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Super Smash Bros. Ultimate Ripping Project
(01-20-2019, 04:20 PM)Worldblender Wrote:
(01-20-2019, 04:17 PM)ninetalescommander Wrote:
(01-20-2019, 03:41 PM)Worldblender Wrote: I export the models directly to DAE and sometimes PLY or OBJ for fixing some malformed UV maps. I mainly have access to only Blender, so I have to work with whatever it supports, and SMD is likely not supported by it.

Actually, with the right Plugins, Blender can support SMD Files. I've been using it for ages.

Oh, I just don't know where to find that plugin. Can you tell me where to download it? Or you don't really have to, since I finished with all the fighters anyways.

You can get it here: https://developer.valvesoftware.com/wiki...urce_Tools
If you don't know how to install plugins, there's a guide included on the page.
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(01-20-2019, 04:20 PM)Worldblender Wrote:
(01-20-2019, 04:17 PM)ninetalescommander Wrote:
(01-20-2019, 03:41 PM)Worldblender Wrote: I export the models directly to DAE and sometimes PLY or OBJ for fixing some malformed UV maps. I mainly have access to only Blender, so I have to work with whatever it supports, and SMD is likely not supported by it.

Actually, with the right Plugins, Blender can support SMD Files. I've been using it for ages.

Oh, I just don't know where to find that plugin. Can you tell me where to download it? Or you don't really have to, since I finished with all the fighters anyways.

Alright so I just got round to checking out your files for the fighters and this is fantastic work! Your efforts really have made my progress a ton easier so thanks for doing this.
TMR should really consider taking you on for the staff team, I've no doubt you'd be a valuable member.
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I found a problem with many of the fighters in my repository: their armatures seem to be broken, in that a part that is supposed to move stays there, and causes stretching to occur. They tend to be the human fighters, and the more realistic ones, not so often the non-human ones. Their wrists and fingers (sometimes other body parts) need to be fixed, as they seem to be moving along with their heads, or they are not with the correct vertex group or parent. If a base fighter had problems, its echo will most likely have them, too. These are the ones with such problems:
  • Bayonetta
  • Captain Falcon
  • Chrom
  • Cloud
  • Corrin
  • Daisy
  • Dark Pit
  • Dr. Mario
  • Donkey Kong
  • Ganondorf
  • Ice Climbers
  • Ike
  • Incineroar
  • Ken
  • King Dedede
  • Link
  • Lucina
  • Luigi
  • Mario
  • Marth
  • Meta Knight
  • Mr. Game & Watch
  • Palutena
  • Peach
  • Pikachu
  • Pit
  • Richter
  • Robin
  • Rosalina
  • Ryu
  • Shulk
  • Simon
  • Snake
  • Sonic
  • Wario
  • Wii Fit Trainer
  • Zero Suit Samus
It's going to take me a while to go through them, since human characters are a large majority of the playable characters.
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(01-22-2019, 11:58 AM)Worldblender Wrote: I found a problem with many of the fighters in my repository: their armatures seem to be broken, in that a part that is supposed to move stays there, and causes stretching to occur. They tend to be the human fighters, and the more realistic ones, not so often the non-human ones. Their wrists and fingers (sometimes other body parts) need to be fixed, as they seem to be moving along with their heads, or they are not with the correct vertex group or parent. If a base fighter had problems, its echo will most likely have them, too. These are the ones with such problems:
  • Bayonetta
  • Captain Falcon
  • Chrom
  • Cloud
  • Corrin
  • Daisy
  • Dark Pit
  • Dr. Mario
  • Donkey Kong
  • Ganondorf
  • Ice Climbers
  • Ike
  • Incineroar
  • Ken
  • King Dedede
  • Link
  • Lucina
  • Luigi
  • Mario
  • Marth
  • Meta Knight
  • Mr. Game & Watch
  • Palutena
  • Peach
  • Pikachu
  • Pit
  • Richter
  • Robin
  • Rosalina
  • Ryu
  • Shulk
  • Simon
  • Snake
  • Sonic
  • Wario
  • Wii Fit Trainer
  • Zero Suit Samus
It's going to take me a while to go through them, since human characters are a large majority of the playable characters.

No... It's so unfair, how can we help you? I'll see if I can, and I hope I'll do.
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(01-23-2019, 12:02 AM)Dragon2H Wrote: No... It's so unfair, how can we help you? I'll see if I can, and I hope I'll do.

