leafbarrett
Smash Lord
Does that mean the bones have to be the exact same, or that there just have to be the same bones in roughly the same place?It will re use the animations. But the bones properties will have to be correct for it to work.
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Does that mean the bones have to be the exact same, or that there just have to be the same bones in roughly the same place?It will re use the animations. But the bones properties will have to be correct for it to work.
I would have to say roughly the same place because just look at moveswaps and when you load a samus pac into the captain falcon zone. The character looks pretty messed up, but it will still do the attacks like nothing happened (at least for the most part)Does that mean the bones have to be the exact same, or that there just have to be the same bones in roughly the same place?
Makes sense.I would have to say roughly the same place because just look at moveswaps and when you load a samus pac into the captain falcon zone. The character looks pretty messed up, but it will still do the attacks like nothing happened (at least for the most part)
Ugh... Crap.The most important thing is that all the bones have the same name. However, as stickman said, changing bone locations in a model won't mean much because the positions listed in the animation files override the locations listed in the mdl0 files. Anything but the smallest of changes will result in your model getting stretched all over the place to try to take the shape of whatever model it's replacing.
That's probably not too unreasonable, but you'd probably need to change their model enough to properly fit the character you're changing.So...do you think it will be possible to eventually take AT character models and eventually turn them into full characters? Or is that basically impossible right now?
What leafbarrett said, it depends on how fluently the model from the AT meshes into the character you are replacing (ex: Shadow into sonic would be more likely than waluigi into luigi beccause of the similarities between them...( which gives me an idea...))So...do you think it will be possible to eventually take AT character models and eventually turn them into full characters? Or is that basically impossible right now?
From my experience, blender can edit the models that the current converter produces, but i don't know how to shape it into something that looks better than a spikey blob.Can Blender open and edit these models properly, or am I SOL? I'm broke. I don't have the money to buy 3DMax or whatever the name is.
So if we can't afford it, we only have a certain amount of time that we can edit the models before we're permanently SOL?Yep, you gotta try a free trial of it, its worth it. But wait until the reconverter is made.
Oh you can use Python?as long as you have the pythonpath set in blender, you can open dae files, so you arent too much out of luck (and blenders free)
that's what blender is pretty much programmed by. everything in blender uses some kind of python script (which was why i had a rough time using it before i defined the python path)Oh you can use Python?
Sick!!!!!!!!!!!!!that's What Blender Is Pretty Much Programmed By. Everything In Blender Uses Some Kind Of Python Script (which Was Why I Had A Rough Time Using It Before I Defined The Python Path)
I had maya 2009 and i had the same problem as you, but i knew someone who had a copy of maya 8.5 and that worked fine with ColladaMaya...so maybe try looking in the right places for a copy of that?Well I happen to have Maya 2009, I just can't get ColladaMaya to install correctly. All the installers I find either don't seem to do anything or they tell me that Maya isn't installed, and any zip files I find are never descriptive enough to tell me where every file is supposed to go ("best guesses" don't help me either). Any help here would be appreciated.
Also, I already know that Blender can open DAEs, but I just get the garbled character shape thing when I import a model made with the converter.
(Sorry, I always hate just showing up and asking for help, but I did read through the whole thread and really appreciate all the work Pharrox and everyone is doing, so thanks for your time)
that's pretty much what the model looks like (it accounts for movements and such) if you import a character model from a .pacAlso, I already know that Blender can open DAEs, but I just get the garbled character shape thing when I import a model made with the converter.
I just checked and Blender can export .x. Even if you don't use Blender, just work in your normal thing, import it in Blender, add the animations if it supports it, and then export to Brawl. It'd be worth it for animated textures.yeah, but it just exports to .x. You can not import as .x
Oh thanks, this worked. :bigthumbuI had maya 2009 and i had the same problem as you, but i knew someone who had a copy of maya 8.5 and that worked fine with ColladaMaya...so maybe try looking in the right places for a copy of that?
What version of Python did you install? What did you do after installing it?Blender works fine now that I've installed the proper version of Python :D
Now I just have to learn to not suck at it, and everything will be fine! XD
I use python 2.5.2 i believe (i think it came with blender in a zip folder)What version of Python did you install? What did you do after installing it?
I wanna get blender to work with these :D
Well atleast your getting progress. ^^;I'm starting to get frustrated.
I've essentially recreated a model and its palettes and its textures exactly as they were and it's still crashing. I've found the problem is something I discounted early on as not important, but now is proving to be a problem.
I figure I'll ask here because it's something pretty much anyone who has messed with Brawl's files has seen. Any time there is a table entry (brres files, models, animations, etc), the files list three number, then a pointer to it's name, then a pointer to the file's data. Smashbox lists these values as EntryID/ID, Prev/Left, and Next/Right. Though there do seem to be some patterns to these numbers, I'm still trying to figure out how they're calculated.
Other than that, I have a working mdl0 exporter.
nno, thats only combined, mixed mocap filesWow, really? The animations and everything?
That's all this test was. Copy the original tables into my file and it will load fine.Pharrox, to truly see if that is the only problem left, convert an original brawl model from MDL0 to Collada and then back. Then, just copy those values from the original mdl0.
did you do a hex comparison of the original and produced models? obviously they are not Exactly the same, but they could be very close, when all you had to do is add a word to one more line of codingI'm starting to get frustrated.
I've essentially recreated a model and its palettes and its textures exactly as they were and it's still crashing. I've found the problem is something I discounted early on as not important, but now is proving to be a problem.
I figure I'll ask here because it's something pretty much anyone who has messed with Brawl's files has seen. Any time there is a table entry (brres files, models, animations, etc), the files list three number, then a pointer to it's name, then a pointer to the file's data. Smashbox lists these values as EntryID/ID, Prev/Left, and Next/Right. Though there do seem to be some patterns to these numbers, I'm still trying to figure out how they're calculated.
Other than that, I have a working mdl0 exporter.
Yay tutorial :Dtga's only work if they are produced by blender itself in the UV unwrap option, but i remember .bmp being the most compatible file type to use
the only thing though, is that i don't think you can apply the texture to just one area like in 3ds max.
My video on youtube kinda shows that:
http://www.youtube.com/watch?v=h0xV2cl_fgQ