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Help & Tutorials => Tutorials => A/A Tutorials => Topic started by: KingJigglypuff on December 17, 2015, 12:21:34 AM

Title: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 17, 2015, 12:21:34 AM
[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
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1c.) 3DS Max.
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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.[/spoiler][/spoiler]

Part 2: Obtaining the animation parts.
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Part 3: Piecing the Animation Parts Together.
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3b.) 3DS Max (Again)
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[/spoiler]

Part 4: Autodesk Maya.
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4b.) Importing the animation, baking the animation, and exporting the animation.
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[/spoiler]

Part 5: Finishing up with BrawlBox.
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[/spoiler]

Sm4sh Wii U -> Brawl
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2.) Ripping the Animations.
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3.) Maya usage
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3b.) Model Importing
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3c.) Constraining the Skeletons
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3d.) Importing the Animations
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3e.) Baking the animation.
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3d.) Exporting the Baked Animation
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[/spoiler][/spoiler]

Completed Result Example:
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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.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: Large Leader on December 17, 2015, 02:28:09 AM
Thanks TheShyGuy.
Thanks KJP for having the patience v:
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on December 17, 2015, 04:06:17 AM
My goodness this is definitely a amazing discovery for brawl modding Imo.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on December 17, 2015, 08:02:40 AM
Um...Maya doesn't export .anims...or im missing something? Im using 2013, 86x.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 17, 2015, 01:33:38 PM
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 (http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/GUID-91EE8FBF-3267-4A41-BD7B-A2EBA1478F27.htm,topicNumber=d30e246543)
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: masamune on December 17, 2015, 08:24:52 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.)
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 17, 2015, 08:31:41 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.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: Tabuu Forte Akugun on December 17, 2015, 08:39:01 PM
I wonder if the .anim format is the same that Unity uses. Would save me a ton of work for some fighters. XD
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on December 18, 2015, 12:38:33 AM
Quote from: KingJigglypuff on December 17, 2015, 01:33:38 PM
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 (http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/GUID-91EE8FBF-3267-4A41-BD7B-A2EBA1478F27.htm,topicNumber=d30e246543)
Weird. I set it to load before, but it isn't anymore. Oh well.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: SmashHero on December 18, 2015, 04:39:49 PM
This is going to be ultra useful for my sm4sh movesets. Thanks a lot!!
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 18, 2015, 07:35:50 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.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 20, 2015, 03:07:18 PM
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.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: SmashHero on December 20, 2015, 07:19:59 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  :D
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 20, 2015, 07:35:54 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 (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.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: SmashHero on December 24, 2015, 08:44:24 PM
The 1/4 speed fix thing doesn't work. The keyframes are still buggy.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 24, 2015, 09:35:35 PM
Quote from: SmashHero on December 24, 2015, 08:44:24 PM
The 1/4 speed fix thing doesn't work. The keyframes are still buggy.
I can understand Unroll Rotations not working (as that didn't work for me), but even the Euler filter on the Graph Editor didn't work (assuming you even used it) for you?
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: SmashHero on December 25, 2015, 01:26:18 PM
Nope. Even the Euler Filter won't work.
Is the euler filter supposed to fix the huge difference between values in some parts of the animation?
(for example: a value of -140 turns into a value of 1050 in the next frame)
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 25, 2015, 03:29:34 PM
Did you bake with Unroll Rotations then select all the baked bones before applying the Euler Filter? Mind telling me what exactly you did? So I can see if it's an issue on your end or not.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: SmashHero on December 25, 2015, 03:36:51 PM
Alright.
I baked the animation and I made sure that Unroll Rotations is selected. Then I opened the Graph Editor while selecting all baked bones, I selected all keyframes and applied the Euler Filter. That's it.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 25, 2015, 03:49:26 PM
You select Curves, not Keyframes. Though so I can take a look myself, which character are you porting an animation for and which animation are you porting?
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: SmashHero on December 25, 2015, 04:16:23 PM
ZSS's SpecialHi animation. I'm also planning on porting Megaman's animations.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 25, 2015, 06:26:44 PM
You're either not doing it right, have incorrect settings in one or more places, or it's solely an issue on your end, as it doesn't flip out on 1/4th for me when I do it.

