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Super Smash Bros. Ultimate Ripping Project
(01-25-2019, 04:58 AM)Worldblender Wrote:
(01-25-2019, 02:46 AM)ShadowSlyIX Wrote: Okay WorldBlender you should do it like the reverse pattern as if you were ripping the models from Source Flimmaker. But anyway export it as a FBX because those kinds of formats armatures are compatible with, never export to a DAE, also the plugin is from Blender source tools it's a website where i got the SMD plugin if you don't know. If not then i can give you a link to a plugin you need. I'm not too sure about the stretch thing. I never ran into that, i may need to see a GIF of it so i can understand what you're coming from.

CrossMod doesn't support exporting to FBX, but does support exporting to SMD. However, that format doesn't give me the meshes as individual pieces, but I may rip the armature out and put them in my models. I know what needs to happen next: I need to find any vertices that get orphaned in the process of replacing the armatures, and then assign them to the correct vertex groups. The Blender manual tells me how to find ungrouped vertexes: https://docs.blender.org/manual/en/2.79/...d-vertices
I'm still working on the characters that don't have armature problems as karts. Once I exhaust all of them, I will come back to the characters that do have those problems.

Whoops. my bad, i thought you were having problems with model conversion there.
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RE: Super Smash Bros. Ultimate Ripping Project - by ShadowSlyIX - 01-25-2019, 05:53 PM

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