Update (9/14/2019): Updated info on Blender
Most Crucial Update Ever: Officially, this tutorial is now complete! FAQs may be added, and video
guides in addition will also be added, but the text tutorial is complete!
A completely revamped video tutorial series will be coming! Subscribe on my website to get notified of when: https://dragongames7.wixsite.com/mainpage/subscribe (https://dragongames7.wixsite.com/mainpage/subscribe)
Helpfull Hint: Press the 'Z' key to toggle wireframe in Blender; this is a really helpful toggle to use, especially with
Weight Paint.
Tutorial for 3DS Max(NOT by me, but I support it :) ): http://forums.kc-mm.com/index.php?topic=41996.0 (http://forums.kc-mm.com/index.php?topic=41996.0)
Donate: https://dragongames7.wixsite.com/mainpage/donate (https://dragongames7.wixsite.com/mainpage/donate) :kdance: :kdance: :kdance:
*Note: Please use this tutorial instead, if you can! It's more updated, but only supports some fighters; after I finish the preset files for all fighters, I will deprecate this tutorial, and this page will only contain the FAQ!*
Video Tutorial (Full, just be sure to also use this text tutorial as a guideline for many things, especially the FAQ):
https://www.youtube.com/watch?v=soU3c3heKIU&t=1s (https://www.youtube.com/watch?v=soU3c3heKIU&t=1s)
I. Required Programs
Sorry but you are not allowed to view spoiler contents.
II. Getting the Brawl Model into Blender
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III. Rigging and Reposing Your Model
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IV. Importing Your Model to BrawlBox & Finalizing the Import
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V. FAQ
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VI. Useful Links
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For optional further stuff, such as reducing filesize, or help needed, just DM me on Discord, send me a PM, email me at chessmanevan@gmail.com with the Subject line "Brawl Importing Help", or ask a question on the forum of my website: https://dragongames7.wixsite.com/forum (https://dragongames7.wixsite.com/forum)
:happy: :happy: :happy:
so hows progress with this tutorial going? a free alternative to autodesk for importing sounds great. and unless theres a tutorial for gmax, im pretty much stuck with blender lol
Okay, I guess. Since I'm doing the tutorial while working on Wolf Link, right now I'm vertexing Wolf Link to go over Bowser's Shell Form(In addition to his regular form)
Maybe put a year # as well, just in case people get confused when the last update came out. Or do it when the next update comes... Anyways how's the progress? I really need to how to do this
"2. Importing the Bones of the Other Skeletons to Blender" part. :kdance:
V Ignore V
I can try to do it myself, but if I can't figure it out in a few weeks, I'll have to wait.
I like that suggestion; I'ma add it.
How's the progress currently? I'm extremely backed up with texture and model requests right now, so I'm putting Project Wolf Link and this tutorial on hold for now, and then I can continue.
As for the "Importing the Bones of the Other Skeletons to Blender" part, I'm actually just going to scratch that and completely remake the tutorial to only say how to do the regular character model with expressions, etc., because for the animation effects that are also MDL0 files, which is what that part is, it's literally the exact same process; the only difference is that no expressions or anything, so it's much simpler, and a different location for the MDL0s. So, instead of the regular FitCharacterName00.pac(Though some of the other MDL0s are in there), most, if not all, of the other MDL0s reside in the FitCharacterName.pac and the FitCharacterNameMotionEtc.pac
Hope this info helps. Lemme know when you're at the next step and are stuck.
Ah! Now I get what you're saying... (Had to read it numerous times) All I need to do now is try to open the eye lid on my character. (not official, just for testing. It's over peach btw...) Now I'm telling you why I need to open the eyelids. It's a(n) animatronic character and the eyelids are half closed. ._.
I need to give it little more... "life" before testing it. I don't know why I need to do it, when it's just for testing. But my OCD won't let it just be for testing, it's got to be a character. T_T :kdance:
Really wish there was a plug in for this. A plug for blender to brawlbox would be more convenient =w=
I might eventually make a program that will auto-do it as a separate program or something, but that is more or less at the end of my very very long list of agendas that I have planned.
