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Smash U models (getting them animation ready)
#1
Shocked 
YO! so I've been anticipating getting my hands on these models ever since I first saw screen shots for the game.  Now that we have them I've found they aren't quite the plug in play set up I was hoping for. I have made some headway to get one ready for an animation project that I have in mind ( the model is pikachu specifically) I was suprized to find when I opened the models that the first thing I was greeted with was this.  Ouch!


https://drive.google.com/file/d/0B3x4M2V...sp=sharing
after sifting through all these polygons and such I found that the model was build with two body meshes. one for when the character hits the screen and one for everything else. There are mouth and nose meshes for all the facial expressions, only one of which had any kind of rig. which was terrible. never would have guessed that smash has no real facial expression animation way to cheap it out Nintendo! anyway the eyes also are set up similarly where every single eye position is on it's own plane with just the worst transparency set up I've ever seen. all this being said the Rig is nice, and the only thing I wish the body had was thumb bones, and some better finger tip controls but that's gonna take some work. I will say this the bump mapping is out of control.
This is pikachu's nose for instance. https://drive.google.com/file/d/0B3x4M2V...sp=sharing  Surprise

after messing about I did get a pretty good result albeit it's still not ready to animate
https://drive.google.com/file/d/0B3x4M2V...sp=sharing

I did have a better render that was kinda posed but that's stuck on my crap flip phone right now. 

I guess the real reason I opened this thread is that I am interested on how other people are organizing these smash meshes, and dealing with having separate mouth that you need to switch from and what not. I would like the hear what methods are being used to make these models a bit more animation friendly
Can't wait to hear from all of you
Sincerely, Red Streak
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#2
Your Google Drive files aren't public, so I can't see your images. (I did the same thing recently here, so you aren't the only one to do that, haa. ovo; )

Regarding the rigging, though, it's best to think about it in terms of replacement stop motion rather than 3D. It's just economy of animation, and for this game it works.
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#3
(10-29-2015, 06:13 AM)11th Wrote: Your Google Drive files aren't public, so I can't see your images. (I did the same thing recently here, so you aren't the only one to do that, haa. ovo; )

Regarding the rigging, though, it's best to think about it in terms of replacement stop motion rather than 3D. It's just economy of animation, and for this game it works.

All right I fixed the links thanks for that. yeah I know time is money with games and with over 50 characters they had to cut corners somewhere. Even so I'm trying to make These work for doing animation, and I know that it's possible albeit difficult I would like to save some head ache though by seeing what other people know. I actually found a guy that is into this stuff at my collage so that should help but I'm not going to see him till next so until then I hope to hear from more of you cool posters.
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#4
It's not cutting corners if the game doesn't need it and might not be able to use it anyway. It'd be like drawing the entire character when you're doing a close-up shot in 2D animation. Like I've already said, it does work for animation, it's just not a feature film Pixar style rig because it's from a video game.

I'm not quite sure what the problems could be without seeing how your textures are set up, but it's probably safe to say that any transparency oddities are Blender's fault. I did go ahead and tweak Pikachu's materials and textures to how I've been setting them for the SSB4 models. Not sure if it'll help at all, but here are the files if you want to take a look at it: [link] The only thing I didn't do was remove the doubled vertices, since they might not be an issue for your render setup and they're easily fixable if they are. (Though I forgot to undo that on the rigged mouth, so that one is double-free.)
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#5
(10-30-2015, 05:08 AM)11th Wrote: It's not cutting corners if the game doesn't need it and might not be able to use it anyway. It'd be like drawing the entire character when you're doing a close-up shot in 2D animation. Like I've already said, it does work for animation, it's just not a feature film Pixar style rig because it's from a video game.

I'm not quite sure what the problems could be without seeing how your textures are set up, but it's probably safe to say that any transparency oddities are Blender's fault. I did go ahead and tweak Pikachu's materials and textures to how I've been setting them for the SSB4 models. Not sure if it'll help at all, but here are the files if you want to take a look at it: [link] The only thing I didn't do was remove the doubled vertices, since they might not be an issue for your render setup and they're easily fixable if they are. (Though I forgot to undo that on the rigged mouth, so that one is double-free.)

Thanks I'll take a look at this and hopefully can adapt it to my wip file
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#6
(10-30-2015, 05:08 AM)11th Wrote: It's not cutting corners if the game doesn't need it and might not be able to use it anyway. It'd be like drawing the entire character when you're doing a close-up shot in 2D animation. Like I've already said, it does work for animation, it's just not a feature film Pixar style rig because it's from a video game.

