![]() Your model must make use of these 5 Materials (MarioBody, MarioHand, MarioEye, MarioHairHead, MarioCapHead).Rig your model (tutorial for model rigging Part 1 / Part 2) (you may be able to resize the bones if needed*).Delete the OBJ and import the bones (from the DAE you made in brawl box).Scale your model up nicely to match the original (It hepls to freeze the Mario model | Left Click > Right click > Freeze Selection).Import the OBJ into 3DS Max as well as your model.Delete the polygons then extract the model as a DAE (so you have just only the bones) (I did this because the raw DAE from Ohana crashed in 3DSMax for me). ![]() Open the DAE in BrawlBox (New > Archives > BRRES Resource Pack | Right click Brres > New > Model | Right click model > Replace > Mario.DAE)*.Export the DAE and OBJ of the original model.Open the exported bcmdl in Ohana Rebirth.Export the Mario.bcmdl (do the same for MarioAnimation.arc).Open the Mario.arc in EFE (\ObjectData\Mario.arc).I will update this tutorial as I find out how to extract Mario's bones properlyÄelete the bones of your model and export it as an OBJ (if needed) This tutorial is not final, it is more than likely that your rig will turn out messed up. I'll be using Toad over Mario as an example for this tutorial This tutorial assumes you know how to build/extract romfs, are using 3DS Max, and have the NW4C tools set up
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