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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 - 08-18-2020 (08-18-2020, 12:54 AM)Kold-Virus Wrote: Okay. Maybe the model-armature is there as a container for holding all of the bones. The armatures do have Trans as the parent bone, though. I'm not able to see how this is done in Unity since I have no access to it (I would rather prefer to use GodotĀ https://godotengine.org/ instead, for that it's 100% free/open-source). RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 08-18-2020 Okay. Well my issue is it adds "model-armature as an extra root, on top of Trans, acting as an extra bone that shouldn't be there. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 08-18-2020 (08-18-2020, 12:49 PM)Kold-Virus Wrote: Okay. Well my issue is it adds "model-armature as an extra root, on top of Trans, acting as an extra bone that shouldn't be there. I eventually helped you find https://blenderartists.org/t/gyaz-export-tools-seamless-blender-to-unreal-4-fbx/1121132 What Blender version are you using? There exist two versions:
RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 08-18-2020 I use 2.83. Oh well... RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 08-18-2020 (08-18-2020, 01:43 PM)Kold-Virus Wrote: I use 2.83. Oh well... You should be able to use the GYAZ-Export-Tools to help you get rid of the extra bone. Otherwise, there is not much elseĀ I can do to help you in your situation, as I don't use Unity. RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 08-18-2020 Well thanks anyway, I appreciate you trying. ![]() RE: Super Smash Bros. Ultimate Ripping Project - Joschka - 08-18-2020 Locate your Blender FBX exporter script ( something like scripts\addons\io_scene_fbx\export_fbx_bin.py ). Open it, comment out the code below. After that, your skeleton should export without the extra bone created. elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE': empty_key = data_empties[ob_obj] connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None)) To comment just put # in front of each line RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 08-18-2020 Nope. Extra bone still created/exported. Thanks anyway. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 08-22-2020 This is it: the big day for my Blender scripts has arrived! ![]() As usual, the scripts can be found at https://gitlab.com/Worldblender/io_scene_numdlb. Note that the 2.79 compatible version is now located in a separate branch at https://gitlab.com/Worldblender/io_scene_numdlb/-/tree/2.79_compatible. New features for this branch will likely be less frequent, as all development has focused on the 2.80+ versions of the scripts. Changelog: Code: ## [2.0.0] - 2020-08-22 RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 08-25-2020 Hey Worldblender. You suggested the GYAZ import-export settings, which I've used/applied to my Blender FBX exporter. However it breaks FBX exporting, and I get a plethora of errors I can't pin down ![]() RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 08-31-2020 It looks like I found some files in the Home Run Contest Stage where the NUTEXB files are zero-size, in in the screenshot below. Is this normal, or did something wrong happen during the file extraction, in which the archive holding these files needs to be reuploaded? RE: Super Smash Bros. Ultimate Ripping Project - Kold-Virus - 08-31-2020 Not a single texture in there has > 0KB. That's weird. RE: Super Smash Bros. Ultimate Ripping Project - Random Talking Bush - 08-31-2020 (08-31-2020, 05:35 PM)Worldblender Wrote: It looks like I found some files in the Home Run Contest Stage where the NUTEXB files are zero-size, in in the screenshot below.Well, I can safely say "that's never happened before"! Seems like there's a weird bug in CrossArc (which has now been fixed) in that four of the Home Run Contest's folders don't extract correctly... because they end in "root", treating them as empty, 0-byte files in the process -- the issue doesn't exist if you were to export them without their folder hashes. So yeah. I've re-uploaded that archive with the fixed folders now, as well as a secondary one if you don't want to re-download the whole thing just for the HRC fixes. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 09-02-2020 I just finished recreating my repository holding (almost) all of the game textures, after I deleted the old repository (in order to not exceed the 10 GB storage per-repository limit set by GitLab). It can be found at the same URL at https://gitlab.com/Worldblender/smash-ultimate-textures. If any of you have starred or forked this repository, make sure to re-star this new version or rebase the forks on it. Like before, they are in PNG format, but now:
RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 09-03-2020 I have two new versions of my Blender scripts: 2.0.1 (for 2.80+ users) and 1.4.0 (for 2.79 users). They can be found at the same places: https://gitlab.com/Worldblender/io_scene_numdlb and https://gitlab.com/Worldblender/io_scene_numdlb/-/tree/2.79_compatible, respectively. in the case of the former, an issue was reported by ScanMountGoat that I have fixed with the 2.0.1 release. BTW, I have rewritten the whole repository with https://github.com/newren/git-filter-repo to remove the original MAXScript file, as it is technically considered to be an unlicensed file not covered by the MIT license. 'git reset --hard origin' may have to be used in case a 'git pull' doesn't work. 2.80+ changelog: Code: ## [2.0.1] - 2020-09-03 Code: ## [1.4.0] - 2020-09-03 (Backport release) I will be using the 2.0.1 release to redo my models repository at https://gitlab.com/Worldblender/smash-ultimate-models-exported, unless another issue is reported before then. The Blender files I will produce will only have basic materials, though I may consider doing versions with advanced materials if I run into such a need for my projects. |