I'm not quite sure what the problems could be without seeing how your textures are set up, but it's probably safe to say that any transparency oddities are Blender's fault. I did go ahead and tweak Pikachu's materials and textures to how I've been setting them for the SSB4 models. Not sure if it'll help at all, but here are the files if you want to take a look at it: [link] The only thing I didn't do was remove the doubled vertices, since they might not be an issue for your render setup and they're easily fixable if they are. (Though I forgot to undo that on the rigged mouth, so that one is double-free.)

ok so thanks for doing this, but for some reason pikachu looks red in the viewport, renders compleatly black, and now the rig is super funky and all the ik chains are broken. I'm also curious what those points were for at first I thought they were lights but it appears that's not the case. Thanks for going to all that trouble I just don't know what i'm looking at exactly. I like your quad view thing though very cool. by the way I do actually have files posted from my google drive up near the top of this thread if you want to see what i'm dealing with right now. oh wait no I didn't ok i'll put a link right here for the blend file. I just moved the eye planes and have the eye textures directly on the body mesh seemed like the fastest ( maybe not the best way to fix the problem.) so yeah maybe i'm doing this in a stupid way but I really don't know what the right way would be.
https://drive.google.com/file/d/0B3x4M2V...sp=sharing
here's the whole folder if you need it for some reason
https://drive.google.com/folderview?id=0...sp=sharing
oh yeah and This is as good as i've gotten it to look this thing poses beautifully
https://drive.google.com/file/d/0B3x4M2V...sp=sharing
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#7
Hey everyone I know I haven't posted in awhile school nuff said, but I've been wondering why does this.[Image: view?usp=sharing]

No matter how hard I try to get the same pose with the model look like this?[Image: view?usp=sharing] 

If anyone wants the blend file it's here. I'm gonna be quite a bit sad if the answer is it's a different model.  even if it is though I need to know how to get this dang model as close as possible to it's default pose. I Don't want to have to wait for the detective pikachu or poken fighters model for this i've waited long enough just to use this model. 

https://drive.google.com/folderview?id=0...sp=sharing

What makes me most mad is that the pikachu model for pikachu's character selection screen image is clearly different, and of a higher quality than any that can be found in game. 

sorry to rant it's 3am and I'm at my wits end for this one. I would pay someone money to get this model either working, or make me one that will.
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#8
Google Drive URLs don't work as IMG urls. (Also, your Blender file isn't there???)

Edit: Redid the image because the first was done at 5AM and was terrible.

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Edit 2-8: Oh, whoops, the .blend file IS there. [Image: zMrY45K.gif] Sorry about that, the file name made me think it was something else.
Anyway, since you've changed the rig you might not be able to get the same poses that the unedited model can. This is what I got quickly:

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#9
[attachment=6069 Wrote:11th pid='608902' dateline='1454753824']     Google Drive URLs don't work as IMG urls. (Also, your Blender file isn't there???)

Edit: Redid the image because the first was done at 5AM and was terrible.

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Edit 2-8: Oh, whoops, the .blend file IS there. [Image: zMrY45K.gif] Sorry about that, the file name made me think it was something else.
Anyway, since you've changed the rig you might not be able to get the same poses that the unedited model can. This is what I got quickly:


Ok how in the holy hell did you get the legs to look that good? so far the best I could get was my model to look like this which is admitadly pretty close but your crotch is better. how did you do? it I'd love to see either a blend file or a pic of how the rig was deformemed. you have  no idea how long it's been taking me to get this guy into a good neutral squat pose that he is known for thank you for responding to this by the way it's a huge help. also the only mod to the rig is the fingers so I could actually pose them in the end I went with shape keys though. 

   
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#10
(02-10-2016, 02:32 AM)Red Streak Wrote:
(02-06-2016, 05:17 AM)11th Wrote: Google Drive URLs don't work as IMG urls. (Also, your Blender file isn't there???)

Edit: Redid the image because the first was done at 5AM and was terrible.

---

Edit 2-8: Oh, whoops, the .blend file IS there. [Image: zMrY45K.gif] Sorry about that, the file name made me think it was something else.
Anyway, since you've changed the rig you might not be able to get the same poses that the unedited model can. This is what I got quickly:


Ok how in the holy hell did you get the legs to look that good? so far the best I could get was my model to look like this which is admitadly pretty close but your crotch is better. how did you do? it I'd love to see either a blend file or a pic of how the rig was deformemed. you have  no idea how long it's been taking me to get this guy into a good neutral squat pose that he is known for thank you for responding to this by the way it's a huge help. also the only mod to the rig is the fingers so I could actually pose them in the end I went with shape keys though. 

The .blend file is a mess because I tried to change some settings, so I'd rather not upload it. |D; Here's a better picture, though. I just turned out the hips a bit, though it still looks a little odd from the side.

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