Edit: Removed Message, & added This "Edit." T_T
Edit #2: I'm still here, waiting... :kdance:
So I can't tell all the problems you're having from the pics, so please provide more info on the problems; but the one about putting the one armature over the other, select everything and then go to Object->Parent->Clear Parent (Keep Transform), then select everything that isn't the model or the Brawl armature and delete it.
Btw, what format was this model originally in? Because if it would've been able to be imported to BrawlBox with it's own armature, if it was a specific Autodesk format, and you can do bone edits to fix it and it's much simpler than having to rig from scratch.
After I made to psk file, and started Blender, it wouldn't open the file up
Did you click at the top where it says "File" and click "Import"? Because you have to import it; you can't directly open it with Blender. This is the case with almost all model files in almost any 3d modeling program.
Note: I just updated the OP to include a link to BlackJax's mini-tutorial on how to rig in BrawlBox(Which is currently needed), until I have the full working tutorial finished.
oh lol
Can't wait for this to be finished!
Hey Wind. Well, if you're reading this post, I got the model properly rigged, this time over Snake. However, it just won't appear in game! I've tried Dolphin and the actual Wii with no result. I've properly texted the rigging in Brawlbox, by the way. A little help?
https://mega.nz/#!a9d1RAQY!-paLZU11iAlIhib4Nbv2l6YHmHCFZ7a1atIv2u2gokg
So, it's not properly textured; yes, you have the material right, but you don't actually have the texture in the file; so you need to right-click the "TextureData[0]" BRES and click Import->Texture and then select the texture for the model; then you HAVE to name it "Jacksepticeye", like you did in the material, matching that case, as well. And it only displays the textures in BrawlBox if the texture, properly named, is in the same folder as the file; otherwise it'll make it appear white in BrawlBox. As for in-game, since it has no textures assigned to it yet, it copies randomized textures from its surroundings; you also should fix the rigging, since it looks really weird and creepy in-game.
I am curious, though; specific parts, especially the arms, look like good rigging, so I'm wondering: Did you rig the model in Blender, or did you rig it in BrawlBox? Because if you rigged it in Blender, could I get more info on what you did, and then we could collab on this tutorial? Because I've been trying to figure how to get it to work for like a year.
Post Merge: September 08, 2016, 10:29:52 PM
P.S. I apologize in advance if anything I said sounds mean; I just want to provide feedback of how you can improve upon it, just for the purposes of constructive criticism.
I used both Blender and Brawlbox to get it working. I sent an email with the steps to your Gmail account.
Also, HOW DID YOU GET IT IN GAME! No matter what I did it wouldn't show up; I kept getting default Snake...
Post Merge: September 09, 2016, 05:17:00 AM
Also, after a small amount of experimentation, Step 8 doesn't always work and the weights may need to be set manually.
Ok; I saw the email you sent me, and though steps 1-12 is what I've been attempting before, I didn't attempt the Rigging Refinement before; so when I finish my current requests, I'll get back to testing Blender importing, and check it out, and if I can get it to work 100%, I'll give you credit in my tutorial.
As for how I got it in-game, I openened Snake's .pcs file(NOT his .pac file, because his .pac file is only used in solo gameplay, whereas his .pcs file is used in multiplayer and most types of fighting; some characters require both for that, though), replaced the MDL0 with the .dae file, and placed it in Snake's folder. It still needs the texture imported into the TextureData[0], though.
Post Merge: September 09, 2016, 12:34:27 PM
Thanks a lot, though, btw! :D When I get a chance, I'm totally trying it out! :)
Yeah, I replaced the mld0 in the pcs as well (and the texture is added too), but for some reason I still end up with default Snake. Do you use Dolphin's sd.raw method, the actual wii, or an iso patcher to use mods?
I do one of two things; either I use Project M hackless(3.5) on an SD card in the Wii, and put the .pcs in fighter->snake when I get to the Project M folder; the other is that I use WiiScrubber to inject it into the Brawl ISO in Dolphin, which I have instructions to do in the spoiler below:
Sorry but you are not allowed to view spoiler contents.
Well, I tried patching the iso and my game just stopped. It didn't make the monotonous drone that I've come to associate with freezing, so I have no idea what's going on. I'll try rigging him over someone else, like Captain Falcon.
