Users browsing this thread: 13 Guest(s)
Super Smash Bros. Ultimate Ripping Project
Just gotta sit tight and wait for Joker now.
Reply
Thanked by: Kold-Virus
Thank you. And how much can I "modifie" the model? For example: removing unnecessairy double vertex (or vertecies...); duplicating some objets like the eyes (for one with the white and the other with the pupil and iris); is there some other works like smoothing, adding edges, or anything else I don't know.
Because I saw on some model on the model-ressources site that they are like freshly exported, that's all, which means that I have to work on it (reppair some textures for example).

And ninetalescommander, did you get the update? Because each time when I try to download the content it says that servers are in maintenance.
Reply
Thanked by:
(04-17-2019, 10:52 PM)Dragon2H Wrote: Thank you. And how much can I "modifie" the model? For example: removing unnecessairy double vertex (or vertecies...); duplicating some objets like the eyes (for one with the white and the other with the pupil and iris); is there some other works like smoothing, adding edges, or anything else I don't know.
Because I saw on some model on the model-ressources site that they are like freshly exported, that's all, which means that I have to work on it (reppair some textures for example).

In order of the things you said:
  • Every time you select the NUMDLB importer option, there are some options at the left that control some aspects of model importing. By default, everything but the two options "Remove Doubles" (select this option since you want it) and "Black Vertex Colors" are enabled. I recommend leaving the options at their defaults, unless you know what you are doing.
  • There should be no need to duplicate UV maps and vertex color sets unless they are broken on import, which shouldn't happen normally. My scripts creates additional UV maps and vertex color sets if a model specifies more than one of them. After import, you can do anything you want to the models, even altering their shape if you so desire to! But you're not required to repair models, really.
  • I only enabled mesh smoothing per object. My setup is too different from what's found on Models-Resource, because my usage case involves exporting some models (mainly the fighter ones) to other game engines. Don't worry about what's over there; I guarantee you that my scripts should take care of almost everything that needs to be done, except for any manual cleanup afterwards. To see the work that my script done, switch the viewport shading option to 'Textured', or open the 3D View properties panel on the right, and select the 'Textured Solid' option in the 'Shading' subpanel.
  • Here, you can use my repository to save yourself time (you might need some basic knowledge of Git in order to fully retrieve all the repository files at once, as this repository uses Git Large File Storage (LFS)): https://gitlab.com/Worldblender/smash-ul...s-exported. I took care of all the textures, so that you can use the repository as a library right away.
  • If you don't have a copy of the converted PNG textures, I have them at https://gitlab.com/Worldblender/smash-ultimate-textures
  • Last, I also have an additional script that deals with NUANMB files, which are animations applied to the models. It's in a working state, so feel free to try it out and see models come to life! If you import more than one, you can switch between them with the Action Editor, located in the Dope Sheet.

Reply
Thanked by:
So in general, I just have to import these models, re-assign textures, removing doubles if I wan't (I saw the option in the importer option but I don't touch anything, I remove double in the action to see if there no mystake in sight), export them to .dae collada and that's all?

But when I think about it, I saw you've already convert all of them, so you can post them on model ressource, no?

And despite your detailed message, thank you to you, I still have the question about the eyes. There is two UVMap on the eye objet, one have the "white" texture one and the other have the pupil and iris. And for me I have to option: combine the two texture in one with GIMP; or duplicate the eye object and each one have their own texture (one the iris, and the other one the white). (This last solution is the best I think, because we can control the location of the iris without the white texture one) And big note, I'm using Blender 2.79 in Internal Render, which means that I don't have the node editor as efficient as the Cycle Render one. I don't use nodes (that is why I don't know many things about nodes except they are very usefull and cool, but I can't due to the computer except if I force it).
Reply
Thanked by:
(04-17-2019, 10:52 PM)Dragon2H Wrote: Thank you. And how much can I "modifie" the model? For example: removing unnecessairy double vertex (or vertecies...); duplicating some objets like the eyes (for one with the white and the other with the pupil and iris); is there some other works like smoothing, adding edges, or anything else I don't know.
Because I saw on some model on the model-ressources site that they are like freshly exported, that's all, which means that I have to work on it (reppair some textures for example).

And ninetalescommander, did you get the update? Because each time when I try to download the content it says that servers are in maintenance.

(04-18-2019, 09:51 PM)Dragon2H Wrote: So in general, I just have to import these models, re-assign textures, removing doubles if I wan't (I saw the option in the importer option but I don't touch anything, I remove double in the action to see if there no mystake in sight), export them to .dae collada and that's all?

But when I think about it, I saw you've already convert all of them, so you can post them on model ressource, no?

