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).
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.
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.
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
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.
You may have noticed me linking people to tinyurl links when linking to a page on the OpenSA Wiki.
This is due to a conflict between the host of the OpenSA Wiki and a few KC-MM members that happened a few years ago, which resulted in the host to re-direct links posted in KC-MM to a different website before re-directing to the actual page itself.
This may be too early with this, but ech. I mentioned this a few days ago in the main Sm4sh modding thread, but for those who just lurk or don't read past thread pages, I'll give a rundown.
Ever since I've started playing Sm4sh and seeing the tier list, I've been wanting to make a balance overhaul to the majority of the cast. I would also like to eventually fix/remove/adjust various things that are jank about Sm4sh (Ex: Rage, Footstooling, Glitches, etc) when the tools are available.
My goal is to make every character viable in at least one way or another with no character being too bad to even bother with (Ex: Palutena, Zelda, etc) or too broken to even bother with (i.e. Bayonetta). Lower tier characters will be subject to various buffs, while higher tier characters will be left alone for the most part (unless an official patch overnerfed something and/or if something about them is broken).
The best I can do right now if Frame data, Attribute, and Hitbox edits, so Floating Point-related things (Ex: Witch Time, Counter damage multipliers, etc) cannot be changed at this current time until they're properly identified.
Download: None at the moment, unless if people really want to try what I have so far.
Feel free to give your own thoughts and suggestions. Suggestions from dedicated character mains are highly encouraged.
Credits: -SilentDo0m. Suggested edits for Charizard, Roy, Shulk, Little Mac, and Mewtwo. -Marioking64DS. Suggested edits for Wario. -calculusx. Ideas taken from their thread on reddit (/r/smashbros). -DarkLordRS. Suggested edits for Mii Gunner. -Palutena and Dedede Boards (SmashBoards). Ideas taken from discussion threads. -Zikkh Suggested edits for King Dedede.
1.) Create a Virtual SD Card using the Virtual SD Card Maker program. You can go as low as 64 MB or as high as 2 GB, though 2 GB is highly recommended (I believe you can use a cmd function to make the file over 2 GB, but this is just for the basics). Make sure the file produced is named sd.raw and place the file under "C:\Users\*Name*\Documents\Dolphin Emulator\Wii". If there's already an sd.raw file in there, delete it before inserting your newly created file.
2.) Open WinImage and open your sd.raw with it. At this point, you should have all of your files, codes, and Gecko OS inside their respective folders as if you were going to use a Wii. You would also place everything into a dummy folder (Just create a new folder and put everything in it). In WinImage, go to Image > Inject a Folder and search for your dummy folder before injecting it. Save and close afterward. You'll also need to place the boot.elf file from Gecko OS into a folder of your choice.
3.) Now in Dolphin, right click on your Brawl entry before clicking on "Set as Default IS0." After that, open up Config, go to Wii, and make sure Insert SD is enabled.
4.) To boot modded Brawl though Dolphin, you can do one of two things. Though before starting the game, make sure you configure Gecko's Hook Type to be AXNextFrame.
4a.) Click Open before searching for your saved boot.elf file.
4b.) Browse for the folder that contains your saved boot.elf like if you're going to add a new IS0. This entry will stay in your Dolphin window for quicker access.
If there's anything else that needs to be added, let me know, and I'll update with misc information/fixes.