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Post by DarkPikachu on Feb 10, 2011 15:31:18 GMT -5
well... I'm on hold until the next BTE is released but yea... animation comes after that :/ it shouldn't interfere with Pika though...
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Post by xxmasal22xx on Feb 10, 2011 15:40:17 GMT -5
well... I'm on hold until the next BTE is released but yea... animation comes after that :/ it shouldn't interfere with Pika though... You doing the animations by yourself? I could use help w/animations for something if you got the time?
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Post by DarkPikachu on Feb 10, 2011 15:52:48 GMT -5
KK when I get the model done, I'll send it to you remember though... if an animation has 170 frames, leave it that way. otherwise it'll affect the other Pikachu's... :/ and don't change any bones with 'N' after the name... the only bones that should be touched are defined in the first post (in green) also... don't scale 'waist', scale origin... otherwise only his waste scales up and yea... I had it scaled to 4.3 before... (in the images) scale it to 4.4 :/ that should do it.
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Post by xxmasal22xx on Feb 12, 2011 17:05:35 GMT -5
KK when I get the model done, I'll send it to you remember though... if an animation has 170 frames, leave it that way. otherwise it'll affect the other Pikachu's... :/ and don't change any bones with 'N' after the name... the only bones that should be touched are defined in the first post (in green) also... don't scale 'waist', scale origin... otherwise only his waste scales up and yea... I had it scaled to 4.3 before... (in the images) scale it to 4.4 :/ that should do it. I meant that i could use some help with animations.....
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Post by xxmasal22xx on Apr 26, 2011 19:08:27 GMT -5
Hey, tech, could you do me a favor and tell me exactly how to set a model's bone structure like you have it, but with the new model's bones?
Im doing an import of Delibird over the ice climbers, and want to make some things easier to work with, and also make it one slot like you have it for pachi.
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Post by DarkPikachu on Apr 27, 2011 20:47:57 GMT -5
Hey, tech, could you do me a favor and tell me exactly how to set a model's bone structure like you have it, but with the new model's bones? Im doing an import of Delibird over the ice climbers, and want to make some things easier to work with, and also make it one slot like you have it for pachi. well... I don't really know much about the ice climbers :/
but umm... all I'm doing (havn't actually done yet due to poor adders) is adding brawl's required bones before the bones of the import model (ThrowN goes on top of YRotN for Pika and HaveN goes on his head)
so yea... it's as simple as finding the point where the first non-required bone is, deleting all the non-required bones (except HaveN) and adding the import's bones where the old ones were... (and putting HaveN in it's proper spot)
the required bones will act as dummy bones to the model, but as place-holders in brawl
be careful when animating though... bones such as HipN are required and will deform and reposition the original model (don't touch that when animating)
to fix the position of the import model when offset by HipN, simply move the first bone of the import in the reverse direction of HipN, then position it where you want. (yu can skip the inverse direction and just move it where you want if you're good)
and watch the framlength do not change that value. you will screw up the original animation if you do
and thus I forgot to mention be sure the import bones name as the original bones.
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Post by xxmasal22xx on Apr 30, 2011 12:39:59 GMT -5
Hey, tech, could you do me a favor and tell me exactly how to set a model's bone structure like you have it, but with the new model's bones? Im doing an import of Delibird over the ice climbers, and want to make some things easier to work with, and also make it one slot like you have it for pachi. well... I don't really know much about the ice climbers :/
but umm... all I'm doing (havn't actually done yet due to poor adders) is adding brawl's required bones before the bones of the import model (ThrowN goes on top of YRotN for Pika and HaveN goes on his head)
so yea... it's as simple as finding the point where the first non-required bone is, deleting all the non-required bones (except HaveN) and adding the import's bones where the old ones were... (and putting HaveN in it's proper spot)
the required bones will act as dummy bones to the model, but as place-holders in brawl
be careful when animating though... bones such as HipN are required and will deform and reposition the original model (don't touch that when animating)
to fix the position of the import model when offset by HipN, simply move the first bone of the import in the reverse direction of HipN, then position it where you want. (yu can skip the inverse direction and just move it where you want if you're good)
and watch the framlength do not change that value. you will screw up the original animation if you do
and thus I forgot to mention be sure the import bones name as the original bones.Jeezus....that sounds like more work than it's worth....lol
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Post by DarkPikachu on Apr 30, 2011 20:30:30 GMT -5
nah... not really...
just extremely tedious D:>
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Post by xxmasal22xx on May 2, 2011 8:00:25 GMT -5
nah... not really...
just extremely tedious D:> lol yea, same difference.... ...sorta xD Any chance you could give me the steps to do that written out, and how exactly to do it? srry lol tuts are SO much easier for me... written isnt as good, but i can still use it
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Post by DarkPikachu on May 2, 2011 14:55:44 GMT -5
it's quite simple really
here's Pachi's bone tree before being edited:
pachirisu -origin --waist ---LThigh ----LFoot ---RThigh ----RFoot ---Spine ----Head -----LEar -----REar ----LArm -----LHand ----RArm -----RHand ---Tail1 ----Tail2 -----Tail3 ------Tai4
'pachirisu' can be changed to TopN as it's a dummy bone already or you can just delete it
when implementing over a char, you need all the main bones that are used... this is for Pika:
TopN -TransN --XRotN ---YRotN ----HipN
^these go before the bones of the import they allow char positioning to be un-glitched in brawl
---------HaveN
^this would go in the place the char holds the item (for Pachi, it's his mouth)
----ThrowN
^this is what allows the char to be thrown... (it's always after YRotN for Pika)
the import bones would go after HipN
tips to note:
-keep in mind not to edit these bones when animating (you will affect the original char)
-be sure the import bones don't have a similar name to the char you're importing over
-when animating motions like walking, running, or rolling TransN already has a set value for these, so you'll want to move the first bone of the import to your desired position, but have it catch up at the end
-when the char is grabbed, be sure to move the char's grab position (waist for Pachi) to where HipN is located
-many animations will move the HipN bone since it's a morph bone on Pika's mesh... move your chars first bone opposite if the HipN offset to center the char for animation
other things:
I'm using origin as the first bone instead of waist because Pachi needs to be scaled before being animated...
when scaling waist, it appears correctly in brbx, but only the waist area is scaled in brawl when scaling origin, it fixes that problem and the entire model is scaled
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