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Author Topic: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons  (Read 8921 times)
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    « on: December 16, 2015, 05:21:34 PM »


    [MAJOR UPDATE]: The OP has been updated to include both Sm4sh 3DS to Brawl and Sm4sh Wii U to Brawl animation tutorials.

    Sm4sh 3DS -> Brawl
    You heard this right. It's now possible to port a Smash 3DS animation for a Brawl skeleton to use.

    This tutorial is not recommended for those who don't know their way around Autodesk 3DS Max and Autodesk Maya.

    Requirements:
    -Ohana 3DS Rebirth.
    -Smash 3DS Model (Ryu Patch).
    -Brawl model.
    -Autodesk 3DS Max (Recommended 2012 and up).
    -WallWorm plugin for 3DS Max. This tutorial will not show you how to install WallWorm.
    -Autodesk Maya (Recommend at least 2012 and up).
    -BrawlBox (Recommended at least v0.71 and up).
    -Script for this tutorial.

    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 script to make this all possible.
    DSX8 + Heavy D: Showing and teaching me about Ohana 3DS.

    This tutorial will be split up into 5 parts. Getting the models, obtaining the animation parts, piecing the animation parts together, Maya usage, and BrawlBox usage.

    For example sake, I will be using Charizard for this tutorial.

    Now let's get this train rolling.

    Part 1: Getting the models.
    1a.) Brawl.
    Open your extracted Brawl model in BrawlBox (mdl0 located in the FitFighter0X.pac/.pcs). Export the textures as png and the model as dae. You can close out of BrawlBox in the meantime.

    1b.) Ohana 3DS Rebirth.
    Start by opening up Ohana 3DS Rebirth and clicking on the Ohana3DS icon on the top left of the window. Click Open and search for your extracted Smash 3DS model (mbn format). It doesn't matter which folder you get the model from, but I usually pick the h00 model (high quality model when the game is paused). After a second or so, the model will load.

    -Ohana 3DS camera controls-
    Rotate: Left Mouse.
    Move: Right Mouse.
    Zoom: Mouse Wheel.

    Once the model loads, 4 panels will appear at the bottom. Click on "Models" and export the as dae. After that, go to "Textures" and export as png (make sure "Export all Textures" is selected). Do not close out of Ohana, as you will need it for Part 2.

    1c.) 3DS Max.
    Open 3DS Max, but before you import, make sure your 3DS Max scene is set to 60 FPS. You can do this by clicking on the Time Configuration button that's on the bottom right corner of the window, setting the Frame Rate to Custom, and setting the FPS to 60.

    Once you have your 3DS Max scene configured, import the Smash 3DS model you exported from Ohana. Make sure your dae import settings import the model's rig, alongside having the scale set to 1.0. After you have verified your settings, go ahead and click "Import" and wait a few seconds (time varies, based on your computer).

    If the model appears warped in some ways and un-textured, don't panic, as this is normal (most of the time).
    Example:

    Fixing the texture-less part is easy. Find the textures you exported, then drag and drop the said textures over the appropriate objects. To make things easier, you can delete the multiple VIS0 models (extra hands, extra faces, etc), as you don't need those, and it would end up causing a bit of clutter (and more lag on lower end computers).

    Fixing the deformation is simple as well, click on an object, make sure the Skin Modifier is selected, then scroll down to Advanced Parameters, open it up, then disable Always Deform before enabling it again.

    Fixing the Normals can be done by using the Edit Normals Modifier, but it's not needed, as you're only using the model for animation purposes. If you do want to fix the Normals, make sure you move the modifier, so it's under the Skin Modifier.

    Once you're done, save your 3DS Max scene and export the model as either dae or FBX (make sure the settings are set to keep the rig and the Scale Factor is 1. Also make sure the Up Axis is set to "Y-Up"). Do not close 3DS Max, as you will need it for Part 3.

    If exporting as dae gives you trouble in the later Parts, then export as FBX.

