Super Smash Bros. Ultimate Ripping Project - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: Super Smash Bros. Ultimate Ripping Project (/thread-34836.html) |
RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 07-08-2020 (07-04-2020, 10:03 AM)ninetalescommander Wrote: Does anyone know if there's a "numdlb plugin" for Blender 2.8? Currently I'm having to use Blender 2.79B with "IO_Scene_Numdlb" to import the models and then export as DAE which is fine but I'd like to be able to directly import to 2.8 if I can.I'm planning on doing that, but I need enough free time to do so (in less than a month or 30 days, as I have summer classes going on). When I can get around to working on it, the 2.79 version of the addon will be moved into its own branch, and the 2.8 version will be what's available in the master branch. Heads up, I will likely work on porting https://github.com/supertuxkart/stk-blender/ to Blender 2.8x first. All that I learn of porting this add-on will also apply I get around to porting https://gitlab.com/Worldblender/io_scene_numdlb afterwards. I will target Blender 2.83 LTS (and later), in order to not have to chase a moving target for about 2 years. Anyone with sufficient Blender experience can come in to help me port one or both of the add-ons. (07-07-2020, 06:43 AM)Makoto Wrote: can animations be exported from this game? if so, do they use any interpolation algo?My io_scene_numdlb Blender add-on (link provided above) also includes a NUANMB importer that can be used in conjunction with the main NUMDLB importer. This eliminates the need to use an external program for working with animations, as the modelling and animation can be done only within Blender. RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 07-08-2020 @Worldblender: How well is NUANMB importing supported in Blender? I lost my Maya and its license, which is what I was using before and I need a suitable replacement. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 07-08-2020 (07-08-2020, 07:41 PM)Kold-Virus Wrote: @Worldblender: How well is NUANMB importing supported in Blender? I lost my Maya and its license, which is what I was using before and I need a suitable replacement.I spent a lot of time making sure that the animations import correctly, as in, they don't cause the models to look distorted. I had to change the way bones are imported for this to happen. Skeletal animation, and the hiding of certain meshes (provided that the imported meshes do not have completely different names from their originals) work. If multiple animations are imported, they will be imported in separate tracks, which can be accessed with the dope sheet. The functionality is enough to make a simple animation player, although without secondary objects present (those found in different files). It's good that you're considering migrating to Blender, as it could help you reduce your dependency on proprietary software, as it happened for me. RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 07-08-2020 All right, thanks a lot! My Smash Bros. fan game uses Ultimate files, so I was simply curious. Thanks so much to RTB's model importer too btw! I still use Max though, for importing and rigging. It'd be nice if I could fully migrate, especially for sculpting for texture map purposes. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 07-08-2020 (07-08-2020, 07:50 PM)Kold-Virus Wrote: All right, thanks a lot! My Smash Bros. fan game uses Ultimate files, so I was simply curious. Thanks so much to RTB's model importer too btw!Remember that my add-on set can also import the model files, as that is the main bulk of it. Animations are entirely optional, as it is possible to make original animations for the models instead of reusing the existing ones. You can do almost everything you're doing in 3DS Max in Blender. Better yet, my NUMDLB importer is primarily a rewrite of RTB's importer code to Python 3 (the language used for writing Blender add-ons), and it contains some other functionality found in the original:
RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 07-08-2020 (07-08-2020, 07:57 PM)Worldblender Wrote:(07-08-2020, 07:50 PM)Kold-Virus Wrote: All right, thanks a lot! My Smash Bros. fan game uses Ultimate files, so I was simply curious. Thanks so much to RTB's model importer too btw!Remember that my add-on set can also import the model files, as that is the main bulk of it. Animations are entirely optional, as it is possible to make original animations for the models instead of reusing the existing ones. You can do almost everything you're doing in 3DS Max in Blender. Better yet, my NUMDLB importer is primarily a rewrite of RTB's importer code to Python 3 (the language used for writing Blender add-ons), and it contains some other functionality found in the original: Yeah, I know it's out of the scope. I meant, for doing it myself, manually. I have the latest Blender, though, so I don't think your plugin is compatible. (yet) RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 07-08-2020 (07-08-2020, 07:59 PM)Kold-Virus Wrote: Yeah, I know it's out of the scope. I meant, for doing it myself, manually.I'm already aware of my plugin not being compatible with Blender 2.8x, and plan on rewriting it when I find enough free time (in less than a month or 30 days, as I have summer classes going on). When I can get around to working on it, the 2.79 version of the addon will be moved into its own branch, and the 2.8 version will be what's available in the master branch. Heads up, I will likely work on porting https://github.com/supertuxkart/stk-blender/ to Blender 2.8x first. All that I learn of porting this add-on will also apply I get around to porting https://gitlab.com/Worldblender/io_scene_numdlb afterwards. I will target Blender 2.83 LTS (and later), in order to not have to chase a moving target for about 2 years. Anyone with sufficient Blender experience can come in to help me port one or both of the add-ons. RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 07-08-2020 Yea, no problem! I can wait, good luck on the courses! RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 07-09-2020 (07-08-2020, 08:01 PM)Worldblender Wrote:(07-08-2020, 07:59 PM)Kold-Virus Wrote: Yeah, I know it's out of the scope. I meant, for doing it myself, manually.I'm already aware of my plugin not being compatible with Blender 2.8x, and plan on rewriting it when I find enough free time (in less than a month or 30 days, as I have summer classes going on). When I can get around to working on it, the 2.79 version of the addon will be moved into its own branch, and the 2.8 version will be what's available in the master branch. Oh that's right, I forgot it was you that created that addon. Even though I'd like a 2.8 update, I have to say your addon has been a godsend, thanks. RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 07-11-2020 Okay, so I still can't get root/ui to extract, so I'm beginning to think a part of my dump may be corrupt. I'll try re-dumping my arc and then I'll see. RE: Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 07-11-2020 (07-11-2020, 09:22 PM)Kold-Virus Wrote: Okay, so I still can't get root/ui to extract, so I'm beginning to think a part of my dump may be corrupt.It's possible. A proper v8.0.0 ARC should have the following filesize/checksums: Code: Size: 16150963736 bytes (15.0 GB) RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 07-11-2020 Yeah I think something's up. nxdumptool no longer works on Smash, only Ultimate Mod Manager's ripper works now. I'll check those values. EDIT: Redumped, checked my MD5, it all checks out, even the filesize. I will retry extraction after it's finished cut-pasting to my drive. EDIT #2: Okay, it's working! Thanks Bush, I owe ya one. RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 07-29-2020 Gonna double post here, sorry 'bout that! RTB, is something funny going on with the skinning on Zero Suit Samus' c06 and c07 models? Unity absolutely will not import them when exported as FBX. I'm using the latest version of your NUMDLB script. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 08-04-2020 I'm done with my summer class as of a few hours ago. Depending on other projects that I have not mentioned here, I should be able to reach either porting https://gitlab.com/Worldblender/io_scene_numdlb or porting https://github.com/supertuxkart/stk-blender/ afterwards. Again, I will target Blender 2.83 LTS (and later), in order to not have to chase a moving target for about 2 years. Anyone with sufficient Blender experience can come in to help me port one or both of the add-ons. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 08-04-2020 Well, there is a new update 8.1.0 out now. According to the release notes from https://www.ssbwiki.com/List_of_updates_(SSBU)#8.1.0 (most significant changes in bold): Quote:Here is what Small Battlefield looks like (more information at https://www.ssbwiki.com/Small_Battlefield): |