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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: Today at 10:01:37 AM
Did I just let my thread die for 5 months? Unacceptable.

I unfortunately don't have much to show, but this isn't really a post to show things, but just an update for the general state of things.

It's been too long since I've worked with Brawl outside of personal edits and helping people, but I really want that to change. I'm going to list my process of making a moveset in hopes you'll all understand.

My process of making characters revolves around multiple things.
1.) Picking a reasonable character I would personally and reasonably like to see in a Smash game (which was why I dropped all my 3rd Party characters). There are special exceptions to this, like for example: Misery. I only picked her up because a friend wanted to see her finished, but didn't have the skills/knowledge to finish her.

2.) Writing down a moveset with source material and original content with the character's knowledge in mind, alongside designing the moveset around Brawl's current limitations.

3.) Once I have the first 2 steps done, I then think of which Brawl characters I can use as a base for my moveset. After that, it's time to get the needed models and textures. It doesn't end there though. I still need to create a custom Brawl-based skeleton for the character, then rig it, then import, apply materials, fix Bone IDs with PSA editing, and test.
3a.) Depending on how complex an idea is, I usually play around in PSA with the base character, and see if I can get my desired effects. If I'm unable to, then it's back to the drawing board. Either that, or ask those with more knowledge with me to see if my limitation can be overcome.
3b.) While the model stuff is fairly easy, making sure it's high poly enough for Brawl without breaking limits can be a bit of an issue. Especially with models from systems and games from after the Wii's lifetime.

4.) Once I'm absolutely sure I can make this character, it's finally time to begin animating. While I can animate, I'm out of practice, and my quality will of course, take a dip down. I don't usually mass animate though, outside of things like walking, running, idle, etc. When I animate an attack, I almost always do the PSA work after I'm done with the animation, then I test that said attack until I'm satisfied, ironing out any glitches I find along the way.

5.) After I get enough progress done, I will then either show pictures or a short video, and wait for feedback while I continue working.

6.) With enough motivation and interest, the character is eventually complete, but there's two things missing. Cosmetics and SFX...

7.) Cosmetics are quite easy for me, if a bit time consuming. My old Cosmetic method was to pose a model and use the material preview of v0.76b, and take snapshots, but now that I can render in 3DS Max, I import the posed model, adjust scene materials, and render. Rinse and repeat until all recolors/alts are done.

8.) Next are SFX. This is unfortunately not my biggest strength, as one has to find both a usable SoundBank and enough SFX for the character himself/herself/itself. I'll then have to edit the SAWND accordingly, hoping not to hit file size. Then it's time to find the IDs and apply them in PSA.

9.) After this extremely long process, the character is now complete. This is when I begin writing up txt files on what to do to install and how the character works. After that's all done, I take some preview snapshots and a release video, zip up the relevant files, upload to DropBox/Mediafire, and submit to BrawlVault. I always have the BrawlVault submission ready before I upload my release video to Youtube.
9a.) Before I zip anything, I do a bit of gameplay to make sure there's no glitches or crashing. If I find any, I get those as fixed as possible before I make my upload.

10.) Once everything's uploaded, I wait a bit for feedback, and if I agree with what someone has to say and/or reports a glitch that can be easily triggered, then I make edits accordingly, and update the download, but my process isn't done yet...There's one final step...

11.) And that final step is making a Project M version. Up until Solo Charizard, I usually made the Brawl version first, then made a separate download for the PM version at a later time, but when I made Solo Charizard, you can see there were a lot of different versions, Brawl, BrawlEx, Project M, and PAL to name the main ones. I made the Brawl version first, then I ported it to PM and PAL afterwards.

It's a very long process, and while I can do it, I've been losing interest and motivation due to two main things.

1.) Brawl modding has been losing activity in favor of Sm4sh modding.

2.) I'm only one person doing all of this, unless I specifically ask someone to help out with model work (in which they are properly credited).

