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Author Topic: Smash Wii U Research and Development Thread (Testing possible! Coders needed!)  (Read 25813 times)
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Nanobuds
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    « Reply #690 on: August 05, 2016, 08:21:25 PM »


    itshappening.gif

    https://www.youtube.com/watch?v=YH04bs_6N7Q
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    paku
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    « Reply #691 on: August 06, 2016, 10:37:33 PM »


    First model import.
    woo hoo.  hooray for Mastaklo. that guy never dissapoints moi.  do you know when he will release  tutorial?
    « Last Edit: August 06, 2016, 10:39:54 PM by paku » Logged

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    « Reply #692 on: August 07, 2016, 07:49:20 AM »


    First model import.
    woo hoo.  hooray for Mastaklo. that guy never dissapoints moi.  do you know when he will release  tutorial?
    Wait are you serious.
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    « Reply #693 on: August 13, 2016, 06:33:37 PM »


    Got a few links for you peeps.

    http://gbatemp.net/threads/release-nud-model-creator.437936/
    https://twitter.com/Large_Leader/status/764602522623356928

    Shout out to Large Leader.
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    « Reply #694 on: August 13, 2016, 07:04:27 PM »


    Static models?

    I'm confused. Does this mean rigged/skinned models aren't supported yet?
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    « Reply #695 on: August 13, 2016, 07:08:16 PM »


    Static models?

    I'm confused. Does this mean rigged/skinned models aren't supported yet?
    You're correct.
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    « Reply #696 on: August 13, 2016, 07:13:37 PM »


    Ah, gotcha. So the VBN format can't quite be made yet.
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    « Reply #697 on: August 13, 2016, 09:30:52 PM »


    i think u can replace stuff that is rigged to one bone though.  like  a hat or a head
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    « Reply #698 on: August 13, 2016, 11:21:18 PM »


    It's best for trophies and stages.

    For the Pokemon, hats are part of the model, so you'd have to add on to the model. RTB did it with Bill's hat for both Brawl and Smash 4. He had to manually convert it.
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    « Reply #699 on: August 17, 2016, 10:00:17 AM »


    Is there any tutorial about importing stages around?
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    « Reply #700 on: August 17, 2016, 06:33:22 PM »


    Hopefuly, this isn't too late: https://twitter.com/Dead_MK/status/758815715654635521

    If we can import animations from Brawl, doesn't that mean we can make custom ones in Brawl THEN import them into Sm4sh?
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    « Reply #701 on: August 18, 2016, 11:13:11 AM »


    Hopefuly, this isn't too late: https://twitter.com/Dead_MK/status/758815715654635521

    If we can import animations from Brawl, doesn't that mean we can make custom ones in Brawl THEN import them into Sm4sh?

    We're still trying to figure out how to port Brawl animations onto a smash4 skeleton without some rotations ending up being +-360 for no real reason that we can come up with.
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    « Reply #702 on: August 19, 2016, 03:58:21 PM »


    We're still trying to figure out how to port Brawl animations onto a smash4 skeleton without some rotations ending up being +-360 for no real reason that we can come up with.
    are you guys having to rename bones by any chance?
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    « Reply #703 on: August 19, 2016, 10:42:46 PM »


    are you guys having to rename bones by any chance?
    From what I've heard, no.
    Only difference is that characters are on their back when you import them into 3DS Max.
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    « Reply #704 on: August 22, 2016, 03:05:24 AM »


    surprised this wasn't here yet
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