    Part 2: Obtaining the animation parts.
    Bring Ohana 3DS Rebirth back up, go to the Animations tab, and open the Skeletal animations section. The next step can be a bit confusing, so bear with me.

    Smash 3DS animations are split into multiple parts, based on the character. In Charizard's case, there are four separate animation files (Body + Limbs, Wings + Jaw, Tail, and Neck). To make things more tedious, there are multiple folders for certain parts of the game (Fighting, Entry, Result, Classic Mode

    Once you're ready, import one of the animation part files (bch format), and find the animation you want to port. Once you find the animation you want to port, export it (it will be exported in smd format). I would recommend naming it to match the part the file is associated with, as you'll be repeating this step with all of the animation file parts.

    Note: Smash Attack and Heavy Item Walk animations are set up differently than they were in Brawl.

    Once you have the first animation part exported, click "Clear", and repeat the step with the other animation parts.

    When you're done, you can close Ohana 3DS Rebirth.

    Part 3: Piecing the Animation Parts Together.
    3a.) 3DS Max (Wall Worm)
    Bring 3DS Max back up and run the Wall Worm SMD and QC Importer (Wall Worm > SMD and QC Importer). Make sure Y-Up and Animated Model are enabled. Now import one of the exported smd animation parts from Part 2. Once the animation part is imported, move the Frame Slider to see the imported animation part in action. To make things easier, see how many Frames your imported animation has, click on the Time Configuration icon again, and set the End Time parameter to the amount of Frames the animation has.

    Note: Do not import the next animation part until the next step in this part is completed.

    Open the Select from Scene window (hotkey is usually "h"), and select only the associated bones with the animation part (if the bone doesn't move during the animation, then don't select it). Once you have the bones selected, Export the selected bones (click the arrow next to Export and click on "Export Selected") as FBX.

    Repeat this process with the other animation parts you exported. Once you have all the parts exported, you can close out of the Wall Worm SMD and QC Importer, but keep 3DS Max open.

    3b.) 3DS Max (Again)
    Now that you have all the animation parts exported as FBX, import those exported animations one at a time. Make sure you import the Body part of the animation last, as importing a part after it will nullify the HipN movement. Play though the animation to make sure all the parts are animating correctly.

    Now select all the bones and export selected as FBX. You can delete the original FBX parts if you wish, alongside the smd parts, as you won't be needing those anymore. You can also close 3DS Max now.

    Part 4: Autodesk Maya.
    4a) Importing models and bone names.
    Open Autodesk Maya. Like with 3DS Max, make sure you set the scene so it runs at 60 FPS before importing your models. You can follow Eternal Yoshi's Maya animation tutorial to help you further configure your Maya scene. http://forums.kc-mm.com/index.php?topic=64144.0

    Once you have your scene configured, import only the Brawl model for now (make sure the scale is set to 1.0). Once the Brawl Model is imported, bring up the Outliner window (Window > Outliner) and rename the XRotN bone to RotN. After that, select the TopN bone. While the TopN bone is selected, go to Modify > Prefix Hierarchy Names, and make sure you have "Brawl_" (without quotations) as the prefix name. It's important that you have the prefix as "Brawl_", as the script requires the Brawl bone names to have the "Brawl_" prefix in order to work (you can change the required prefix name to something else if you know your way around scripts). It's also done to prevent done names conflicting when the Smash 3DS model is imported.

    Once the Brawl model is imported and its bones are renamed, import the Smash 3DS model (like the Brawl model import, make sure the scale is 1.0). You do not need to rename the bones for the Smash 3DS import.

    After the Smash 3DS model is imported, make sure the TopN bone of the Brawl model and the TransN bone of the Smash 3DS model have a universal scale of 1.

    Now click on the Script Editor icon (located on the bottom right of the Maya window) and open the script. Select both the TransN and Brawl_TopN bones, select all the text in the bottom part of the Script Editor window, and click Execute (the singular, blue arrow icon).

    Note: Make sure you set the bottom tab of the Script Editor window to Python, or else the script won't work.

    Save your Maya scene for future use, assuming you're going to port more than one animation.