So I'm here to ask of something that'll really help with my work. And that is if any of you reading this either are or know someone who can animate decently who's willing to work for free (I will never accept money for Brawl mods), then please let me know, preferably through Private Message on either KC-MM, SmashBoards, or Discord (KingJigglypuff#8570). I would specifically like to have someone take on the workload of animation, so I can strictly focus on the PSA work, which might make the process longer, but more efficient. While I don't have much need of a modeler (as I can ask a few people who for the most part are willing to help me out), anything to lighten my work load would be much appreciated.

Thank you for those who read this, so now I'll show something I've been working on for the past few days to get my spirits back up.

I believe I previously mentioned that I was going to make my own Ridley PSA, but then scrapped it when BaganSmashBros revealed his Classic Ridley.

Who here remembers the recolors that were made for my now scrapped moveset? Well don't worry, those recolors are still going to be used as recolor options for his Classic Ridley.

Here's a preview of them.
I still need to do some adjustments to the Meta Ridley alt though. You can also see that I've ported the moveset to Brawl as well. I'll also be re-balancing this character. The reason why I'm doing this over Deoxys is because I'm considering scrapping my current progress and turn Deoxys into a true transformation character with the help of Pyotr's advancements.
2  Help & Tutorials / General Tutorials / Re: How to Make a Custom Trophy on: January 03, 2017, 05:28:45 PM
If it's higher up than it should be, then try manually moving the RotN bone down a little bit.

For obtaining 3DS Max, you can get the student version for free for 3 years.
3  Help & Tutorials / General Tutorials / Re: How to Make a Custom Trophy on: January 03, 2017, 04:07:54 PM
I'd just recommend you to follow the main tutorial, as with Bagan's method, while it does work, is rather inefficient in the scheme of things. Not to mention, I haven't even tested his method as much as I tested mine, so I wouldn't be surprised if the full skeleton is what's causing the glitch with your custom trophy.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: attributes not working in story mode on: November 20, 2016, 10:31:25 AM
There's actually a version of PSA, in which you can edit the SSE Attributes.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=213242

After you open your character, go the the Attributes tab, and you'll see the standard attributes and the SSE attributes side by side.

For BrawlBox usage, I would only recommend it if your character is compatible and if you know what you're doing.

From reading through this thread, you're wanting to edit King Dedede, which is not supported in moveset editing versions of BrawlBox.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: porting ssb wii u animations? on: November 18, 2016, 05:24:43 AM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=77893.0
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: NOT LETTING ROUGE DIE! on: October 13, 2016, 12:50:46 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=77728.0
7  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: [A][Expert][Tutorial] How to Port Brawl Animations onto Sm4sh Skeletons Properly on: October 08, 2016, 07:49:26 PM
It depends, really. We currently can't edit Specials, and even if we could, I don't see us being able to port Brawl Specials over into Sm4sh (Ex: Brawl Pit Side Special over Sm4sh Pit Side Special).
8  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: [A]Kit's Reanimation Station on: October 03, 2016, 06:52:43 PM
Hey, this'll help you out. Wink

http://gamebanana.com/tuts/12164
9  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: [Animation, PSA] KJP's Sm4sh Emporium: Coming Soon™ to a Console Near You! on: October 03, 2016, 02:03:38 PM
Hey, I finally have something to show.

This said thing is the restoration of Pit's Forward Air from Brawl.

http://gamebanana.com/gamefiles/5012

It's a very basic edit, but it involves both animation and moveset edits, making it (technically) a true custom move.
10  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / [A][Intermediate][Tutorial] How to get Custom Animations Working in Sm4sh on: October 03, 2016, 08:12:15 AM
[RETRACTED]

Retracting, so I can re-direct those who are viewing this thread to go to this same tutorial on GameBanana, as it's much more updated.

Link: http://gamebanana.com/tuts/12164
11  Help & Tutorials / Help / Re: Which Timer? on: October 02, 2016, 01:59:24 PM
You can use either.

Example 1
Code:
Asynchronous Timer: Frames = 6
Hitbox
Asynchronous Timer: Frames = 9
Terminate Collisions
With this example, the hitbox activates on Frame 6 (+1), and terminates on Frame 9 (+1).

Example 2
Code:
Asynchronous Timer: Frames = 6
Hitbox
Synchronous Timer: Frames = 3
Terminate Collisions
With this example, the hitbox activates on Frame 6 (+1), and terminates 3 Frames later.

The (+1) marker is because Brawl activates the commands one Frame after they were called.
12  Help & Tutorials / Help / Re: Bit Variables on: September 30, 2016, 05:04:40 PM
Yes, Jab attacks with more than one part use Variables to transition into the next part, depending on what type of Jab combo it is.

RA-Bit[16]: Goes into the next part if the hitbox hits, and the button is held. Also goes into the next part upon button press if the hitbox fails to connect.
RA-Bit[17]: Goes into the next part if the button is held. Does not require the hitbox to connect.
RA-Bit[20]: Used to transition into a Rapid Jab if the character has one coded in.
RA-Bit[22]: Loops the current part if the hitbox fails to connect.

Note that unless it goes into a Rapid Jab, the final part of any Jab combo does not require Variables.
13  Help & Tutorials / Help / Re: Bit Variables on: September 30, 2016, 02:58:35 PM
These are the Variables the game itself uses. Don't use these Variables in your PSA, unless it's being specifically used with what the game uses it for.

Look at this thread to know which Variable ranges both Brawl and PM use. http://forums.kc-mm.com/index.php?topic=74266.0

To set/clear Variables, it depends on the type of Variable (Basic, Float, and Bit). With Basics and Floats, you can't really use commands to clear them, but you can use the associated commands to reset the Variables in question. You won't have issues setting and clearing Bits though.

Float: Float Variable Set (sets a Float Variable), Float Variable Add (adds to an associated Float Variable), Float Variable Subtract (subtracts from an associated Float Variable), Float Variable Multiply (multiplies an associated Float Variable), and Float Variable Divide (divides an associated Float Variable).

Basic: Basic Variable Set (sets a Basic Variable), Basic Variable Add (adds to an associated Basic Variable), and Basic Variable Subtract (subtracts from an associated Basic Variable).

Bit: Bit Variable Set (sets a Bit Variable) and Bit Variable Clear (clears a Bit Variable).

If a Variable in general is giving you trouble with your custom coding, either remove any trace of the Variable, or use a different Variable.
14  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / [A][Expert][Tutorial] How to Port Brawl Animations onto Sm4sh Skeletons Properly on: September 29, 2016, 08:07:23 PM
The time has come, the time is now. Get ready to port Brawl animations into Sm4sh properly.

About: What this tutorial aims to do is teach people how to get an animation from Super Smash Bros. Brawl working on a Super Smash Bros. for Wii U model.

[NOTICE] This tutorial is highly not recommended for those who don't know their way around Autodesk 3DS Max and Autodesk Maya. I won't teach you how to use these programs.

Requirements:
-BrawlBox (Recommended at least v0.71 and up).
-Autodesk 3DS Max (Recommended at least 2012 and up).
-Autodesk Maya (Recommended at least 2012 and up).
-Brawl model + animation file (FitFighter0X.pac and FitFighterMotionEtc.pac).
-Sm4sh model (model.nud + model.vbn).
-Notepad++ or any other text editing program.
-PACK Manager (included with zip file).
-3DS Max Script for importing the Sm4sh model [SSB4U_NDP3_Debug_Mod.ms (included with zip file)].
-Maya Script for bone constraining [HierarchyConstrain_Good_Brawl2Sm4sh.py (included with zip file)].
-BrawlBox 2 Maya (included with zip file).

Zip File in Question: http://www.mediafire.com/file/221eoe86z2ttihd/Brawl_2_Sm4sh_Animation_Pack.zip

Restrictions:
-Bone scaling in the animation must be unified (X, Y, and Z scaling must all be the same).
-Bones must match up to each other before running the script.
-Bones must have the same rotation orders and axes.

Credits:
TheShyGuy: For creating the original Maya script [its original intention was to port Sm4sh animations onto Brawl skeletons (the included script just swaps Brawl and Sm4sh)].
RandomTalkingBush: For creating the 3DS Max script.
Dantarion: For creating BrawlBox 2 Maya.

This tutorial will be split up into 3 parts. Brawl exporting with BrawlBox 2 Maya, Sm4sh importing/exporting, and Maya usage.

Part 1: Brawl exporting.

Note: Make sure the two Brawl files are in the same folder.
1a.) Bone renaming.
Open your FitFighter0X.pac with BrawlBox, and rename the bones to match their Sm4sh counterparts (click on a bone, right click, and click on Rename). This will require you to know the names of the bones the Sm4sh counterpart's skeleton uses. Export the model as DAE (right click on the MDL0, and click on Export), Save, and close BrawlBox after you're done renaming.

Note: Start by renaming XRotN to RotN. To save you some time, I've made a list of what you should name certain bones to, not including unique bones, like wings, tails, etc).

Note: Make sure to have two different FitFighter0X.pac files, one with renamed bones, and one without. This will be important later on.

Image Example for BrawlBox bone renaming:  http://i.imgur.com/4Jbl4Zh.png

Bone Name List (Brawl -> Sm4sh):
XRotN -> RotN
L1stNa -> LIndex1N
L1stNb -> LIndex2N
L2ndNa -> LMiddle1N
L2ndNb -> LMiddle2N
L3rdNa -> LRing1N
L3rdNb -> LRing2N
L4thNa -> LPinkyN
L4thNb -> LPinky2N
LThumbNa -> LThumb1N
LThumbNb -> LThumb2N
R1stNa -> RIndex1N
R1stNb -> RIndex2N
R2ndNa -> RMiddle1N
R2ndNb -> RMiddle2N
R3rdNa -> RRing1N
R3rdNb -> RRing2N
R4thNa -> RPinkyN
R4thNb -> RPinky2N
RThumbNa -> RThumb1N
RThumbNb -> RThumb2N

1b.) BrawlBox 2 Maya usage.
Open the "run_Edit this to use your directories.bat" file in any text editor, and edit the directories in the file to where your directories are for your FitFigher0X.pac (make sure it's the one without renamed bones) and your FitFighterMotionEtc.pac. Save, and run the bat file. A folder will be created inside the BrawlBox2Maya directory with the file name of the Brawl character you exported from (Example: FitPit00). This folder will contain many files. The only files you need is the FitFighter0X.DAE, and the ANIM file of the animation you want to port.
BAT File Editing Example: http://i.imgur.com/uAtkfuT.png

1c.) Renaming entries in the exported .anim file(s).

Note: Apparently you don't need to rename the animation entries, as it appears the bone entries are index-dependent, rather than name-dependent, but I'll keep this part of the tutorial just in case.
Open the .anim file(s) you want to port in your text editor, and rename every instance of old bone names to their updated counterparts (Ex: rename every instance of L1stNa to LIndex1N). Save when you're done.)
Renaming Example (Notepad++): http://i.imgur.com/NphXAmW.png

Part 2: Sm4sh importing/exporting.
Open 3DS Max, and run "SSB4U_NDP3_Debug_Mod.ms" (MAXScript > Run Script). Make sure your Sm4sh character's model.nud and model.vbn files are in the same folder. Use the script to import the model.nud

Once the model's imported, select every bone (press the h key to open the Select from Scene window), and make sure only bones are selected), and use the Rename function (Tools > Rename Objects) to add the prefix "Sm4sh_" to the bone names.

Image of selecting bones from the Select from Scene Window: http://i.imgur.com/K9hfZ7U.png

Image of what the Rename Objects settings should be: http://imgur.com/IKZ9eOM

After your model is imported, and your bones are renamed, export as either FBX or DAE. You can close 3DS Max after.
My FBX Export Settings: http://i.imgur.com/kWRqrN1.png
My DAE Export Settings: http://i.imgur.com/JujPoWj.png

Part 3: Maya usage.