Some parts of meshes (most likely vertices), are not with the correct vertex group or parent. In other words, some meshes have not been skinned correctly when the problematic characters were exported from CrossMod in Collada format. I need help in assigning those vertices to the correct bones, mainly. See the manual for help here: https://docs.blender.org/manual/en/2.79/...index.html If you can help me, send your fixed files to me or fork my repository, work on that, and perform a merge request to mine. You might need some basic knowledge of Git to use the latter workflow, however.
The rest of the characters that were not mentioned in my previous post have no armature problems, and are being worked on as karts. Depending on the situation, the repository will be made public either after finishing them, or after I finish every character, including the ones with armature problems.
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... did I not mention before to not use the optimize when exporting dae?

because that's what's causing the issues you have
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(01-23-2019, 02:18 PM)Ploaj Wrote: ... did I not mention before to not use the optimize when exporting dae?

because that's what's causing the issues you have

I did export them without optimizing geometry this time around. I think I can fix this problem; I just need to set aside enough time to fixing their armatures.
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(01-22-2019, 11:58 AM)Worldblender Wrote: Their wrists and fingers (sometimes other body parts) need to be fixed, as they seem to be moving along with their heads
...
  • Mario

I don't see the issue with the wrist and fingers.
Moving the head doesn't affect them either...
[Image: MmVmvYp.png]
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Honestly, from my experience, the best process I've used is to export them as SMD and then use Noesis to convert them to DAE.
Granted it does rename all the meshes to "Mesh0" and so on but the materials names are retained so you can use those as a guide.
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I have downloaded Peach.blend but I saw what exactly the problem is at the first view, the bones are not where they have to be or still missing.

I think ninetalescommander and Ploag are right, the way they were exported totally breaks the rig. Example: the bones of the left fingers are on the lips and the mouth and else where, the left wrist is on the idex right finger including the Jaw offset, some of bones the right fingers bones are on the left is the wrong vertex group assigned (they move the fingers of where they are, if it's english)... the names and their vextex groups are different from what and where they should be. And in blender, bones use vertex groups which have the same name of the bones. Some of bones replace others, doesn't works, or breaks the rig.
I'm sorry but to fix this, I think except if you can repair ALL of it: delete the armature and make a new one; or re-export them like ninetalescommander says.

Here is a video I found on model ressources, the first part is maybe not interrested for you but the others may help a lot. Sorry, it's all I can do without doing mistakes. I'll see if I can do more, but right now, for me it would be like hitting my head to pass the wall (only me, maybe not you guys). I hope I've been understandable.

https://www.youtube.com/watch?v=lisp713k38s from VirtualTurtle
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(01-24-2019, 02:00 AM)Dragon2H Wrote: I have downloaded Peach.blend but I saw what exactly the problem is at the first view, the bones are not where they have to be or still missing.

I think ninetalescommander and Ploag are right, the way they were exported totally breaks the rig. Example: the bones of the left fingers are on the lips and the mouth and else where, the left wrist is on the idex right finger including the Jaw offset, some of bones the right fingers bones are on the left is the wrong vertex group assigned (they move the fingers of where they are, if it's english)... the names and their vextex groups are different from what and where they should be. And in blender, bones use vertex groups which have the same name of the bones. Some of bones replace others, doesn't works, or breaks the rig.
I'm sorry but to fix this, I think except if you can repair ALL of it: delete the armature and make a new one; or re-export them like ninetalescommander says.

Here is a video I found on model ressources, the first part is maybe not interrested for you but the others may help a lot. Sorry, it's all I can do without doing mistakes. I'll see if I can do more, but right now, for me it would be like hitting my head to pass the wall (only me, maybe not you guys). I hope I've been understandable.

https://www.youtube.com/watch?v=lisp713k38s from VirtualTurtle

This could be an issue on my end but for you, did the find some of the mesh layers to be completely missing anything in the 3D View? When I took a look at Corrin and selected some of the face meshes, there was straight up nothing there! I even did "Select all + H" to hide everything and it didn't affect them at all.

Plus another issue with WB's files is they are presented in Blender Render which is a bad idea if you want them to look as they do in the game so all the nodes have to be set up.
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Eeuuhh... are you talking to me ninetalescommander? Because if it's the case, I did not understand what you're talking about. Normally I understand english easier than talking, but this time... No sorry I don't know, can you repeat or remake your sentences please? (Sorry Sad )
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I Played Super Smash Bros. Ultimate and It was Awesome. I Haven't Beat The Entire Story Mode of It.
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(01-24-2019, 08:56 AM)Dragon2H Wrote: Eeuuhh... are you talking to me ninetalescommander? Because if it's the case, I did not understand what you're talking about. Normally I understand english easier than talking, but this time... No sorry I don't know, can you repeat or remake your sentences please? (Sorry Sad )

I wouldn't worry, it's not really important in the grand scheme of things. World Blender's efforts are still highly appreciated even with the few issues I've encountered.
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Okay WorldBlender you should do it like the reverse pattern as if you were ripping the models from Source Flimmaker. But anyway export it as a FBX because those kinds of formats armatures are compatible with, never export to a DAE, also the plugin is from Blender source tools it's a website where i got the SMD plugin if you don't know. If not then i can give you a link to a plugin you need. I'm not too sure about the stretch thing. I never ran into that, i may need to see a GIF of it so i can understand what you're coming from.
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