: December 21, 2010, 07:33:49 AM » |
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oh and thanks for the compliment
double post.. blah blah blah
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« Reply #170 on: December 21, 2010, 11:35:33 PM » |
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oh and thanks for the compliment
double post.. blah blah blah
don't double post for some reason people get pissed off about it.
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« Reply #171 on: December 23, 2010, 01:31:01 AM » |
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Can you help? When i resize my naruto imported models, the face gets messed up! The eyes get stretched and the polygons in his mouth just freak out. Do you have an alternate resizing method other than fortwaffles? EDIT: Heres a picture of what happens to the model.
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« Last Edit: December 23, 2010, 01:37:24 AM by SSJCerious »
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« Reply #172 on: December 23, 2010, 06:29:42 AM » |
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Can you help? When i resize my naruto imported models, the face gets messed up! The eyes get stretched and the polygons in his mouth just freak out. Do you have an alternate resizing method other than fortwaffles? EDIT: Heres a picture of what happens to the model. Try resizing by using PSA.
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« Reply #173 on: December 23, 2010, 08:17:30 AM » |
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^All that does is re-size hitboxes. Unless i resized the wrong thing.
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« Reply #174 on: December 23, 2010, 08:37:34 AM » |
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^All that does is re-size hitboxes. Unless i resized the wrong thing.
Go to the Attributes and the thing for character size is under Weight.
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« Reply #175 on: December 23, 2010, 08:39:29 AM » |
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Yeah, i tried that. It only resizes hurtboxes.
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« Reply #176 on: December 23, 2010, 08:51:05 AM » |
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Yeah, i tried that. It only resizes hurtboxes.
But the character should be re-sized too. Odd, it worked with my model import.
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« Reply #177 on: December 23, 2010, 08:53:38 AM » |
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Really? Maybe its my psa...What version did you use?
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« Reply #178 on: December 23, 2010, 09:15:20 AM » |
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Really? Maybe its my psa...What version did you use?
v0.2.1
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« Reply #179 on: December 23, 2010, 09:58:50 AM » |
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Hmm...same one I used. But even so, i KNOW there IS a way to resize it properly. ds22 did it, I asked him, and got no reply...
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