The jank with the bones at 15:02 is caused by having your armature at 1 scale before exporting. If you make your model armature 0.01 scale before exporting from blender and importing to brawlcrate the bones will show up as you created them. No idea why this is, and if the small bones don't bother you obviously the animations still work. Very helpful tutorial Metabus thank you for making it
This is really cool. I always wondered how people were able to give objects their own unique animations. Never knew you could use your own custom made armatures, I thought you'd have to use the ones in game. I can see some interesting course designs with objects like the stone tile. Do you plan to have more custom track tutorials like this? I think it's very handy for new people and/or those who want to learn more about custom track creation as well as how to achieve certain effects. Not a lot of videos out there that cover this sort of stuff.
- 11:37 the newer version of brawlcrate seems to break bones if you have the "Blender Bone Fix" option enabled. So if you experience problems at that part try disabling that option when importing - so after some more time i learned that if you want the armature to have the correct scale after importing it using the plugin you need the armature to have a scale of 0.01 and be rotated by 90 degrees on the x--axis. it should look like this before exporting for the first time cdn.discordapp.com/attachments/562770660128981012/1138130703565996142/image.png
If I add more sound files to my brsar, could I set the sound effect of an animated object to have that custom sound effect? For example, on the track Vile Isle there are seagulls. I want to change these to crows. I could change their model to that of crows. But I need to change their sound as well. The quick way would be to just replace the vanilla seagull sfx with a custom crow sfx. But then any other tracks in my distribution that use seagulls would now how seagulls producing crow sfx. So I have to figure out how to change the seagull sfx "per-track." I could use the brasd to do this, as I can add another sound file to the brsar and reference it from within the brasd. Is this possible?
MKWii crashes no matter what when adding custom objects. No errors in BrawlCrate or RiiStudio. I suspect it has something to do with bones, but I'm doing everything right there too. Unchecking 'Blender Bone Fix' doesn't help.
I love how the video starts off with a video making noise in the background so you turned it off xd
yeah, xd
The jank with the bones at 15:02 is caused by having your armature at 1 scale before exporting. If you make your model armature 0.01 scale before exporting from blender and importing to brawlcrate the bones will show up as you created them. No idea why this is, and if the small bones don't bother you obviously the animations still work.
Very helpful tutorial Metabus thank you for making it
Very good to know, i will try that next time i make a custom object.
from my testing it also seems like the armature needs to be rotated by 90 degrees on the x axis
I love Nintendo and their easy to understand objects
im so happy that ur encouraging people and giving them this source ^^
Thank you for doing these tutorials, much needed especially from someone skilled as you!
This is really cool. I always wondered how people were able to give objects their own unique animations. Never knew you could use your own custom made armatures, I thought you'd have to use the ones in game. I can see some interesting course designs with objects like the stone tile.
Do you plan to have more custom track tutorials like this? I think it's very handy for new people and/or those who want to learn more about custom track creation as well as how to achieve certain effects. Not a lot of videos out there that cover this sort of stuff.
I might do another one in the future but no promises
- 11:37 the newer version of brawlcrate seems to break bones if you have the "Blender Bone Fix" option enabled. So if you experience problems at that part try disabling that option when importing
- so after some more time i learned that if you want the armature to have the correct scale after importing it using the plugin you need the armature to have a scale of 0.01 and be rotated by 90 degrees on the x--axis. it should look like this before exporting for the first time cdn.discordapp.com/attachments/562770660128981012/1138130703565996142/image.png
Oh I’m DEFINITELY using this.😏
If I add more sound files to my brsar, could I set the sound effect of an animated object to have that custom sound effect? For example, on the track Vile Isle there are seagulls. I want to change these to crows. I could change their model to that of crows. But I need to change their sound as well. The quick way would be to just replace the vanilla seagull sfx with a custom crow sfx. But then any other tracks in my distribution that use seagulls would now how seagulls producing crow sfx. So I have to figure out how to change the seagull sfx "per-track." I could use the brasd to do this, as I can add another sound file to the brsar and reference it from within the brasd. Is this possible?
OH GOD THIS IS SO AMAZING!
i was hoping for metabus ct creation tutorials 🤤
Its a bit too much to cover for me so if i ever make another tutorial its probably gonna be about a single topic again
@@Metabus_ i just meant i was hoping for videos of this style, definitely not expecting a full on ct creation tutorial 😅
MKWii crashes no matter what when adding custom objects. No errors in BrawlCrate or RiiStudio. I suspect it has something to do with bones, but I'm doing everything right there too. Unchecking 'Blender Bone Fix' doesn't help.
AMAZING!
"Promosm"
When will we get access to your onlyfans?