https://www.dropbox.com/s/hjr5ph08kqlwfo4/Animations.brres?dl=0 (https://www.dropbox.com/s/hjr5ph08kqlwfo4/Animations.brres?dl=0)
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: SmashHero on December 25, 2015, 08:12:54 PM
Alright.
Thanks for the help! I'll try to follow EternalYoshi's tutorial again. Hopefully I'll be able to fix it.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: ThePhantomPsychic on December 28, 2015, 03:57:56 PM
Quote from: Tabuu Forte Akugun on December 17, 2015, 08:39:01 PM
I wonder if the .anim format is the same that Unity uses. Would save me a ton of work for some fighters. XD

Its not. Ive tried. :(
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: Brawltendo on December 29, 2015, 08:47:47 PM
Where do I get the animation .bch files for the characters? I can view and export the models in Ohana just fine, though.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 29, 2015, 08:53:32 PM
From the same download you got the 3DS models from that's in the OP. They should be in the motion folder.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: Rosetta-Hime on December 30, 2015, 01:07:02 AM
Could you use a different Smash 4 character's animation and skeleton for a Brawl character? Like wanting to give Marth Shulk's down smash, would the tutorial still work fine, or would the brawl model look deformed as the smash 4 animation plays out?
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on December 30, 2015, 01:38:53 AM
In that case, think of trying to give Marth Link's Down Smash. The animation would play out, but Marth's bones would use Link's bone translations.

Not sure what would happen with what you want though. You can try it though.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: Rosetta-Hime on December 30, 2015, 02:11:43 AM
Alright, I'll try it and see if it works out.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on February 19, 2016, 11:32:56 PM
Bumping, as the OP has been updated with the Smash 3DS files for patch 1.1.4.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on February 22, 2016, 04:36:58 AM
right now I'am trying to port cloud's animations to ike but I have a problem. Whenever I import the animation in to maya only smash 4 cloud's model is animated while brawl ike's is in a T-pose is this normal
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: Nao-chan on February 22, 2016, 06:54:45 AM
Did you rename the bones appropriately?
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on February 22, 2016, 11:48:10 PM
sorry i responded so late but here is the errors that popup when i import the 3ds model into 3dsmax 2014

http://imgur.com/a/QCP1q (http://imgur.com/a/QCP1q)
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: ThePhantomPsychic on February 23, 2016, 12:14:13 AM
you should get 3ds Max 2016...
That's off topic, however.

What I see is that none of Cloud's bones are rigged properly, which is wierd, since you said that the cloud model was rigged, right?
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on February 23, 2016, 01:32:32 AM
Quote from: Mr.ryuzaki L on February 22, 2016, 11:48:10 PM
sorry i responded so late but here is the errors that popup when i import the 3ds model into 3dsmax 2014

http://imgur.com/a/QCP1q (http://imgur.com/a/QCP1q)
You can usually ignore that.

Check to see if the model's rigged by selecting and rotation bones after the import.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on February 24, 2016, 07:46:53 AM
Thank you all very much. I did figure out the problem which was a mix of improper maya rigging and not exporting the bones in 3dsmax correctly .Which I figured can happen since it is my first time ever using either of these two programs.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on February 29, 2016, 10:02:17 PM
well I have another problem related to clouds animations? when ever I import the animation to maya 2014 the animation looks like it goes to 30 fps even when i look one frame at a time .It looks like it cut the animations frames by half and chances are It is my maya setup if you want I can upload the files to look at
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on February 29, 2016, 11:57:53 PM
Did you make sure both your 3DS Max and Maya scenes were set to 60 FPS?
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on March 01, 2016, 12:11:08 AM
yes I did make sure of that.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on March 01, 2016, 01:07:18 AM
Cloud, right?