And despite your detailed message, thank you to you, I still have the question about the eyes. There is two UVMap on the eye objet, one have the "white" texture one and the other have the pupil and iris. And for me I have to option: combine the two texture in one with GIMP; or duplicate the eye object and each one have their own texture (one the iris, and the other one the white). (This last solution is the best I think, because we can control the location of the iris without the white texture one) And big note, I'm using Blender 2.79 in Internal Render, which means that I don't have the node editor as efficient as the Cycle Render one. I don't use nodes (that is why I don't know many things about nodes except they are very usefull and cool, but I can't due to the computer except if I force it).

3 things to say
1. I do not recommend merging the pupils and the white background into 1 mesh. The reason is then you will have trouble animating the pupils as the white will be moving with it.
2. The problem with Crossmod is when it exports the models, it deletes any 2nd UV Maps so the best way to work around it is to use the Mapping Node to re-position the pupil.
3. Do not remove doubles, I did this and as a result a lot of the model textures produces all these "triangle" shapes which you obviously don't want. Only remove doubles if you really have to, otherwise leave it be.
Reply
Thanked by:
Oh yeah, Joker's been in the folder with the rest since yesterday (along with the new Mii stuff), surprised nobody noticed him. I'll update it again later when I figure out the last Stage Builder folder name.
Reply
(04-19-2019, 06:32 PM)Random Talking Bush Wrote: Oh yeah, Joker's been in the folder with the rest since yesterday (along with the new Mii stuff), surprised nobody noticed him. I'll update it again later when I figure out the last Stage Builder folder name.

I just looked at the newly uploaded files. All is good, but the following items:
  • The Joker hat for Kirby, for copy ability
  • The Mementos stage, which we know you're working on.
Reply
Thanked by:
(04-19-2019, 07:09 PM)Worldblender Wrote:
(04-19-2019, 06:32 PM)Random Talking Bush Wrote: Oh yeah, Joker's been in the folder with the rest since yesterday (along with the new Mii stuff), surprised nobody noticed him. I'll update it again later when I figure out the last Stage Builder folder name.

I just looked at the newly uploaded files. All is good, but the following items:
  • The Joker hat for Kirby, for copy ability
  • The Mementos stage, which we know you're working on.
D'oh, I knew I was forgetting something! I've added Kirby's hat now. But yeah, hopefully I can get the latter done in the next 12 hours.
Reply
Thanked by: LukeWarnut
(04-19-2019, 07:25 PM)Random Talking Bush Wrote:
(04-19-2019, 07:09 PM)Worldblender Wrote:
(04-19-2019, 06:32 PM)Random Talking Bush Wrote: Oh yeah, Joker's been in the folder with the rest since yesterday (along with the new Mii stuff), surprised nobody noticed him. I'll update it again later when I figure out the last Stage Builder folder name.

I just looked at the newly uploaded files. All is good, but the following items:
  • The Joker hat for Kirby, for copy ability
  • The Mementos stage, which we know you're working on.
D'oh, I knew I was forgetting something! I've added Kirby's hat now. But yeah, hopefully I can get the latter done in the next 12 hours.

Ah, thanks. I was looking for Mementos. I only noticed that you added Joker.
Reply
Thanked by:
Gah, I'm having no luck trying to figure out that one folder name, so I just went ahead and uploaded the new stage files anyway.
Reply
Thanked by:
Stupid Question.

I've been playing with the Joker files all day and using the SmashSB program for ripping. Used Smash-Forge a lot back when smash 4 was a thing.

When importing anim files into Maya, specifically Joker's win animation, I am greeted with this.

Any ideas what might be the cause? Is there a slightly easier way to tackle this then Maya? Any help would be very appreciated.

https://imgur.com/a/ArtYDwq
Reply
Thanked by:
What did you use to convert them, StudioSB?

Yeah, don't. The exporter still breaks.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by:
(04-20-2019, 04:14 PM)Tabuu Forte Akugun Wrote: What did you use to convert them, StudioSB?

Yeah, don't. The exporter still breaks.

I see. I used StudioSB to rip the .anim files and the ANCIENT version of crossmod/noesis to export to DAE.

Should I do it through the newer version of Crossmod instead? If so, could someone possibly provide a link for it?

Preciate the help very much.
Reply
Thanked by:
Nah, I'll PM you with what I use and teach you how to use it.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by:
I just made a new release of my scripts, at https://gitlab.com/Worldblender/io_scene_numdlb. Version 1.3.1 release only deals with the NUANMB importer to fix importing visibility tracks. Upgrade if you import visibility tracks; everything else remains unchanged since the last release.
Reply
Thanked by: Dedeil


Forum Jump: