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Super Smash Bros. Ultimate Ripping Project
(02-18-2019, 08:30 PM)Ploaj Wrote: StudioSB can convert the animations as well.
Releases are auto-built
https://github.com/Ploaj/StudioSB/releases

Import the mdl then the animation and export the animation as one of the supported formats (anim, seanim, smd).

Finally, this program exports, with the Collada option, the bones correctly. I could tell when exporting Mario and importing his model into Blender that the bones are in the correct place.     But I turned somewhat unhappy when I saw that materials and texture names don't get exported. Sad  I can workaround that by editing the .dae files by text, with difference programs. There is an issue for this here: https://github.com/Ploaj/StudioSB/issues/1
Now for the animations, I got delighted to see models come alive per animation file. However, I'm having trouble trying to get them properly imported into Blender. The only format that successfully imports to Blender at all is .seanim, but only after installing this plugin: https://github.com/SE2Dev/io_anim_seanim. The other two formats, .anim and .smd (if only containing animations), can't be used with Blender. The former seems like it's a proprietary format for Maya, while the latter errors out with a list-index-out-of-range (unknown location: -1) error, unless it's one that was exported with the older CrossMod. Even with the working formats, while the skeleton deforms properly, the meshes do not, no matter if I imported the model as .dae or .smd (the meshes don't look as ruined with this format, as it looks like the animation imports with the y-axis as up). Angry
The example below is for Pac-Man, exported as .smd:     EDIT: Line 11 in import_seanim.py has g_scale set to 1 / 2.54 to ensure compatibility with Blender-CoD (Call of Duty), but setting the scaling to 1.0 will cause the animation to import correctly, as long as it is done with a .smd file. If I import the animation with a .dae file, the skeleton will deform correctly, but the meshes still don't. I do know that it was most likely due to the .dae files having the rotations already applied upon import, distorting the way the animation files are interpreted. The author of the plugin explains it here: https://github.com/SE2Dev/io_anim_seanim...-449896322
This example with Piranha Plant exported as .dae shows it visually:     This makes me wonder if I should redo all my models using .smd files as a base ... but then I have to go through splitting all the materials as their own meshes and renaming them so that they can be better identified. I would like to enhance my already existing models without going through so much pain, and it seems that I can't do it entirely by myself.

If I had more time, I wish I could fix all this by myself, but I lack enough programming experience to actually make such fixes. This nearly makes me feel like Blender (and possibly Linux) users like me are not the target audience for working with Smash Ultimate models, and that I should just give up and go back to the smaller world of open source (unless I want to just wait for StudioSB to be fixed so that at least can have models exported intact).
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RE: Super Smash Bros. Ultimate Ripping Project - by Worldblender - 02-19-2019, 04:35 PM

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