    4b.) Importing the animation, baking the animation, and exporting the animation.
    Now that you have everything set up, you can now import the completed FBX animation you exported from Part 3.

    Once the animation is imported, play through it to make sure everything is working. If everything is working, then follow Eternal Yoshi's Maya animation tutorial once more to learn how to bake the animation. Make sure you only select the Brawl bones when baking the animation.

    After you're done baking the animation, make sure those Brawl bones are still selected, and export as anim. You would again, follow Eternal Yoshi's tutorial for proper export settings.

    You may now close Autodesk Maya.

    Part 5: Finishing up with BrawlBox.
    Open BrawlBox and either make a new brres or open your character's FitFigherMotionEtc.pac (AnimationData[0]). Now import the exported anim animation from Step 4.

    Once the animation is imported into BrawlBox, rename each Bone Entry to remove the "Brawl_" part of the bone name (Make sure RotN is renamed to XRotN). Save afterward. To make sure everything went correctly, open your Brawl character model in BrawlBox, preview the model, and open the file you have your newly imported animation.

    Note: The lower the Sample rate parameter during the baking step of Part 4, the more precise the animation is, but at the cost of higher file size. To help lower file size, delete bone entries that have no animation to them, delete the Translation and Scale keyframes of each associated bone for every Frame (except Frame 1).

    Sm4sh Wii U -> Brawl
    Hey, it's that time again. Animation editing is now possible in Sm4sh Wii U, and by extension, that means we can rip animations from the Wii U version as well, so that means another lengthy tutorial from me on how to rip these animations, and import them into Brawl for proper use.

    [NOTICE] This tutorial will be a complicated one if you don't know what you're doing, so unless you have a general knowledge and/or are willing to learn how to use and navigate 3DS Max, Autodesk Maya, BrawlBox, and Sm4sh Forge, then I cannot recommend this tutorial to you, as I will not be teaching how to use these programs.

    Requirements:
    -Sm4sh Forge. https://github.com/jam1garner/Smash-Forge/releases
    -Autodesk 3DS Max (Recommened 2012 and up).
    -Autodesk Maya (Recommended 2012 and up).
    -BrawlBox (Recommened at least v0.71 and up).
    -Brawl model.
    -Sm4sh Wii U model files. https://www.mediafire.com/?e7tacds6nrot6
    -Sm4sh Wii U animation files. https://www.dropbox.com/s/02ccxq1y7ud6pl6/Sm4sh%20Fighter%20Scripts%20and%20Motion%20Files%20%28v1.1.6%29.zip?dl=0
    -Sm4sh Wii U model importing script for 3DS Max. https://www.dropbox.com/s/1p1vw5hgn49h40k/SSB4U_NDP3_Debug_Mod.ms?dl=0
    -Script for this tutorial. https://www.dropbox.com/s/fudc8i2qa8bmsiy/HierarchyConstrain_Good.py?dl=0

    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 (http://forums.kc-mm.com/index.php?action=profile;u=3201): For creating the script to make this all possible.
    -RandomTalkingBush (http://forums.kc-mm.com/index.php?action=profile;u=3041): For creating the 3DS Max script.
    -Ploaj, jam1garner, Sammi_Husky (http://forums.kc-mm.com/index.php?action=profile;u=24730), and Y2K. For creating Smash Forge.

    Now that you have everything you need, let's get started. This tutorial will be split up into 3 parts: Obtaining the models, ripping the animations, and Maya usage.

    1.) Obtaining the models.
    1a.) Brawl model.
    This part should be the easiest part. Just open your character's model file (FitFighter0X.pac) in BrawlBox, right click the MDL0, and export as DAE. You can close out of BrawlBox afterward for now.

    1b.) Sm4sh model.
    After opening 3DS Max, go to MaxScript > Run Script, and locate the Sm4sh Wii U model importing script. You'll see several options, which you can ignore, as the only thing you need is the model (I will not go over how to rip and apply textures, as all you're doing is getting the model for animation purposes). Once the script is open, click "Open NUD", and search for your Sm4sh character's nud.
    [NOTICE] You must have both the NUD (model.nud) and VBN (model.vbn) files in the same folder when browsing for your Sm4sh model, or else the model will import without a skeleton and rig. After your model imports, you'll now have to rename certain bones to their Brawl counterparts.

