Home » Fable TLC » Discussion » Tools Discussion » B-Morph *Ideas, discussion, and opinions*
B-Morph *Ideas, discussion, and opinions* [message #31465] |
Thu, 11 October 2007 10:04 |
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Just wanted to announce that the beta is in the tools section.
What it Does
B-Morph is a utility to make your own custom bones, such as the ones here.
As I said, you might not have to worry about the sub_movement_dummy, as it could be automatically calculated. You check the parts you want to change the size of, then enter the number in the number box and click apply. Then you will want to save a b-morph file, and export the bones over your hero's bones.
Features
Checkboxes for each body part, plus an "all" checkbox for each section.
A spinner to set the checked parts to a number.
a "save B-Morph" file option(re-load the current settings later).
An "export to .bngcf" option(save your bones).
Templates(pre-sets you can load)
Planned Future Updates
Preview window
Open .bngcf file (currently has a default)
Advanced and Begginner interfaces (select from menu)
THIS THREAD CAN BE MESSY, JUST NO SPAM PLEASE. I want feedback, and lots of it. please.
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Mon, 21 January 2008 20:20] Report message to a moderator
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Re: B-Morph *Ideas, discussion, and opinions* [message #34697 is a reply to message #31465] |
Fri, 30 November 2007 09:40 |
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sorry for the delayed reply, I didn't realize you posted that
No, there won't be that much empty space, I made it a lot smaller after that screenshot.
Just so everybody knows, I'm working on this again, I had been caught up in other things for a while
Also, I am used Kerbii (and Quidd)'s bones file to get all of the bones for this program, so thank you Kerbii, it helped a lot
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Fri, 30 November 2007 09:52] Report message to a moderator
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Re: B-Morph *Ideas, discussion, and opinions* [message #36078 is a reply to message #31465] |
Thu, 27 December 2007 19:23 |
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yeah, I've been toying with that, I think the best way to do that would be to turn the hero's mesh into a kind of model with better support, such as obj, but I'm not going to try anything until I release the first version.
to sum it up, ver. 1 won't have one most likely, but a later version might, it all depends on how much support java has for this kind of a thing.
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: B-Morph *Ideas, discussion, and opinions* [message #36327 is a reply to message #36319] |
Tue, 01 January 2008 22:15 |
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Holy_Avenger
Messages: 87 Registered: April 2007 Location: Light within the Darkness
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Sean_s wrote on Tue, 01 January 2008 21:09 | Man, that is a bad double post, not only is it a double post, but it's saying the same thing worded differently! Two seconds between also...bad boy, bad boy.
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Well, two minutes, actually. My ISP got wrong. Well, Morerunes, so you create Berserk change with that Program, right? Do you ever try to edit the bones w/o that program? And how come you understand that?
I'm right here............
Skeeeeeeiith!!!
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Re: B-Morph *Ideas, discussion, and opinions* [message #36347 is a reply to message #31465] |
Wed, 02 January 2008 07:28 |
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1. yeah you can, or just change how big he gets from being strong, or any bones files. (p.s. you could make whisper really short haha)
2. Yes, that's how I made all of my berserk mods, like I said, the program isn't finished.
3. Understand what? How to write the program om how the bones files work?
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: B-Morph *Ideas, discussion, and opinions* [message #36457 is a reply to message #31465] |
Fri, 04 January 2008 08:54 |
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umm, just out of trial and error I guess, I'm pretty sure the number is a scale. When I saw how it was layed out it didn't take me long to figure out it was scaling x, y, and z. 1 = no change, 2 = twice as big, 3 = three times as big, -5 = crazy inverted huge
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: B-Morph *Ideas, discussion, and opinions* [message #36829 is a reply to message #31465] |
Mon, 14 January 2008 09:32 |
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You won't be able to edit the hero's mesh, you'll only be able to scale different parts to different sizes. If it would be easier, I can make a begginer mode later where you can just click a + or - for bigger or smaller, but I don't think it'll take long for people to figure out how the numbers affect the hero, especially with an automatic updating preview window.
I have also been pondering with the idea of a wizard, that would automatically generate bones depending on what you want. You could go through the wizard, and it would ask you if you wanted to be big, huge, medium, bulky, dwarvish, scrawny, tiny, etc. Then you could do some customization before exporting. Do you think this is a good idea?
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: B-Morph *Ideas, discussion, and opinions* [message #36860 is a reply to message #36829] |
Mon, 14 January 2008 22:01 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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morerunes wrote on Mon, 14 January 2008 11:32 | You won't be able to edit the hero's mesh, you'll only be able to scale different parts to different sizes. If it would be easier, I can make a begginer mode later where you can just click a + or - for bigger or smaller, but I don't think it'll take long for people to figure out how the numbers affect the hero, especially with an automatic updating preview window.
I have also been pondering with the idea of a wizard, that would automatically generate bones depending on what you want. You could go through the wizard, and it would ask you if you wanted to be big, huge, medium, bulky, dwarvish, scrawny, tiny, etc. Then you could do some customization before exporting. Do you think this is a good idea?
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I wouldn't worry about a wizard. The different bone configs provide plenty of examples of what you just mentioned. I'd suggest being able to save out as a new file. That way they can just make the change within the game.bin if they want. Instead of overwriting retail files.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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Re: B-Morph *Ideas, discussion, and opinions* [message #36885 is a reply to message #31465] |
Tue, 15 January 2008 10:13 |
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Holy_Avenger said on Tue, 15 January 2008 09:12 |
Names.bin will automatically update if you play the game, actually, because you can't open names.bin with FE right.
About the 3D preview, is it possible to preview how the body will morph as the bone morphing if use use the 3D Wrapper?
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names.bin contains all the current bones files paths, so you'd have to add one.
That's what the 3d preview does
"All of the work, and none of the play, will surely provide for a speedy decay"
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