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Super Smash Bros. Ultimate Ripping Project
Ploaj: StudioSB only converts to later Maya anims however. I can't make it work with my 2015.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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I can always try both, though, I have Maya 2018. I just need to reinstall it.
I do super basic dark 3D magics just for the heck of it Heart
Don't be afraid to talk to me, chances are I'm more afraid of you than you are of me~

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(02-18-2019, 08:30 PM)Ploaj Wrote: StudioSB can convert the animations as well.
Releases are auto-built
https://github.com/Ploaj/StudioSB/releases

Import the mdl then the animation and export the animation as one of the supported formats (anim, seanim, smd).

Finally, this program exports, with the Collada option, the bones correctly. I could tell when exporting Mario and importing his model into Blender that the bones are in the correct place.     But I turned somewhat unhappy when I saw that materials and texture names don't get exported. Sad  I can workaround that by editing the .dae files by text, with difference programs. There is an issue for this here: https://github.com/Ploaj/StudioSB/issues/1
Now for the animations, I got delighted to see models come alive per animation file. However, I'm having trouble trying to get them properly imported into Blender. The only format that successfully imports to Blender at all is .seanim, but only after installing this plugin: https://github.com/SE2Dev/io_anim_seanim. The other two formats, .anim and .smd (if only containing animations), can't be used with Blender. The former seems like it's a proprietary format for Maya, while the latter errors out with a list-index-out-of-range (unknown location: -1) error, unless it's one that was exported with the older CrossMod. Even with the working formats, while the skeleton deforms properly, the meshes do not, no matter if I imported the model as .dae or .smd (the meshes don't look as ruined with this format, as it looks like the animation imports with the y-axis as up). Angry
The example below is for Pac-Man, exported as .smd:     EDIT: Line 11 in import_seanim.py has g_scale set to 1 / 2.54 to ensure compatibility with Blender-CoD (Call of Duty), but setting the scaling to 1.0 will cause the animation to import correctly, as long as it is done with a .smd file. If I import the animation with a .dae file, the skeleton will deform correctly, but the meshes still don't. I do know that it was most likely due to the .dae files having the rotations already applied upon import, distorting the way the animation files are interpreted. The author of the plugin explains it here: https://github.com/SE2Dev/io_anim_seanim...-449896322
This example with Piranha Plant exported as .dae shows it visually:     This makes me wonder if I should redo all my models using .smd files as a base ... but then I have to go through splitting all the materials as their own meshes and renaming them so that they can be better identified. I would like to enhance my already existing models without going through so much pain, and it seems that I can't do it entirely by myself.

If I had more time, I wish I could fix all this by myself, but I lack enough programming experience to actually make such fixes. This nearly makes me feel like Blender (and possibly Linux) users like me are not the target audience for working with Smash Ultimate models, and that I should just give up and go back to the smaller world of open source (unless I want to just wait for StudioSB to be fixed so that at least can have models exported intact).
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@Random Talking Bush Okay i do apologize for that, i will supply the DAE file. also how do i do that like what do i do to blank out the normal maps? this is my first time and i have no idea how to separate the nor's color channels that's all i ask so i can learn not to do this again. Maybe i can use Photoshop for this. I do have the DAE files now supported since it's finicky but i use Blender and FBX never gives me these issues. It's like the direct opposite.

wait i can just go in and separate them.
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(02-20-2019, 01:02 AM)ShadowSlyIX Wrote: also how do i do that like what do i do to blank out the normal maps? this is my first time and i have no idea how to separate the nor's color channels that's all i ask so i can learn not to do this again. Maybe i can use Photoshop for this.
Yep, you can use Photoshop for that with no issue. I'm not sure which version you're using (I've got CS5 currently), but here's how it's done -- first, set your current background color to pure white and change the window on the right side from "Layers" to "Channels". Then, import all of the _nor files into Photoshop, and for each one you'll want to, in order -- select the blue channel only, CTRL+A (select all), CTRL+X (cut, this should "blank" the blue channel and make it pure white due to the background colour set earlier), save the file, convert it to greyscale (Image > Mode > Greyscale), paste back in the image you cut earlier, and then finally save that as a new image. Since it doesn't have a "proper" name, you can either do what I did and give it the same filename with "_ink" at the end, add "_blend" or you can simply have "_nor_b".

If done correctly, you should have the two files -- the regular normal map without the green blobs all over it, and a black-and-white texture that has said blobs on it.
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Can someone show me how to properly texture Mr Game and Watch? I'm using Blender in Cycles Render.
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Burger 
I manage to rip Squirtle model for Smash U, but I don't know how to export it without the armature rotating and shrinking.


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(02-20-2019, 07:28 PM)CaramelPuffpuff Wrote: I manage to rip Squirtle model for Smash U, but I don't know how to export it without the armature rotating and shrinking.