Note: Make sure the .anim plugin is loaded. You can do this by going to Settings/Preferences > Plug-in Manager, and making sure the animImportExport.mll plug-in is set to both load and auto-load. Refresh the scene afterward.
Plugins Window: http://i.imgur.com/MOpTQv0.png

Note 2: Make sure your Maya scene is configured to run at 60 FPS. You can do this by going to Window > Settings/Preferences > Preferences > Settings, and changing Time to NTSC Field (60 FPS). Save the options. Once saved, you'll see the Frame number set to 2.50 on the bottom left, change this to 1.
Settings Prefrences Window: http://i.imgur.com/ndt4jra.png
How the scene should look after configuring: http://i.imgur.com/A1MdHid.png

3a.) Importing models.
Import both the Brawl DAE (exported from BrawlBox) and Sm4sh DAE/FBX. Make sure the scaling of their root bones are 1, and are facing upright. If they're not, then you should be able to manually fix this by opening the Outlier window (Window > Outlier), selecting the root bone of the improper model (TransN for Sm4sh, and TopN for Brawl), and making the needed changes.
Importing the Sm4sh model (FBX): http://i.imgur.com/CzUyexC.png
Importing the Brawl model (DAE): http://i.imgur.com/mtT6s1L.png
Sm4sh model size and rotation fixing (Before): http://i.imgur.com/z8ifvHX.png
Sm4sh model size and rotation fixing (After): http://i.imgur.com/L3B1X4V.png

3b.) Constraining the skeletons.
Open the Script Editor window (icon in the very bottom right of the Maya window), and change the script format from MEL to Python. Load "HierarchyConstrain_Good_Brawl2Sm4sh.py" (File > Load Script), and select the root bones of the Brawl and Sm4sh skeletons with the Outlier (in this case, the bones would be TopN, and Sm4sh_TransN). Run the script (click the singular blue arrow icon in the top right of the Script Editor window).
Maya Script Window: http://i.imgur.com/x9cEC78.png

3c.) Importing the animation.
Make sure every single Brawl bone is selected. You can do this by selecting the TopN bone, and going to Edit > Select Hierarchy. Now import the .anim file you edited from step 1 (File > Import). Play the animation to make sure both models animate correctly.
Importing the animation (ANIM): http://i.imgur.com/TroY39m.png

Note: If the animation is shorter/longer than 60 Frames, you'll need to decrease/increase the Frame count of the timeline to allow the full playthrough of the animation. You can do this by increasing the first 60 value on the bottom right to the amount of Frames your animation has.
Example (Before): http://i.imgur.com/HQQoMwS.png
Example (After): http://i.imgur.com/siR2aUU.png

3d.) Baking the animation.
Next, you need to bake the animation. Since the Sm4sh animation format allegedly doesn't use keyframes, you should be able to just bake everything, so select every single relevant Sm4sh bone (i.e.: Any bone that has animation.), and go to Edit > Keys > Bake Simulation, but don't click on it. Instead, click on the box next to it. When the Bake Simulation Options window pops up, make sure your settings match what's in this image: http://imgur.com/Ej0TP1i. Click Bake afterward, and wait as Maya bakes your animation.

3e.) Bone renaming and the final .anim export.
Click on the Brawl root bone (TopN), and give its Hierarchy a prefix. You can do this by going to Modify > Prefix Heirarchy Names, and using any prefix (this is to prevent name conflicts when removing the prefix from the Sm4sh bones.

Next, go to Modify > Search and Replace Names, and make sure the settings match this image: http://imgur.com/ovL1ISI (make sure "Replace with:" has just a space in it). Click Apply.

Once that's done, you can finish this tutorial by selecting every Sm4sh bone, and exporting the selected objects (File > Export Selected) as .anim (animExport).
Exporting the animation (ANIM): http://i.imgur.com/vdX9EJp.png

Congratulations. You now have your Brawl animation ported over your Sm4sh skeletion for preperation of animation modding in Sm4sh.
Completed Example: https://gfycat.com/NeglectedImmenseGopher

If you run into any issues, go back to the step you're stuck on, and make sure to read everything and repeat previous steps if need be. If you still can't figure it out, or are just getting it wrong, don't hesitate to post for help.igure it out, or are just getting it wrong, don't hesitate to post for help.
15  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / [Animation, PSA] KJP's Sm4sh Emporium: Coming Soon™ to a Console Near You! on: September 19, 2016, 06:55:32 PM
Animation and Moveset editing for Sm4sh is still progressing, so don't expect this thread to be active until down the line.
Pages:  [1] 2 3 4 ... 346