Super Smash Bros. 4 Model 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. 4 Model Project (/thread-26614.html) |
RE: Super Smash Bros. 4 Model Project - Tiberious - 05-27-2016 So... why would you want trophies when there's usable models with rigging in them in Mega Man's directory? Yep, despite being posed in the Final Smash, they're unposed in the original files... meaning you can have them without having to do your own manual unposing. RE: Super Smash Bros. 4 Model Project - Random Talking Bush - 05-27-2016 I'll see about getting the other Megas up on The Models Resource within a week, and perhaps some other things if I've got the time. RE: Super Smash Bros. 4 Model Project - kluck - 05-30-2016 (05-27-2016, 04:04 PM)Tiberious Wrote: So... why would you want trophies when there's usable models with rigging in them in Mega Man's directory? Honestly didn't dig to deep considering I can't do anything with the .NUD The rigged model would be super super nice, but I should be able to do what I need with the Trophys RE: Super Smash Bros. 4 Model Project - nobody231 - 06-01-2016 (06-01-2016, 04:11 PM)Ecchin Wrote: Hi, i want to request Ike model I don't think that you're allowed to make requests yet, unless if this thread has different rules. RE: Super Smash Bros. 4 Model Project - Scrubby_Marth_Main - 06-02-2016 Can you get the numbers that are used for the damage gauge? (Or do you know where I can find them?) RE: Super Smash Bros. 4 Model Project - nobody231 - 06-02-2016 (06-02-2016, 10:13 PM)Scrubby_Marth_Main Wrote: Can you get the numbers that are used for the damage gauge? It may or may not be here: http://www.spriters-resource.com/wii_u/supersmashbrosforwiiu/sheet/68366/ I have not checked, but it's likely that the damage percentages are in that zip. RE: Super Smash Bros. 4 Model Project - Random Talking Bush - 06-05-2016 I've updated my MaxScript to fix up a lot of things, mainly for people modding the game:
http://www.mediafire.com/?5c7ladqsagd7ct1 https://dl.dropboxusercontent.com/u/27874399/SmashU_NUT.bms RE: Super Smash Bros. 4 Model Project - Struggleton! - 06-05-2016 I guess I'm reripping Ryu and Zero Suit Samus RE: Super Smash Bros. 4 Model Project - Struggleton! - 06-06-2016 RE: Super Smash Bros. 4 Model Project - Ploaj - 06-17-2016 Has anyone figured out the bone rotation calculation for the OMO files? It's the only one that I cannot make sense of. I'll put all the information here if someone can figure it out. I don't really know how to format and explain this very well, though... --------------------------------------------------------------------------------------------------------------------------------------------------------------- So here is the values I'm trying to get: 1.093467 -0.7491351 1.719104 These are the rotation values on the hip bone for the first frame of Bayonetta's run cycle (yes I know for a fact these are accurate from in-game research) --------------------------------------------------------------------------------------------------------------------------------------------------------------- Now here is the information the file has to get those those values. This is the bone's t-pose rotation values: 1.570796 -0.140513 1.570796 Now, the coordinates for the animation are interpolated between two given values. For this bone, here they are: X 0.50319177 Y 0.07790809 Z 0.53269935 X 0.26636285 Y 0.3868885 Z 0.23858005 The interpolation values for the first frame are: 0.18551919 0.21870756 0.8119631 So the interpolated values calculated in the same manor as the translation (which is correct) are this: 0.5526072 0.16252354 0.72641754 These values aren't even close to the expected ones, so I'm not sure what to do with them. --------------------------------------------------------------------------------------------------------------------------------------------------------------- (1st Coordinate Value) + (2nd Coordinate Value) * (Interpolated value) That is the seemly correct formula for calculating the translation values. So here is an example of how the translation calculation works for this bone. Info for translation coordinates: X -0.081674 Y -1.756892 Z 0.833183 X 0.210284 Y 0.805438 Z 0.769363 0.04893568 0.8805066 0.15428397 So using the above calculation on the X coordinate: (-0.081674) + (0.210284) * (0.04893568) = -0.07138361 --------------------------------------------------------------------------------------------------------------------------------------------------------------- Expected Translation values for this frame: -0.071381 -1.047687 0.9518849 Calculated values: -0.07138361 -1.0476985 0.9518834 Works near perfectly with slight rounding errors, and it seems to work for every frame. So that's where I'm stuck. If given this information you can figure out how to make the rotation values be near the expected ones, then I could make an smd and maybe fbx animation convertor. RE: Super Smash Bros. 4 Model Project - Larry Koopa Is Awesome - 07-02-2016 (02-04-2015, 12:44 PM)Random Talking Bush Wrote: I was planning on uploading Duck Hunt Duo and Mega Man, though. Hey Random Talking Bush, If you can, are you able to do this same Model thing with Super Smash Bros 3Ds? RE: Super Smash Bros. 4 Model Project - Pingus! - 07-03-2016 Keep it up! Looking great guys! RE: Super Smash Bros. 4 Model Project - Larry Koopa Is Awesome - 07-08-2016 Is anyone able to do the model file thing with Smash 3ds as well, I'm not sure if running a command prompt thing with the Wii U tools is safe on ubuntu linux, The 3ds tools open just fine on ubuntu linux, so I can easily do things with 3ds, either that, or can someone just make GTX file uploads of all the Smash Wii U fighter models so people who have a hard time with the quickbms crud can skip that step and go ahead and use TexConv2, I really tried here, but I don't know if command prompt opening is safe on ubuntu RE: Super Smash Bros. 4 Model Project - Larry Koopa Is Awesome - 07-08-2016 I assume that this is when everyone is online, so I need help with this http://imgur.com/nJCnFJn I got it running in wine command prompt there is just something wrong that I have yet to fix Can someone PM me if they know how to help with this, or reply to this comment RE: Super Smash Bros. 4 Model Project - HeroOfHyuleLink - 07-11-2016 Is anyone going to Extract Link's model? I've been wanting that forever |