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Super Smash Bros. Ultimate Ripping Project
Today, I have finally resolved one of my long-standing issues that caused the hands on Ness's model to badly deform (when using my Blender NUMDLB importer script). The reason, after analyzing the armature of the SMD version of this model exported from CrossMod, turns out to be because the bone roll on some of those bones is wrong (the bones in question, highlighted in both screenshots, have their roll set 180 degrees from what they should look like).
   
   
   
My version of the armature is on the left, while the SMD version is -0.1 units away for a side-by-side comparison.

Adjusting the roll of the 29 highlighted bones by 180 degrees resolves this problem, and animations applied allow for the model to deform properly, after adding appropriate constraints (copy rotation) to all of the helper bones.

While I can make a one-off edit to https://gitlab.com/Worldblender/smash-ul...-c00.blend (and copy the fixed Blender file for the alt costumes), it does make me worry that something went wrong during the import process (it has not happened on all other models I have imported). It's likely that something in my script parses some data wrong, as CrossMod doesn't run into this problem, though all other models don't suffer from this problem. The code around https://gitlab.com/Worldblender/io_scene...LB.py#L453 may need to be examined so that it can ensure that the bone data is correct.
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RE: Super Smash Bros. Ultimate Ripping Project - by Worldblender - 01-18-2021, 11:49 PM

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