Pharrox
Smash Journeyman
What VILE said. I just haven't had much time to work lately because of a combination of school and work.
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make sure you have the pythonpath set up and then in the COLLADA 1.4 plugin, make sure the settings look the same as in 0:29 of this video http://www.youtube.com/watch?v=WGtVsZdU6DQAh good to see this thread back at the top-ish. :D
Might someone using Blender be able to give me some tips on how to import the .dae files? That or could someone make a list/explanation of the features/capabilities/etc. Brawl can handle? Like, as mariokart up there asked, bump/spec maps, and how the eyes track and the faces animate and the hair and capes flow out behind them or blow in the wind, etc.Hopefully these are TOO awfully n00bish questions.
You're my hero.Coding sucks![]()
Actually, I'm using to make new CSPs for characters.there's not much point in extracting player models.... especially with blender.. just not gonna happen
Would that pink glow be considered a Spec. map to you or is that just magic? >Sonic: Might have spec maps?
I love your outlook on this and your commitment, seriously, man. But the real test is making a program stable enough for a release. Good luck.I've put way too much time into this to give up at this point.
If you were following the the thread, or maybe used the search funstion, you would know the answer...With all this talk on importing our own models, has anyone thought about cracking the animations file format, so our imported models can move? Having your model look like something else won't be so special if the model stays in a T-pose the entire time.
it's like opening pandora's box and finding a shiny rock.@mariokart64n: maybe, but I need to see the settings and such as translated into Blender. Like Zamus' hair and Marth's cape--what makes them blow out behind them when they run, or fly up when they're falling or standing over a vent a la PS2's wind transformation? That's the kinda thing I need to know.![]()
I see, I apologize for my ignorance. With that answered, I am looking forward to a bright future of new Smash Brothers characters. This is quite amazing. I don't think I've ever seen a console game get this much attention in hacking and modding.If you were following the the thread, or maybe used the search funstion, you would know the answer...
In short you can rig a model to someone elses bones and they will have the characters animations that you replaced. I think Pharrox is going to work on animations a little later, someone correct me if I am mistaken on anything.
That's a good explanation, I'm starting to understand models in general.getting more complicated, you can involve physics in where you can have a second set of primitives assigned to your skeleton which will react to environment settings such as wind.. gravity.... etc.. there are many way to setup physics, and alot of ways people try to optimize it for various physics engines...but thats how the cape and hair would move.. environmental forces react to the collision model causing such effects.
Probably not.That's a good explanation, I'm starting to understand models in general.
Don't answer this question if it was a waste of time to you. Purely hypothetical.
Out of curiosity, can different model parts be moved around? (vague question, eh? I'll give an example)
Let's say a die-hard fan wants to create Sephiroth with a Marth base...but the hair. That long, shiny, physics-defying hair keeps getting in the way. And Sephiroth doesn't use a cape either.
Let's kill two birds with one stone. Can the cape be moved to a different place besides behind the neck? Attached to the arm? (looking glitchy of course) Maybe just attached three meters above his head? Or maybe even at his head?
Basically, I would move the cape up to the head, reduce the size, texture hack it to look like hair, and voila: long hair. But is that possible? To cape or not to cape, that is the question.
Another example: a character that uses a weapon. Can that weapon be moved out of the character's hand and made to float in front of them? It would follow the same animations still.
*coughmewtwocough*Another example: a character that uses a weapon. Can that weapon be moved out of the character's hand and made to float in front of them? It would follow the same animations still.
Er, yes, I know all that.it's like opening pandora's box and finding a shiny rock.
..not much you can do with it until you have the tools to refine that rock into something useful. otherwise it's just a shiny paperweight
when you import a model, there are no settings. "you" have to make new settings to mimic or recreate "moving hair or cape"
but it's basics of 3d. you have the mesh and the skeleton, the mesh is then skinned to the skeleton. the skeleton is a matrix of simple nodes that can be easily recorded in series to form an animation sequence without consuming a mass of memory. when skin is active, the mesh follows the recorded movements of the skeleton.. and thus you have moving parts..
getting more complicated, you can involve physics in where you can have a second set of primitives assigned to your skeleton which will react to environment settings such as wind.. gravity.... etc.. there are many way to setup physics, and alot of ways people try to optimize it for various physics engines...but thats how the cape and hair would move.. environmental forces react to the collision model causing such effects.