How to detach elements of an object based on its texture and keep your rigġ. That will allow you to optimize all objects at once. Instead, right click the MDL0 itself and click "Optimize Mesh" from there. This will most likely result in a reduction of float precision and may cause small changes in UV mapping, normals or vertex positions. Note: Unless you absolutely need to reduce influence count (which will result in a less accurate rig) to solve lag problems, it is not recommended to export an MDL0 to DAE and reimport it back to MDL0 just to optimize the facepoint count. Optimizing a model's mesh to reduce possible lag Make sure every single vertex is rigged, or you will get an import error.
Do not use Physique to rig your model to a brawl skeleton, use the Skin modifier.
If you want to use face morphs for an import, make the faces into seperate objects. export Y-Up (or else your model will be face down on the floor in Brawlbox) Each texture/material has to be assigned to its own object in 3DS Max. Check "Triangulate" and "export as Single Matrix" on export. Use the most compatible DAE exporting plugin! (2010 comes with the correct exporter already) SHP0 uses the vertex set names of the normal face and the extra faces for morphing. Rename EVERY FACE VERTEX SET (even the normal one) to match the name of the original model's vertex sets. Delete the objects of the extra faces (but DON'T DELETE THE NORMAL FACE) using v0.68b and a dialog will open asking you if you want to remove the vertex node for each one.
Copy the skin mod from the normal face and paste it on the other facesĩ. If you can, and they work, delete the morpher modifier and continue.Ħ. Repeat steps 1 - 3 for each face morphĪt this point, if you want to test if you did everything right, add a morpher modifier to the normal face.Īdd the extra faces you made as morph destinations. If the vertices don't match exactly, it won't work)Ĥ. (The reason for this is because each vertex is morphed to the corresponding vertex in the other face. Edit the new copy to blink, etc but DO NOT ADD OR REMOVE VERTICES. Open your model in 3ds Max once it's ready to be imported.ģ. In the object properties, set the Visibility Bone to the corresponding bone (ex: the blink face has BlinkM as the visibility bone)ġ. Locate the different face objects under the Objects folderĢ. Once you have your model imported into Brawlbox:ġ. When rigging your model and getting it ready to export, create/get seperate objects for the different faces (Blink, HalfBlink, etc).
If the texture looks all weird in-game after that, it's because you didn't uncheck Remap materials when importing the model in BrawlBox.Ģ) Go to the properties on the right and find the option that says "AutoMetalMaterials" You should see the texture appear in the Textures(NW4R) folder along with the original textures.ĭelete (ctrl+del) all the unused textures from there. Leave the options to default (should be CMPR) and click Okay. Pick the same texture that was applied to the model in 3ds max, don't rename it. After you imported the model in BrawlBox, right click on TextureData, and do Import > Texture.