I assume you are using Crossmod to rip the models, right? If so, don't export them in Blender, use Noesis to convert them to whatever format you want, personally I do DAE. The only downside is this causes all the mesh names to be reset so if you want to restore the names, you have to then put them in Blender and rename them individually. If there is a way to convert with Noesis and keep the mesh names, sadly I don't know what it is.
Also, word of advice, if you are using Crossmod always export to SMD, any other format I've tried either crashes or the armature/uv maps come out messed up.
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(02-20-2019, 07:45 PM)ninetalescommander Wrote:
(02-20-2019, 07:28 PM)CaramelPuffpuff Wrote: I manage to rip Squirtle model for Smash U, but I don't know how to export it without the armature rotating and shrinking.

I assume you are using Crossmod to rip the models, right? If so, don't export them in Blender, use Noesis to convert them to whatever format you want, personally I do DAE. The only downside is this causes all the mesh names to be reset so if you want to restore the names, you have to then put them in Blender and rename them individually. If there is a way to convert with Noesis and keep the mesh names, sadly I don't know what it is.
Also, word of advice, if you are using Crossmod always export to SMD, any other format I've tried either crashes or the armature/uv maps come out messed up.

No, I followed VirtualTurtle [https://www.youtube.com/watch?v=lisp713k38s&t=218s] guide to rip it, and I have few weeks left of 3DSMAX. But if I export the Squirtle mod, it can mess up the armature.
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(02-20-2019, 03:59 PM)ninetalescommander Wrote: Can someone show me how to properly texture Mr Game and Watch? I'm using Blender in Cycles Render.

I'm going to assume basic Cycles knowledge and show you the node tree that I use for all other characters. I'm also assuming you're not going to port it anywhere and that image editing tools don't exist Heart

This one is for Incineroar, I used a Transparent shader mixed with the main Principled because the texture has alpha transparency for the fur details, but you can ignore those two nodes altogether if the main texture doesn't have an alpha channel, which considering we're talking about Mr. Game, it probably doesn't. And since he also lacks PRM textures you can also ignore the nodes connected to the roughness and metal values.

   

Apologies if this is not what you expected, I couldn't get Mr. Game & Watch myself due to how tedious it eventually became to split him up to show better, and this isn't by far the best method, so I just hope it works how you expected it.
I do super basic dark 3D magics just for the heck of it Heart
Don't be afraid to talk to me, chances are I'm more afraid of you than you are of me~

[Image: 76561198129478596.png]
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(02-20-2019, 09:00 PM)MsLatiasLlusion Wrote:
(02-20-2019, 03:59 PM)ninetalescommander Wrote: Can someone show me how to properly texture Mr Game and Watch? I'm using Blender in Cycles Render.

I'm going to assume basic Cycles knowledge and show you the node tree that I use for all other characters. I'm also assuming you're not going to port it anywhere and that image editing tools don't exist Heart

This one is for Incineroar, I used a Transparent shader mixed with the main Principled because the texture has alpha transparency for the fur details, but you can ignore those two nodes altogether if the main texture doesn't have an alpha channel, which considering we're talking about Mr. Game, it probably doesn't. And since he also lacks PRM textures you can also ignore the nodes connected to the roughness and metal values.



Apologies if this is not what you expected, I couldn't get Mr. Game & Watch myself due to how tedious it eventually became to split him up to show better, and this isn't by far the best method, so I just hope it works how you expected it.

That's actually the exact same node setup I use lol
But don't worry, I studied it for a few hours last night and while I've not 100% perfected it (yet), I was able to figure out most of it.
The main models I'm having problems with are the ones that aren't flat, for whatever reason, some of the models like his arms and heads are not flat, they are actually rounded so getting the gray outline to properly go over the black objects is a nightmare. The flat models are actually easy, you just apply the gray texture to the bigger objects while saving the smaller ones for the black texture.
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I figured out how the outlines work, the front faces are transparent while the insides are not. But the problems is the overlapping lines.[Image: unknown-6.png]
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(02-23-2019, 01:50 PM)Essential Wrote: I figured out how the outlines work, the front faces are transparent while the insides are not. But the problems is the overlapping lines.[Image: unknown-6.png]

Can you show me the node setups you are using, please?
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(02-23-2019, 07:14 PM)ninetalescommander Wrote:
(02-23-2019, 01:50 PM)Essential Wrote: I figured out how the outlines work, the front faces are transparent while the insides are not. But the problems is the overlapping lines.[Image: unknown-6.png]

Can you show me the node setups you are using, please?
All I did is enable emmision and backface culling(not in the nodes)
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(02-23-2019, 10:42 PM)Essential Wrote:
(02-23-2019, 07:14 PM)ninetalescommander Wrote:
(02-23-2019, 01:50 PM)Essential Wrote: I figured out how the outlines work, the front faces are transparent while the insides are not. But the problems is the overlapping lines.[Image: unknown-6.png]

Can you show me the node setups you are using, please?
All I did is enable emmision and backface culling(not in the nodes)

Are you using Blender Render or Cycles View?
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