Dolphin just does that sometimes; it's Dolphin, not the mod; just restart Dolphin, and retry until it loads. I know it's Dolphin, because I've tested things both on Dolphin and on the Wii, and Dolphin is the only one that'll randomly freeze.
What settings do you use to import the file into Brawlbox? Also, I've emailed you my latest (and best rigged) model, so can you please see if you can get it working?
Here's a screenshot of my settings in the spoiler:
Sorry but you are not allowed to view spoiler contents.
Ok, so here's what I found out about the most recent .dae file that you emailed me:
Rigging: Appears perfect to me, wondering how you managed that(Tested rigging via previewing animations in BrawlBox)
Does it appear? Unknown
Why is it unknown if it appears? Because this one, unlike the last one you emailed me, freezes Brawl
Textures: It still doesn't have the texture, and you may want to fix that
Bones: You were missing some Bandanna bones, but even after I added those in, it still froze, so it wasn't the rigging, and it was the model
More Info: What EXACTLY did you do differently for this one? Because I noticed that the rigging on this one was perfect, but this was the one that actually froze the game whereas the other one didn't.
With the rigging, I used 3DS Max for this one to see if it was Blender's fault it wouldn't appear ingame. The only things I did to the model itself was resize & rotate it. I can give you the source link to the place where I downloaded it if you want to have a look.
http://3delicious.net/index.php?a=detail&id=67324 (http://3delicious.net/index.php?a=detail&id=67324)
Just click the picture to download. I'll fiddle with my 3DS Max export settings to see if I can get it working, but I'm pretty sure it's set to the correct ones needed to export for Brawlbox...
No, it wasn't Blender's fault at all; as I said before, it appeared in-game for me; 3DS Max, for some reason, however, ended up making the import freeze the game.
Well I'll just keep fiddling. Thanks for the help!
Likewise, and thank you for your help, too! :D
Important Notice to All Blender Importers:
Ok, so for those of you who are subscribed to my tutorial thread, just letting you guys know that I (more or less) solved the whole Blender importing issue. The only glitch that still occurs is just something that can be fixed in BrawlBox in a few minutes. The secret is to use Blender 2.78a, since it was difficult to get 2.70 not to freeze BrawlBox, and 2.77 had model glitches. But yeah, this new breakthrough means that you can actually rig the character in Blender, and it is also a more direct import/export process. Oh, almost forgot, you also have to skip using BRRES Viewer entirely, and just export the .dae with Brawlbox and import the .dae into Blender without using any conversions first. If someone knows enough about Blender to know how to make the bones 100% visible, instead of lines, please let me know, because I'm still a semi-novice when it comes to Blender. Also, if anyone has any ideas on how to directly fix the current and final glitch, please lemme know!
Unfortunately, though, I'm really busy this semester, so it'll be after the semester that I make the official tutorial. Hopefully December, if I have enough time.
This is great! :happy: So does this mean I can just make the dae file in blender and import it into brawlbox, or are there still a few steps required? Either way, this is an awesome step toward making brawl modding more accessible for everyone!
You still have to export it as .fbx and then use Autodesk's FBX Converter; but the advantages to this are that to get the actual bones, you don't have to go through a separate program, and can just directly export the .dae from BrawlBox and import it into Blender, and also, you can now import fully-rigged characters, with only minor import glitches that are ONLY rotations, so they're a LOT more fixable; especially with Brawlbox's bug on translating vertices, whereas rotating them works fine in the latest BrawlBox.
cool so do you export the model from blender as a .fbx?
Yup :)
Nice keep the tutorial going! (im trying to use chromebooks for brawlbox :P)
Quote from: The Demon on November 11, 2016, 12:33:52 AM
Nice keep the tutorial going! (im trying to use chromebooks for brawlbox :P)
can you even use brawlbox on a chromebook?
If you use Linux OS on it. Otherwise an unmodified chromebook can't run any programs, I am almost certain
Quote from: windhunter7 on November 02, 2016, 09:12:58 PM
You still have to export it as .fbx and then use Autodesk's FBX Converter; but the advantages to this are that to get the actual bones, you don't have to go through a separate program, and can just directly export the .dae from BrawlBox and import it into Blender, and also, you can now import fully-rigged characters, with only minor import glitches that are ONLY rotations, so they're a LOT more fixable; especially with Brawlbox's bug on translating vertices, whereas rotating them works fine in the latest BrawlBox.
