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The Official Super Smash Bros. Brawl Project (Now at Phase 2!)
(03-11-2012, 10:56 PM)Peardian Wrote: Oof... that's a lot. Though, it seems there is incosistency in how these get treated. Look at the rips of Giga Bowser, Sonic, and Mario. The Whirling Fortress, and all of Sonic's facial expressions are separate meshes when the DAE is viewed. However, if you look at the rip of Mario, all of the pieces are stuck together. Any idea what may be causing it?


Edit: It seems that josh98's rips somehow have the issue taken care of, but Perseus's don't, even though they seem to have been exported the same way. How do you two go about ripping fighters? Do you both use brresviewer -> PSK -> Noesis -> DAE?
I always use BrawlBox (+ 3DS Max 2009 for importing) for my rips. Gets the proper bone rotations, rarely has smoothing group inconsistencies, and also has all of the polygon groups as separate meshes. Also exports all of the UV mapping channels for a group which has more than one.

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RE: The Official Super Smash Bros. Brawl Project - by Random Talking Bush - 03-11-2012, 11:37 PM

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