I just happen to have a Maya scene I uploaded for someone earlier.

https://www.dropbox.com/s/8pve4r2qsz9c6x5/Smash%203DS%20Cloud%20Maya%20Scenes.zip?dl=0 (https://www.dropbox.com/s/8pve4r2qsz9c6x5/Smash%203DS%20Cloud%20Maya%20Scenes.zip?dl=0)
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on March 01, 2016, 05:46:41 AM
here is a link to my cloud scene with ike model imported
https://www.dropbox.com/s/m31zusik7jqns69/smash4cloud%20maya%20scene.rar?dl=0 (https://www.dropbox.com/s/m31zusik7jqns69/smash4cloud%20maya%20scene.rar?dl=0)
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on March 01, 2016, 01:28:42 PM
By the looks of it, you never even set your scene to be 60 FPS. You can check which framerate your Maya scene is in by going to Window > Settings/Preferences > Preferences > Settings > Time. The default FPS is 24 FPS, so you would change that to 60 FPS.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on March 01, 2016, 11:01:28 PM
Thanks ,I thought I changed it was in time slider not general settings .
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: axl536 on March 19, 2016, 06:10:41 PM
where can i find a smash 3ds build with the latest dlc?
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on March 19, 2016, 06:20:40 PM
The latest patch available that I know of is 1.1.4, which is in the original post. I'd have to ask around for patch 1.1.5 sometime.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on July 22, 2016, 07:36:42 AM
Ok I hope I am not necroposting but I have a question. if a character has only one part of their animation can I skip most of step 3B and just select the bones and export
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on July 22, 2016, 11:30:18 AM
The Necroposting rules don't apply to Tutorial threads, so you're fine.

For your question, if a character only has one animation file, you can import the smd with WallWorm, select the associated bones, and export at FBX.
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: spiritpyros on July 22, 2016, 03:24:01 PM
Ok thank you very much
Title: Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons
Post by: KingJigglypuff on November 02, 2016, 01:06:39 AM
With the events of Sm4sh Wii U modding allowing animation edits, this tutorial will soon™ be updated to use Wii U animations, rather than 3DS animations.
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: KingJigglypuff on November 29, 2016, 02:11:25 AM
Major update bump! The OP has been updated to include Sm4sh Wii U to Brawl animations.

It's been a while, but hopefully, it was worth the wait.
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: HyperHandCRazy on February 06, 2017, 07:45:51 PM
what inches do I need export in from 3dsmax since everytime I port it to 3ds max its like a giant version of the model and I would get an error on the script
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: KingJigglypuff on February 06, 2017, 08:26:11 PM
Show me a screencap of what you mean.
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: HyperHandCRazy on February 06, 2017, 10:24:31 PM
http://imgur.com/a/9A39C (http://imgur.com/a/9A39C)
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: KingJigglypuff on February 06, 2017, 10:40:12 PM
First of all, did you make sure the root bone's scale is 1 (TransN for Sm4sh, TopN for Brawl)?

There's one of two things you can do to make sure of that.
1.) Manually scale the root bone down to 1.
2.) Fiddle with the measurement setting when importing until the root bone has a scale of 1. If Inches doesn't work, then try Centimeters.

For the error, try constraining again after getting the scale to 1.
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: HyperHandCRazy on February 06, 2017, 11:11:54 PM
I tried putting the scale to 1 but it still gives me the same error when trying constrain again
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: KingJigglypuff on February 07, 2017, 12:22:03 AM
Are the model formats of both your Brawl and Sm4sh model DAE? I'd recommend you repeat the steps, and follow the directions carefully, and see if it's just an issue on your end.
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: jordyAD on February 13, 2017, 01:17:54 PM
Has anyone managed to reup the 1.1.4 3ds data files? If anyone does it i'd greatly appreciate it.
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: teh-myuutsu on June 25, 2017, 01:18:43 PM
Can somebody supply with free permanent copies of Autodesk 3DS Max and Autodesk Maya?
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: KingJigglypuff on June 25, 2017, 02:19:53 PM
Just get yourself the Student Version of either program.
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: E-scope12 on July 27, 2018, 12:24:00 AM
Would I have to resize the animation I imported into Brawl from Smash Wii U?
Title: Re: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons
Post by: KingJigglypuff on July 27, 2018, 12:28:27 AM
Quote from: E-scope12 on July 27, 2018, 12:24:00 AM
Would I have to resize the animation I imported into Brawl from Smash Wii U?
Define "resize". Since that could be taken two different ways. Either scaling down the animation's "physical" size or file size.