    Here's a list of the initial bones you'll need to rename and what to rename them to. (Some characters have character-specific bones that aren't listed here, so in that case, you'll need to find the Brawl equivilant to your Sm4sh bone, and rename it as such.
    Ex: Cape bones, Clothing bones, etc)
    RotN -> XRotN
    LIndex1N -> L1stNa
    LIndex2N -> L1stNb
    LMiddle1N -> L2ndNa
    LMiddle2N -> L2ndNb
    LRing1N -> L3rdNa
    LRing2N -> L3rdNb
    LPinky1N -> L4thNa
    LPinky2N -> L4thNb
    LThumb1N -> LThumbNa
    LThumb2N -> LThumbNb
    RIndex1N -> R1stNa
    RIndex2N -> R1stNb
    RMiddle1N -> R2ndNa
    RMiddle2N -> R2ndNb
    RRing1N -> R3rdNa
    RRing2N -> R3rdNb
    RPinky1N -> R4thNa
    RPinky2N -> R4thNb
    RThumb1N -> RThumbNa
    RThumb2N -> RThumbNb

    After the model is imported, and you've renamed the respective bones, you can export as DAE, and close 3DS Max.

    2.) Ripping the Animations.
    After you've obtained your models, you can open Sm4sh Forge, and open your Sm4sh model (the original NUD, not the DAE you exported. And just like with step 1b, make sure the VBN is in the same place as well. This is very important. If you want to view textures as well, then make sure the NUT file is also in there.) by going to File > Open, and searching for your NUD.

    Once your model is open, go to Animation > Import, and browser for your character's respective motion.pac files.
    [NOTICE] Every character has at least 3 motion.pac files. One for their body, one for their left fingers, and one for their right fingers. Most characters will have more than these three for specific parts (Ex: Charizard has an additional 3 motion.pac files for its wings + jaw, tail, and neck). You can also only open one motion.pac at a time, so you'll have to repeat this part of the step multiple times.

    After you have your motion.pac open, search for the animation you want to port, select it, and go to Animation > Export, and set the File to Type to ANIM, and save to a place you'll remember.

    To export an animation from another motion.pac file, you'll need to go to Animation > Clear, and repeat the second section of this step.

    Repeat this step until you have all the animations (and their respective parts) you want to port.

    Edit: [NOTICE]: Certain exported ANIM files from Sm4sh Forge may cause Maya to hang indefinitely. There is no known cause as of what causes these specific animations to have this issue, so if you encounter this issue, then I'm afraid there's nothing you can do until it's looked into. If you need to still port the animation, then I'd recommend you to follow the 3DS version of the tutorial.

    3.) Maya usage
    This is the final part of the tutorial, and most often is the most polarizing, but if you've come this far, don't back down now, as once you get the hang of this tutorial, it'll be relatively easy from this point onward.

    3a.) Setting up your Maya Scene
    Once Maya is open, you'll need to properly configure the Maya scene before you can import the models (you can still import them, but it's important to have the scene configured for Brawl's framerate of 60 FPS).

    To start things off, 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.

    After you've verified that the plug-in is loaded, 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.

    3b.) Model Importing
    Now that you have your scene configured, import the Brawl model first, then open the Outlier (Window > Outlier), select the TopN bone, go to Modify > Prefix Hierarchy Names, and make sure you have "Brawl_" (without quotations) as the prefix name. It's important that you have the prefix as "Brawl_", as the script requires the Brawl bone names to have the "Brawl_" prefix in order to work (you can change the required prefix name to something else if you know your way around scripts). It's also done to prevent done names conflicting when the Smash 3DS model is imported.