I'm not sure if anyone noticed but the resources downloaded are broken. I have trued googling some of them, it worked by the way, but seems pointless to leave the resources icon on top if they haven't fixed it. I'm not trying to be negative, I just think it would be easier if they worked is all.
What are all the requirements for this tutorial, or have you not gotten around to it yet?
I am not in control of whether or not the resources are updated, unfortunately. As for the requirements for the tutorial, most of the requirements are how to use the programs, but here's the full list of programs needed:
Brres Viewer
Autodesk's FBX Converter
Blender 2.78
BrawlBox 0.71
BrawlBox 0.77
But yeah, I haven't 100% gotten to the requirements yet. And besides which, this whole tutorial is gonna be reworked when I update it, including that the only requirements will be the programs I just listed, which I'll provide DL links to, with the exception of rigging knowledge in Blender, which I'll only cover one method and not the other; I mean, there are actually some really good tutorials online, especially on Youtube. That's actually how I got started. So this tutorial, when I rework it, is gonna be a lot more on the conversion than the actual rigging.
Ok, got the part with the right leg and right arm resolved! :D So yeah, finally, a way to import from Blender with NO rigging WHATSOEVER in BrawlBox needed(Although, it's smart to test the animations in BrawlBox, and if it doesn't look right, it's best to just re-rig those minor problems in BrawlBox); looking forward to making the tutorial on how to do it! :)
You seem to be making progress on this! A free alternative to 3DS Max is awesome!
Yup; I'm working on it now, actually! It's gonna be a 3-part video tutorial, and I'm almost done with the introductions to each of the 3. All that's left to this part is the subtitles, which I should be able to finish tonight. Before school starts, my goals are to get at the very least to the actual rigging part of the tutorial, and hopefully pass that and start on the "Making the model fit the same pose", which is actually the most important crucial part of the whole process, as well as one of the most difficult parts. The second hardest and important is the rigging, and then everything else is mostly juts clicking buttons, so fairly straight-forward.
Post Merge: December 31, 2016, 11:14:43 PM
Gonna probably be a few years, at least, before I can even figure out a little bit about how to do this with Smash 4 models. For importing to Brawl, it took me like a year or two to figure this out to perfect the process as much as possible. So I can't even imagine how difficult it'll be for me to come up with a way to do it for Sm4sh. That's gonna be a doozy. :P
So how's the video going on?
Great! I finished the introductions of all 3 parts, and also finished the whole first part, as well. Subtitles, too! However, I have not yet done the intermission between the sub-parts(i.e. the titles of each sub-section) or the raise in the volume so that it's more audible yet(Yes, I know how to do that) However, I unfortunately not only have a cold right now, which would make the tutorials not as professional(Since I'd be coughing and talking more nasily through the WHOLE thing, as opposed to through part of it), but I'm also full-time at school + Honors Club + 2 part-time jobs, so this semester's a killer; if I have time over like Spring Break, I'll continue working on it, but I doubt that I'll have time; I'll 100% have time in the summer, though. ;D
*For those who want to know about Project Wolf Link's tie into this, I did finish vertexing Midna into a riding position on Wolf Link like in TP. You'll see what I mean in the summer or so, when the tutorial is 100% complete! ;)
Wait, it's not done? I thought you said it would be finished by mid December?
No, what I said before was actually in Project Wolf Link's thread, and I said I was going to start it:
Quote from: windhunter7 on December 24, 2016, 10:14:08 PM
Still on hold for now, but some time this week, or next Sunday(the 1st of January), I will resume the project and start on the importation and tutorial. :)
And then, after that, I said that my goals(Not fact, but what I hope to accomplish) will be to get to finishing a particular part of the tutorial before the semester starts:
Quote from: windhunter7 on December 31, 2016, 11:12:02 PM
Yup; I'm working on it now, actually! It's gonna be a 3-part video tutorial, and I'm almost done with the introductions to each of the 3. All that's left to this part is the subtitles, which I should be able to finish tonight. Before school starts, my goals are to get at the very least to the actual rigging part of the tutorial, and hopefully pass that and start on the "Making the model fit the same pose", which is actually the most important crucial part of the whole process, as well as one of the most difficult parts. The second hardest and important is the rigging, and then everything else is mostly juts clicking buttons, so fairly straight-forward.
