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 - RETROROTER - 10-22-2021 (10-18-2021, 10:48 AM)Lightstalker Wrote: Okay. While UI Have Textures, They Are Probely Models As You Place Them In Menus. .webm Files Are Normally Used In Games To Show The Videos In A Game. Scripts Are Codes That Shows Stats, Damage Etc. And Audio/Music Are .nus3bank Files That Play. But The Most Important Files Are .numdlb (Model Files), .nutexb (Texture Files), And .nuamnb (Animation Files). They All Show What The Characters Do In Games. Some Of The File Types Also Got In To "New Pokémon Snap". All Of These Files Fit In A 13 GB .arc File. Excuse me could you by chance tell me why the blender script isn’t working? I’d like too continue importation but I can’t figure this out the blender ease of import script is not working on the S.S Flavio! RE: Super Smash Bros. Ultimate Ripping Project - Lightstalker - 10-23-2021 (10-22-2021, 09:00 AM)RETROROTER Wrote:(10-18-2021, 10:48 AM)Lightstalker Wrote: Okay. While UI Have Textures, They Are Probely Models As You Place Them In Menus. .webm Files Are Normally Used In Games To Show The Videos In A Game. Scripts Are Codes That Shows Stats, Damage Etc. And Audio/Music Are .nus3bank Files That Play. But The Most Important Files Are .numdlb (Model Files), .nutexb (Texture Files), And .nuamnb (Animation Files). They All Show What The Characters Do In Games. Some Of The File Types Also Got In To "New Pokémon Snap". All Of These Files Fit In A 13 GB .arc File. Make Sure That Rigs And Meshs, Including Model Effects Are In Like "model.xmb", "model.numatb" And "model.numshb/model.numshexb" Files Are Included. Plus Files With 4+ MB Would Take Longer. (10-19-2021, 07:01 PM)whyzozerious Wrote: Hi, I'm currently having a problem with Sora in blender. His hair is messed up and I made sure to use the updated importer/exporter from 6 months ago. Please help! "model.nuanmb" Files Will Deform Depending On Rigs. Make Sure You Use WorldBlender's Newest Version Of The Script. RE: Super Smash Bros. Ultimate Ripping Project - whyzozerious - 10-23-2021 (10-23-2021, 02:35 PM)Lightstalker Wrote:(10-22-2021, 09:00 AM)RETROROTER Wrote:(10-18-2021, 10:48 AM)Lightstalker Wrote: Okay. While UI Have Textures, They Are Probely Models As You Place Them In Menus. .webm Files Are Normally Used In Games To Show The Videos In A Game. Scripts Are Codes That Shows Stats, Damage Etc. And Audio/Music Are .nus3bank Files That Play. But The Most Important Files Are .numdlb (Model Files), .nutexb (Texture Files), And .nuamnb (Animation Files). They All Show What The Characters Do In Games. Some Of The File Types Also Got In To "New Pokémon Snap". All Of These Files Fit In A 13 GB .arc File. I don't see the newest version of the script. It says it was last updated 6 months ago. https://gitlab.com/Worldblender/io_scene_numdlb RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 10-23-2021 (10-23-2021, 03:29 PM)whyzozerious Wrote: I don't see the newest version of the script. It says it was last updated 6 months ago. Well, a more recent version of that script exists in a merge request. However, I have not yet actually merged this version because I was waiting on all the DLC characters to be released. With Sora's release, that's my cue that I need to start working on his model soon. Once I'm done, I'll look at the merge request again, and test it out. If I determine that this version doesn't introduce any significant bugs, it'll get merged. I just have been delayed by about a week after finishing a CPU upgrade for my desktop computer, but this stuff is all on my mind. RE: Super Smash Bros. Ultimate Ripping Project - whyzozerious - 10-23-2021 (10-23-2021, 05:24 PM)Worldblender Wrote:(10-23-2021, 03:29 PM)whyzozerious Wrote: I don't see the newest version of the script. It says it was last updated 6 months ago. Sounds good man. Thank you for your hard work over the years! RE: Super Smash Bros. Ultimate Ripping Project - sakana80 - 10-24-2021 In Switch Toolbox, I am aware that there is a way to convert PNG files into NUTEXB files as an easy way to create new textures. But, I can't seem to find any way to do so. Is there anyone who can lead me to the right way to do this? RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 10-25-2021 (10-19-2021, 07:01 PM)whyzozerious Wrote: Hi, I'm currently having a problem with Sora in blender. His hair is messed up and I made sure to use the updated importer/exporter from 6 months ago. Please help!I just finished uploading Sora's model to my models repository (here at https://gitlab.com/Worldblender/smash-ultimate-models-exported). While working on it and related models, I looked at one of the animation files, and determined that the cause for the badly deformed hair is because the bones the control Sora's hair have been placed at incorrect locations (they should not be placed near the head bone). It's most likely that the animation importer was not written to handle this kind of scenario. Selecting the hair bones, deleting their keyframes, and them resetting their locations seems to be the best workaround so far, but it may cause us to miss out on the hair being animated as done in-game. RE: Super Smash Bros. Ultimate Ripping Project - whyzozerious - 10-25-2021 (10-25-2021, 09:47 PM)Worldblender Wrote:Hey man, thanks for your response. Is it possible to update the script so that it fixes sora's hair? Personally, I don't really care if the hair has animations or not, I just have no idea how to reset their locations after deleting their keyframes. I am willing to wait for an updated script.(10-19-2021, 07:01 PM)whyzozerious Wrote: Hi, I'm currently having a problem with Sora in blender. His hair is messed up and I made sure to use the updated importer/exporter from 6 months ago. Please help!I just finished uploading Sora's model to my models repository (here at https://gitlab.com/Worldblender/smash-ultimate-models-exported). While working on it and related models, I looked at one of the animation files, and determined that the cause for the badly deformed hair is because the bones the control Sora's hair have been placed at incorrect locations (they should not be placed near the head bone). It's most likely that the animation importer was not written to handle this kind of scenario. Selecting the hair bones, deleting their keyframes, and them resetting their locations seems to be the best workaround so far, but it may cause us to miss out on the hair being animated as done in-game. RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 10-28-2021 (10-25-2021, 10:07 PM)whyzozerious Wrote: Hey man, thanks for your response. Is it possible to update the script so that it fixes sora's hair? Personally, I don't really care if the hair has animations or not, I just have no idea how to reset their locations after deleting their keyframes. I am willing to wait for an updated script. From the Blender manual at https://docs.blender.org/manual/en/2.93/animation/armatures/posing/editing/clear.html: Quote:Mode: Pose ModeAfter selecting this menu operation, you can choose to reset location, rotation, scale, or all three of these things. For your situation, I found that it's better to reset everything back to their defaults. You'll want to do this after deleting the keyframes, though. The Blender UI is often not known for being beginner friendly, although all the functionality is packed inside. I'm happy to assist you in finding any less obvious menu operations whenever you call me for them. RE: Super Smash Bros. Ultimate Ripping Project - whyzozerious - 10-29-2021 (10-28-2021, 09:43 PM)Worldblender Wrote:(10-25-2021, 10:07 PM)whyzozerious Wrote: Hey man, thanks for your response. Is it possible to update the script so that it fixes sora's hair? Personally, I don't really care if the hair has animations or not, I just have no idea how to reset their locations after deleting their keyframes. I am willing to wait for an updated script. Hi! After figuring out this method, it works but there lies another problem. If I load another animation, it resets the transformation back to where it was and it stretches again RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 10-30-2021 (10-29-2021, 09:38 PM)whyzozerious Wrote: Hi! After figuring out this method, it works but there lies another problem. If I load another animation, it resets the transformation back to where it was and it stretches again There's nothing that went wrong, but this is something that will have to change within the animation importer script itself. You can only repeat the workaround I gave you every time you import any animation that animates the hair. RE: Super Smash Bros. Ultimate Ripping Project - SCArkadia - 11-18-2021 (12-25-2018, 08:56 PM)Random Talking Bush Wrote: (Looking for the previously-pinned Smash 4 Thread? It's right here.) I just got one more question if I may ask. How does one apply animation NUANMB in 3DS MAX? I got the model working in 3DS max T-Pose already RE: Super Smash Bros. Ultimate Ripping Project - ÿZEROLIGHT - 11-18-2021 Thats all you did? Just quoting it? I sense some potential spam. RE: Super Smash Bros. Ultimate Ripping Project - SCArkadia - 11-18-2021 (11-18-2021, 02:40 PM)ÿZEROLIGHT Wrote: Thats all you did? Just quoting it? I sense some potential spam. I quoted and reply. And I noticed my reply is INSIDE the quote. My mistake. I will edit it RE: Super Smash Bros. Ultimate Ripping Project - radzo73 - 12-16-2021 Hey, I'm trying to export the effect models for Terry for use in Blender. When I open the supplied .eff in Switch Toolbox, it seems to be missing shaders and animations. Am I missing something? Regards, radzo73 |