    Once the Brawl model is imported and prefixed, go ahead and import the Sm4sh model. You don't need to prefix the Sm4sh skeleton. If the Sm4sh model is laying on its back, select the Sm4sh model's TransN bone, and rotate it either 90 or -90 degrees on the X Rotation.

    [NOTICE] It's very important that both the Brawl and Sm4sh models are standing up, and their scales are 1. If neither models have a scale of 1, you can usually fix this by selecting the root bone, and manually scaling it to 1 (TopN for Brawl, and TransN for Sm4sh).

    3c.) Constraining the Skeletons
    Now that you have both models imported, open the Script Editor (Window > General Editors > Script Editor), and make sure the tab in the bottom part of the new window is set to Python.

    Once the Script Editor is open, go to File > Load Script, and browse for the Maya script (The PY file you downloaded from this tutorial's opening). Once the script is open, select both TransN (Sm4sh) and Brawl_TopN (Brawl), and click the Execute icon (the singular, blue arrow icon). After the script runs, your two skeletons should now be constrained (I.E. When the Sm4sh skeleton moves, the Brawl skeleton will move with it). Save your scene afterward if you plan on porting multiple animations.

    3d.) Importing the Animations
    Now that your skeletons are constrained, select every single bone in the Sm4sh skeleon (you can easily do this by selecting the TransN bone, and going to Modify > Select Hierarchy), and import each part to your animation that you want to port. If the skeleton deselects after importing, just re-select it again, and import the next part.

    Once every part of the animation is imported, adjust your time slider to however many Frames your animation has. 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 decreasing/increasing the first 60 value on the bottom right to the amount of Frames your animation has.

    Play the animation to make sure everything imported properly.

    3e.) Baking the animation.
    Next, you'll be selecting every relevant Brawl bone for the animation (i.e. any Brawl bone that moves during the animation).

    Before you start to bake the animation, make sure your bake settings are set as such (Edit > Keys > Bake Simulation, but don't click on it. Instead, click on the box next to it.): http://i.imgur.com/Ej0TP1i.png

    Note: If your models have different translations (i.e. needing to manually fix different translations), then set your bake settings to use the Channel Box, rather than All Keyable, but when baking from the Channel Box, you'll need to select both the bones, and the respective channel parts (mainly X/Y/Z Translations, X/Y/Z Rotation, or both, depending on the bone. Though you'll always want to bake both Translation and Rotation for the HipN bone. If you're baking bones that only rotate, then deselect X/Y/Z Translation.)

    After everything is set up, click Bake. Once everything is done baking, select every Brawl bone, select X/Y/Z Translation, and X/Y/Z Rotation, go to Frame 1 of your animation, right click, and click Key Selected.

    Though don't think you're done yet, as you still need to modify the Animation Curves to prevent the animation from jittering all over the place when the game is slowed (i.e. Timer and 1/4 Training Mode speed). To do this, select every Brawl bone that you baked, open the Graph Editor (Window + Animation Editors > Graph Editor), select every Curve that appears (they should appear as a bundle of colored lines in the Graph Editor), and apply the Euler Filter (Graph Editor > Curves > Euler Filter).

    3d.) Exporting the Baked Animation
    Now that everything is all set to go, you now just need to do two more things before you export the animation.

    Select the Sm4sh TransN bone, and add a prefix to it, just like you did with the Brawl skeleton, but this time, it doesn't need to be anything specific.

    Next, go to Modify > Search and Replace Names, insert "Brawl_" (without quotations) into the Search for box, and a space in the Replace with box, then click Replace.

    You can now export the animation by selecting every Brawl bone, and going to File > Export Selected, and change the File of Type to ANIM. Make sure your settings are as such: http://i.imgur.com/vdX9EJp.png

    If you have more animations to port, re-open your saved scene, and repeat step 3d and onward until you've ported all your animations. Do not save after all of this. Your saved scene should only be from step 3c. If you don't have anymore animations to port, you can simply close Maya.

    After you've finished exporting your animations, you can now import your exported ANIM files into BrawlBox.

