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Super Smash Bros. Ultimate Ripping Project
(08-18-2020, 12:54 AM)Kold-Virus Wrote: 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.

Maybe the model-armature is there as a container for holding all of the bones. The armatures do have Trans as the parent bone, though. I'm not able to see how this is done in Unity since I have no access to it (I would rather prefer to use GodotĀ https://godotengine.org/ instead, for that it's 100% free/open-source).
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Okay. Well my issue is it adds "model-armature as an extra root, on top of Trans, acting as an extra bone that shouldn't be there.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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(08-18-2020, 12:49 PM)Kold-Virus Wrote: Okay. Well my issue is it adds "model-armature as an extra root, on top of Trans, acting as an extra bone that shouldn't be there.

I eventually helped you find https://blenderartists.org/t/gyaz-export...bx/1121132
What Blender version are you using? There exist two versions: The extra bone is unfortunately added by the default Blender FBX exporter, and while some people have altered it to not add an extra bone, most solutions have been made for 2.79 and older.
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I use 2.83. Oh well...
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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(08-18-2020, 01:43 PM)Kold-Virus Wrote: I use 2.83. Oh well...

You should be able to use the GYAZ-Export-Tools to help you get rid of the extra bone. Otherwise, there is not much elseĀ  I can do to help you in your situation, as I don't use Unity.
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Well thanks anyway, I appreciate you trying. Genki ^_^ I'll try this.
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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Locate your Blender FBX exporter script ( something like scripts\addons\io_scene_fbx\export_fbx_bin.py ). Open it, comment out the code below. After that, your skeleton should export without the extra bone created.

elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
empty_key = data_empties[ob_obj]
connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))


To comment just put # in front of each line
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Nope. Extra bone still created/exported. Thanks anyway.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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Star 
This is it: the big day for my Blender scripts has arrived! Big Grin Version 2.0.0 of both the NUMDLB and NUANMB scripts have finally been released: https://gitlab.com/Worldblender/io_scene...ags/v2.0.0
As usual, the scripts can be found at https://gitlab.com/Worldblender/io_scene_numdlb. Note that the 2.79 compatible version is now located in a separate branch at https://gitlab.com/Worldblender/io_scene...compatible. New features for this branch will likely be less frequent, as all development has focused on the 2.80+ versions of the scripts.

Changelog:
Code:
## [2.0.0] - 2020-08-22
* First numbered version for Blender 2.80 and later. Older Blender versions are no longer supported. Material setup is now done with nodes.
* Support for texturing two UV maps with materials. Especially allows to render most characters' eyes OOTB.
* Normal maps, PRM maps (Used with Principled BSDF shaders), and Emissive maps are now supported, but disabled by default.
* In relationship to the above, added options for toggling each of the three kinds of extra textures.
* Image alpha determined by specific keywords (most commonly "alp") in material names and/or texture names, instead of being set unilaterally for every texture. The option to unilaterally set image alpha has been subsequently removed.
* Alpha channel of vertex colors supported.
* Added undo history support.
* No longer create rest poses, as they are already embedded per armature during import.
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Hey Worldblender. You suggested the GYAZ import-export settings, which I've used/applied to my Blender FBX exporter. However it breaks FBX exporting, and I get a plethora of errors I can't pin down Sad It woulda been nice if helluvamesh had given proper documentation to this addon.
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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It looks like I found some files in the Home Run Contest Stage where the NUTEXB files are zero-size, in in the screenshot below.
   
Is this normal, or did something wrong happen during the file extraction, in which the archive holding these files needs to be reuploaded?
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Not a single texture in there has > 0KB. That's weird.
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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(08-31-2020, 05:35 PM)Worldblender Wrote: It looks like I found some files in the Home Run Contest Stage where the NUTEXB files are zero-size, in in the screenshot below.
*image*
Is this normal, or did something wrong happen during the file extraction, in which the archive holding these files needs to be reuploaded?
Well, I can safely say "that's never happened before"! Seems like there's a weird bug in CrossArc (which has now been fixed) in that four of the Home Run Contest's folders don't extract correctly... because they end in "root", treating them as empty, 0-byte files in the process -- the issue doesn't exist if you were to export them without their folder hashes.

So yeah. I've re-uploaded that archive with the fixed folders now, as well as a secondary one if you don't want to re-download the whole thing just for the HRC fixes.
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I just finished recreating my repository holding (almost) all of the game textures, after I deleted the old repository (in order to not exceed the 10 GB storage per-repository limit set by GitLab). It can be found at the same URL at https://gitlab.com/Worldblender/smash-ultimate-textures. If any of you have starred or forked this repository, make sure to re-star this new version or rebase the forks on it. Like before, they are in PNG format, but now:
  • The texture files are up-to-date as of version 8.1.0, including all released fighters and stages so far.
  • Almost all PNG files take up slightly less space individually, but take up considerably less space altogether.
  • Some images, particularly those whose width or height are not a power of 2, also have DDS files. I have used Compressonator to help me convert these files, as they would otherwise not convert normally.
  • There are shell scripts to compress every directory in fighter, stage, and campaign, individually. I have ultimately not needed to use them, but someone else may find them useful.
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I have two new versions of my Blender scripts: 2.0.1 (for 2.80+ users) and 1.4.0 (for 2.79 users). They can be found at the same places: https://gitlab.com/Worldblender/io_scene_numdlb and https://gitlab.com/Worldblender/io_scene...compatible, respectively. in the case of the former, an issue was reported by ScanMountGoat that I have fixed with the 2.0.1 release.
BTW, I have rewritten the whole repository with https://github.com/newren/git-filter-repo to remove the original MAXScript file, as it is technically considered to be an unlicensed file not covered by the MIT license. 'git reset --hard origin' may have to be used in case a 'git pull' doesn't work.

2.80+ changelog:
Code:
## [2.0.1] - 2020-09-03
* Multiply nodes have a default factor of 1.0
* The B/Blue value for all normal map combine RGB nodes are set to 1.0
* UV maps are now linked to normal maps (1st layer only)
2.79 changelog:
Code:
## [1.4.0] - 2020-09-03 (Backport release)
* Image alpha determined by specific keywords (most commonly "alp") in material names and/or texture names, instead of being set unilaterally for every texture. The option to unilaterally set image alpha has been subsequently removed.
* Image transparency also affects material transparency.
* Added undo history support.
* No longer create rest poses, as they are already embedded per armature during import.
* Unregister scripts when they are disabled.
* Other coding practices found in the 2.80+ versions appear in this backport.

I will be using the 2.0.1 release to redo my models repository at https://gitlab.com/Worldblender/smash-ul...s-exported, unless another issue is reported before then. The Blender files I will produce will only have basic materials, though I may consider doing versions with advanced materials if I run into such a need for my projects.
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