And I would've gotten to that part, too, if it weren't for those medling kids! Or the fact that I got a cold and am not going to do a video tutorial with a cold.
Important Note: I updated the OP to have a primary summary of what exactly to do(Basically, a mini-version of the video tutorial, but without the video, images, or details; it's in text), with the previous disorganized tutorial in the spoilers; see my notes in white in the OP. Also, I have not yet continued work on the tutorial because midterms are right now for a few weeks, but I plan on continuing work on the tutorial soon.
I was wrong about the steps for how to align the bones and re- parent and stuff, so I just edited the OP! Check out the latest version of my mini- tutorial! Hopefully I can finish with the full one somewhat soon!!! ;)
Post Merge: March 27, 2017, 01:18:51 AM
Also, tested this one, so I know it works this time!
Important Update: I edited my summary thing in the OP, because the steps involving confusing gobbly-gook and constraints wasn't even working, and it's 100% not needed, because I misunderstood some stuff. So now, 12 steps has gone to 9, including removing the step that's really annoying with editing constraints for every single bone. Now all ya gotta do for Blender importing is as simple as moving some bones around, and only a few resizes and clicks, other than that! I'm so excited that it's so much even simpler now! :kdance:
:happy:
Why though? I
Quote from: windhunter7 on May 26, 2016, 09:20:08 PM
I might eventually make a program that will auto-do it as a separate program or something, but that is more or less at the end of my very very long list of agendas that I have planned.
know your probably busy, but I have no clue how to rig models even with this tutorial!
You should definitely make this!
Have you tried the video tutorial? This one is more of a summary, so this one's more for people who know Blender extremely well
What do I do if it explodes when I use the animations???
I can't get the weights to work properly; I followed all the steps of your tutorial countless times and I can never get the weights right, even when I normalize them. When I delete the Armature Modifier the model is stuck in T-Pose and won't follow the bones no matter what, and when I don't the model derps out in various ways depending on what weight I painted on it/normalized on it that try.
I do tutoring via Discord and/or Skype for these sorts of things, would either of those work for you? @DarkNebulaDoji
Hey, I got the model made in Blender, but as I place it in BrawlBox the model is stuck in its T-pose and it doesn't do anything, not even the moves in the moveset. Plus, I'm still trying to get use to importing the models as playable fighters and the bones are messed up which doesn't make it move. Is there anything I am doing wrong?
Major Update! Completely finished the tutorial! Also now is including a FAQ, too! :)
A link to here on my website coming soon!
The video tutorials eventually coming!
:kdance: :kdance: :kdance:
Post Merge: July 11, 2018, 06:01:55 AM
@Russell_SSB
A lot of my old tutorial was confusing, and the oldest tutorial still being there, taking up space, was making it rather clunky; check out the most recent, and final, tutorial, which I literally updated only about an hour or so ago, and see if that helps! :)
Another major update! Added 7 additional FAQs:
- Mirroring Hands/Boots
- Merging Vertices
- Bone IDs Being Off from the _end Bones
- Weird Normalize All Bug
- Separating Mesh into Several Meshes
- Automatic Weights Not Working and Producing an Error
- Bones Pointing in All Directions
Update: Added a new FAQ about reducing filesize, and I also numbered the FAQs, too! :happy:
Update: Added a new FAQ about a further possible step to fix exploding vertices.
Wow, I can't believe I've been completely forgetting to post here about my updates, but there is now a full video on how to do it (Although it's not clipped and doesn't have sound, so is kinda long), but it is a full video that covers everything you should need for the basics, and these recent updates of mine to the tutorial, as well as the video, also include what I just added today, which is a copy of the Drive with the preset files already officially existing, as well as an additional FAQ on how to create these (And some other FAQs I added) :)
The preset files link is located under "Required Programs"
when I import the blender model I have into brawlbox, the bones are rotated at an angle and that messes up everything. Is there a way to fix this?
Do you have a picture of what you mean? Also, I usually only check the forum once a week, so for prompt response and even helpful pictures, add me on Discord and ask me there: Windhunter#3141