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only frick.Okay, don't get off topic here.
It's out!
Tested animation editor/encoder with some success. Feel free to add/remove/rename bones as you please!
MSBin editor works like HTML tags. You can change colors/borders for any text. More info on this later, but for now use files from the menu/message folder as examples.
Now go have fun.
Workin on it ;3I offer eternal love and joy to whomever makes falco with fox's nair and fair and utilt
/sleeps
thats one thing i knew from the last version of smash box.Discovery: the bone "TransN" controls movement of the character. At least, I don't think that was common knowledge...
GIMME DAT!!! LOL, no seriously could I get a download, I always use Shadow and have been waiting forever for a better looking model, I'm really waiting on the model injector but this'll help calm my hype down a bitahem......
this is all win
http://i17.photobucket.com/albums/b85/kyzon13/brawl/al_091109_0744binout.jpg
Ok thats coolI'll release him when i'm finished with it Akuma
right now only his wait looks like that. everything else is still sonic
I'm pretty sure it's had Strapp Loader support for a while since I edited mine to say The Game instead of Nintendo.nice update...thanx again!
even has straploader and warning screen support now.
i always love the little things, as well as the major changes.
Select the CHR animation, and you'll see FrameCount in the properties window. Change it there and it will update the bones.When animations how would i go about making an animation have less frames or more?
When I mentioned animation scaling earlier I meant an option that would allow you to scale all the transformation values at once, not an auto-scaling feature. This would require some values to be calculated by hand.Animation editing isn't easy, that's for sure.
Also, I think to scale option doesn't work.
Eventually yes. I haven't decided how I want to integrate the editor into the viewer. That's what the side-panel on the right is for.Is there any way to preview the animations before you put them in the game?
So, for now the only way to test is to put it on the game?Eventually yes. I haven't decided how I want to integrate the editor into the viewer. That's what the side-panel on the right is for.
Wrong file. Try FitKirby##.pac/.pcs with ## being the texture number, such as 00. Any FirCharacter.pac without a number is the moveset and can't be edited with BrawlBox. Try PSA for that.Ugh. How do you edit textures with this program?!? I open up FitKirby.pac, and under the texture data there is no things like his shoes, the rest of his body, or anything else. Same with others. There are only a few textures to edit.
OK. Is there a download of unedited PCS files, or should I download one to edit?Wrong file. Try FitKirby##.pac/.pcs with ## being the texture number, such as 00. Any FirCharacter.pac without a number is the moveset and can't be edited with BrawlBox. Try PSA for that.
Ah thanks, that helps alotSelect the CHR animation, and you'll see FrameCount in the properties window. Change it there and it will update the bones.
I'd imagine the user would have to load a fitcharcter##.pac in addition to the fitcharactermotionetc.pac, and Brawlbox would used one of the model files in the .pac to show the preview one... Just a guess.Eventually yes. I haven't decided how I want to integrate the editor into the viewer. That's what the side-panel on the right is for.
I'm no Sonic fan, but that's flippin' amazing.Wow, really nice update Kryal!
I've been playing around with the new version and came up with some cool results:
(The skin isn't mine)
I had a lot of trouble adjusting the arms since there's no animation preview yet, but I think it came out fairly good considering the circumstances.
The only suggestion I'd make is to allow multiple bone replacement and exporting at once, that way I could just import the spikes and nothing else for all the other animations.
But seriously great work!
Hmmm that looks better than what i had lol..Wow, really nice update Kryal!
I've been playing around with the new version and came up with some cool results:
(The skin isn't mine)
I had a lot of trouble adjusting the arms since there's no animation preview yet, but I think it came out fairly good considering the circumstances.
The only suggestion I'd make is to allow multiple bone replacement and exporting at once, that way I could just import the spikes and nothing else for all the other animations.
But seriously great work!