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Super Smash Bros. Ultimate Ripping Project
Today comes out a new update, 10.1.0 (from https://www.ssbwiki.com/List_of_updates_(SSBU)#10.1.0):
  • General
  • The following content will be available for purchase:
  • Barret Outfit
  • Tifa Outfit
  • Aerith Outfit
  • Chocobo Hat
  • Geno Hat + Outfit
  • Offline
  • The following spirits will appear in the Shop on the Vault menu:
  • Tifa
  • Barret
  • Aerith
  • Red XIII
  • Cait Sith
  • Cid
  • Vincent
  • Yuffie
  • Chocobo & Moogle
  • Ifrit
  • Shiva
  • Bahamut ZERO
  • The Turks & Rufus Shinra
  • Misc
  • Cloud obtains a new variant of his Final Smash, Omnislash Ver. 5, if the player chooses one of his Advent Children costumes.
  • A new entry regarding Omnislash Ver. 5 was added to the Tips, while the tip for regular Omnislash has been slightly changed to accommodate.
  • Cloud's Final Smash is now listed as "Omnislash/Omnislash Ver. 5" in the Move List.
  • Cloud's fighter spirit for his default costume now uses artwork from Final Fantasy VII, whereas it previously only had his Ultimate art.
  • Cloud now has a new Sound Test section with his Advent Children costume, which features the new voice clips used in Omnislash Ver. 5.
  • The fighters that had specific adjustments are listed below:
  • Fox, Luigi, Zelda, Pichu, Young Link, Toon Link, Olimar, Rosalina & Luma, Mii Gunner, Duck Hunt
This update is the one that carries the model for the Mii Fighter costumes, as update 10.0.0 didn't include them. There may also be some model changes for Cloud due to the addition of Omnislash Ver. 5 for his Final Smash, if using one of his Advent Children costumes.

I also knew that Cloud's fighter spirit was going to be updated to not only use his Ultimate renders (original FFVII costumes only).
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Added the new Mii costumes and Cloud's updated files.
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(12-23-2020, 04:42 AM)Random Talking Bush Wrote: Added the new Mii costumes and Cloud's updated files.
Nice, now we wait for the other character's changed animations or something?
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(12-23-2020, 01:25 PM)GregoryTheGamer Wrote: Nice, now we wait for the other character's changed animations or something?
Those are up now. When I said a lot characters had their animations changed, I wasn't kidding (almost a thousand animation files were changed in one way or another -- Pac-Man and Mr. Game & Watch's being the majority, pretty much every single one of their animations had some kind of change between the original release and now).
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Thanked by: Worldblender
That's strange.... Why the changes?
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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I'm a little late with the changes to my Blender importer scripts, but better late than never. I have versions 2.1.0 and 1.5.0 for Blender 2.80+ and 2.79, respectively. New with this release set are packaged releases, which are specific points in the development history of these scripts. As usual, they can be downloaded from https://gitlab.com/Worldblender/io_scene_numdlb.

With this release set, here are the most significant changes:
  • [2.80+ only] All import options clearly separated into their own groups.
  • Stage assets can be imported properly with their materials all set up properly.
  • For models without armatures, an armature is no longer made during import.
  • It is now possible to disable the UV checks that consume more time on high-polygon count models so that they import faster.
Below follows the changelog for each release:
Code:
* UI slightly revamped, by grouping all options into separate panels for easier discerning.
* Added an option to disable UV map checks, allowing to decrease import time.
* Models without armatures are no longer parented to empty armatures. Armatures are created only if they have at least one bone.
* Allow saving and removing presets for switching more changes quickly.
* Ensure that generated names actually follow Blender naming scheme. This change finally allows materials to be assigned correctly to all meshes, especially for stage models. Effectively fixes issue #15.
* Button labels now place "Import" before the file extension, for better consistency.
* NUMDLB importer will no longer abort on any case except for invalid files.
* Remove legacy code intended for unsupported older Blender/Python versions.
Code:
Same as above, except that the first and last bullet points are omitted.

