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Super Smash Bros. Ultimate Ripping Project
^ Speaking of, I've added its model files to the folder now (as well as the updated Spring Stadium stuff).

(EDIT: Apparently Min Min's Final Smash had an updated model/texture and so did Smashville, so I've updated it again.)
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Man I give up on Bikini Zamus. She just refuses to export properly Very Sad Unity just won't accept her.

EDIT: So Small Battlefield is just basically Battlefield without the top platform?
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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Finally, I have upgraded both my desktop and laptop systems to Ubuntu 20.04, which ships with Blender 2.82 (upgraded to 2.83.4 with the PPA at https://launchpad.net/~thomas-schiex/+ar...tu/blender), so I'm ready to begin porting my Smash Ultimate importers along with the STK Blender addon set. I still have Blender 2.79 installed as a snap package in case I need to use things that currently don't work on Blender >= 2.80.

The actual porting could take me a while to complete, since I basically must find equivalent functions in Blender 2.80. To make things harder, some functionality has been removed entirely, which could cause me to take longer to rewrite the various Python 3 code. Be rest assured that I am working on the porting part, so for those who are waiting for a Blender 2.8x version of my addon, you won't have to wait much longer! When I have finished porting them, I will come back here with another announcement. For those still using Blender <= 2.79, the current version will reside in the branch '2.79_compatible'. Use
Code:
git checkout 2.79_compatible
to get continued access to this version. Otherwise, a
Code:
git pull
is enough to deliver the 2.80+ compatible version.
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With the help of another person, I got both scripts mostly working in Blender 2.80+. They work mostly the same as before, but the NUMDLB import script can only import the first image for the first UV map. The rest of the UV maps for every mesh containing at least 2 get imported fine, but they are without their secondary textures. That prominently means that most fighters' eyes will need an additional manual setup to display correctly, using a mix shader to combine 2 principled BSDF shaders linked to each texture composing of their eyes. Everywhere else, this should not be too much of a problem.
Give it a try if desired, but I won't make a release until I solve this part. They can be found at the usual place at https://gitlab.com/Worldblender/io_scene_numdlb
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WB I have a question for ya!

If I import a FBX converted from NUMDLB in Blender, can it still use your NUANMB importer or do I have to convert the animation too?
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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(08-17-2020, 09:59 PM)Kold-Virus Wrote: WB I have a question for ya!

If I import a FBX converted from NUMDLB in Blender, can it still use your NUANMB importer or do I have to convert the animation too?

It depends on if the bones were set up correctly from the program used to import the model and armature. I have ensured that my NUMDLB importer sets up the bones correctly, but it is possible to use my NUANMB importer if you are sure that the bone setup is correct. Otherwise, usage of it will cause models to deform badly, and we know how horrific they can look.
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Well, it's directly converted from NUANMB -> FBX, no edits.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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(08-17-2020, 10:06 PM)Kold-Virus Wrote: Well, it's directly converted from NUANMB -> FBX, no edits.

Do you mean NUMDLB or NUMSHB? Then feel free to apply the animations. If the models deform correctly, there's nothing else you have to do. If they don't, then the bones are not oriented correctly in your FBX models.

BTW, have you saw my announcement of my scripts being 2.80+ ready? Do try them out and give feedback to me if you can.
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(08-17-2020, 10:06 PM)Kold-Virus Wrote: Well, it's directly converted from NUANMB -> FBX, no edits.

Do you mean NUMDLB or NUMSHB? Then feel free to apply the animations. If the models deform correctly, there's nothing else you have to do. If they don't, then the bones are not oriented correctly in your FBX models.

BTW, have you saw my announcement of my scripts being 2.80+ ready? Do try them out and give feedback to me if you can.
[/quote]

Yes. I used Bush's script for FBX exports.

And then I presume I can just export to FBX and use in Unity? That'll save me a ton of headaches with Maya's licensing bullshit![quote="Worldblender" pid='661975' dateline='1597720279']
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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(08-17-2020, 10:13 PM)Kold-Virus Wrote: Yes. I used Bush's script for FBX exports.

And then I presume I can just export to FBX and use in Unity? That'll save me a ton of headaches with Maya's licensing bullshit!

It should work, but I can't test since I have no access to Unity yet. Just give things a go and tell me if it works out or not.
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I will. Thanks!

Is Blender supposed to hang for a long time?

EDIT: Quick question, is it possible to remove the "model-armature" node? I'm now renaming each and every property in Unity (anim loads fine, I just set it 60 fps in-engine), and Unity is slooooowwww at renaming animation properties.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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(08-17-2020, 10:19 PM)Kold-Virus Wrote: I will. Thanks!

Is Blender supposed to hang for a long time?

EDIT: Quick question, is it possible to remove the "model-armature" node? I'm now renaming each and every property in Unity (anim loads fine, I just set it 60 fps in-engine), and Unity is slooooowwww at renaming animation properties.

Blender should not hang for more than 10 minutes. Only Mr. Game & Watch has a huge amount of meshes to import. It can be slow because I added code to search for duplicate UV coordinates so that they don't get removed. One example I ran into this problem with was the Assist Trophy Alucard. His eye meshes were part of the head mesh, which originally resulted in the eye UVs being gone before I added this code in. Some other Assist Trophies are modeled like this.

Yes, it is possible to clear the parent of all the meshes so that they no longer belong to the armature. The parenting makes it easier to group the meshes and hide them all at once.
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I'm asking because then as I said I need to rename the properties, and it's one by one, so... And how?
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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(08-18-2020, 12:44 AM)Kold-Virus Wrote: I'm asking because then as I said I need to rename the properties, and it's one by one, so... And how?

In the Blender docs: https://docs.blender.org/manual/en/lates...ear-parent, use any of these methods:

Mode: Object Mode
Menu: Object ‣ Parent
Hotkey: Alt-P

Which properties are you trying to rename? If you send something visual to me, I can see it better.
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Okay.

Mario has his usual bone hierarchy. Trans/Rot/etc.

But Blender exports the animation as "model-armature/Trans/Rot/etc..." I just want to get rid of the "model-armature" container.

EDIT: Did clear parent, nothing works.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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