    Completed Result Example:

    This tutorial was much longer than my previous tutorials, but I hope it was worth it for those who want to back port Smash 4 movesets into Brawl. Thank you for reading this tutorial.
    « Last Edit: May 29, 2017, 09:26:18 AM by KingJigglypuff » Logged

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    « Reply #1 on: December 16, 2015, 07:28:09 PM »


    Thanks TheShyGuy.
    Thanks KJP for having the patience v:
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    « Reply #2 on: December 16, 2015, 09:06:17 PM »


    My goodness this is definitely a amazing discovery for brawl modding Imo.
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    « Reply #3 on: December 17, 2015, 01:02:40 AM »


    Um...Maya doesn't export .anims...or im missing something? Im using 2013, 86x.
    « Last Edit: December 17, 2015, 01:18:25 AM by R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ » Logged


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    « Reply #4 on: December 17, 2015, 06:33:38 AM »


    Did you make sure you loaded the plugin for it?

    http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/GUID-91EE8FBF-3267-4A41-BD7B-A2EBA1478F27.htm,topicNumber=d30e246543
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    « Reply #5 on: December 17, 2015, 01:24:52 PM »


    Thanks for the tutorial! I don't think you've mentioned it, but when using the Wall Worm smd and qd importer, you have to enable 'animated models' before importing the smd animation. Otherwise, you won't be able to preview your animation (happened to me once.)
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    « Reply #6 on: December 17, 2015, 01:31:41 PM »


    I was fine without enabling that option, but I should get into the habit of doing so just to be safe.

    I'll update the OP with that tidbit. Thanks for letting me know.
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    « Reply #7 on: December 17, 2015, 01:39:01 PM »


    I wonder if the .anim format is the same that Unity uses. Would save me a ton of work for some fighters. XD
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    « Reply #8 on: December 17, 2015, 05:38:33 PM »



    Weird. I set it to load before, but it isn't anymore. Oh well.
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    « Reply #9 on: December 18, 2015, 09:39:49 AM »


    This is going to be ultra useful for my sm4sh movesets. Thanks a lot!!
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    « Reply #10 on: December 18, 2015, 12:35:50 PM »


    Another tip.

    If your FBX animation import into Maya gets automatically scaled to 2.54 (TransN), then on the final exporting step of Part 3, set the Unit to Centimeters, then import as Inches in Part 4.
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    « Reply #11 on: December 20, 2015, 08:07:18 AM »


    I've got yet again another tip.

    If your animation heavily stutters when the game is set to 1/2 or 1/4 speed, then when baking, make sure the Unroll Rotations option is enabled.

    If that doesn't work, then find out which bones are freaking out when the animation is slowed, open the Graph Editor, select the affected bones from the Outliner, select all the Curves in the Graph Editor, and apply the Euler Filter to the selected Curves (Graph Editor > Curves > Euler Filter).

    I was told if your animation doesn't have spinning in it, then you can just do it for the entire hierarchy.
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    « Reply #12 on: December 20, 2015, 12:19:59 PM »


    Thanks for the tip! I had this problem but i didn't know how to fix it. Thanks to you, I can solve it now  Cheesy
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    « Reply #13 on: December 20, 2015, 12:35:54 PM »


    You would think there would be nothing else to add on, but there's one more thing for now.

    For animations that use the TransN bone for movement, you'll notice X (shows as Z in Maya) and Y movement are swapped, alongside Y being negative when it should be positive and vise verse.

    TheShyGuy made another script to remedy this. https://www.dropbox.com/s/mmsqnrodqtomi4u/SwapTranslationValues2.py?dl=0

    Load the script like you did in Step 4 of this tutorial (make sure you clear everything first though. It can be done via Edit > Clear All in the Script Editor). Though this time, you're only selecting the TransN of the Smash 3DS model. After selecting the TransN, select all the script text in the bottom window of the Script Editor before Executing it. This should swap X (Z in Maya) and Y while also flipping Y.
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    « Reply #14 on: December 24, 2015, 01:44:24 PM »


    The 1/4 speed fix thing doesn't work. The keyframes are still buggy.
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