From this year onwards, expect that the 2.79 version will receive changes less regularly, and possibly more sporadically, as I fully shift my focus to Blender 2.83 and beyond. In one of the next releases, animation importing into Blender will likely be reworked in order to make it more comfortable to use the imported data. The data read from the NUANMB files turns to be okay, but support for the unimplemented tracks (material and camera) may take more work.
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(12-18-2020, 05:45 AM)Random Talking Bush Wrote: Sephy's been added now. Mii costumes are not in the game's files yet, so you'll have to wait a few more days for those.

Sorry I am new to this, But where can I download the model? (for Sephy)
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Sad 
Can someone tell me where to download TalkingBush's Sephiroth model rip?
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(01-12-2021, 09:59 PM)johnwalker0311 Wrote: Can someone tell me where to download TalkingBush's Sephiroth model rip?

https://mega.nz/folder/AAwWzCjT#Zd5kKpuQ...e/cBgWnIrb

Sort by date modified to get the most recent uploads first. You're looking for the archive named '78-v10 - Sephiroth.7z'. Sorry if that was not obvious to you.
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Thanked by: johnwalker0311
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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i'm new to typing here. just asking, will there ever be a chance we'll get the finish zoom/special zoom backgrounds or something like that? or maybe the final smash backgrounds?
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(02-14-2021, 10:57 AM)MUGEN70 Wrote: i'm new to typing here. just asking, will there ever be a chance we'll get the finish zoom/special zoom backgrounds or something like that? or maybe the final smash backgrounds?


Correct me if i'm wrong (I don't know much about the inner workings of ssbu) But aren't the backgrounds made in-game as opposing to having an image like that. Its always worth asking someone else because I specialise more in pokken rips atm. Im thinking about getting into ssbu rips though.
[Image: purity.png]



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(01-18-2021, 11:49 PM)Worldblender Wrote: 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.

Ah so thats what the problem with that was, I hope you can get it fixed soon
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(03-04-2021, 10:39 PM)GregoryTheGamer Wrote: Ah so thats what the problem with that was, I hope you can get it fixed soon

Already been fixed since last January. The next release, when I make it, is likely to contain fixes related to NUANMB importing.
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Version 11.0.0 has released yesterday. It's most notable change is the new DLC fighter Pyra/Mythra from Xenoblade Chronicles 2. I'll be waiting patiently for the model files to be uploaded. From https://www.ssbwiki.com/List_of_updates_(SSBU)#11.0.0:

This update was released on March 4th 2021 (March 5th in some time zones).
  • Offline
    • The following spirits will appear in the Shop on the Vault menu:
      • Lora
      • Amalthus
      • Jin
      • Malos
      • Pneuma
    • Players who have save data for Persona 5 Strikers on their Nintendo Switch will be gifted with the Sophia spirit.
    • Players who have save data for Ghosts 'n Goblins Resurrection on their Nintendo Switch will be gifted with the Arthur spirit.
    • Players who have save data for an SNK game on their Nintendo Switch will be gifted with a random SNK spirit.
  • Misc.
    • The Rex spirit can now be enhanced at Level 99 into the Rex (Master Driver) spirit.
    • The default My Music rates for Gaur Plain have been tweaked. Notably, all songs from Xenoblade Chronicles 2 are now set to 0 while "Gaur Plain (Night)" is no longer set to 0.
    • The fighters that had specific adjustments are listed below:
      • Link, Captain Falcon, Jigglypuff, Zelda, Pichu, Ganondorf, Zero Suit Samus, Wario, Diddy Kong, King Dedede, R.O.B., Villager, Little Mac, Mii Brawler, Mii Swordfighter, Mii Gunner, Palutena, Shulk, Isabelle, Joker, Hero, Banjo & Kazooie, Byleth, Min Min, Steve, and Sephiroth.
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