[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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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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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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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.
Thanks TheShyGuy.
Thanks KJP for having the patience v:
My goodness this is definitely a amazing discovery for brawl modding Imo.
Um...Maya doesn't export .anims...or im missing something? Im using 2013, 86x.
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)
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.)
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.
I wonder if the .anim format is the same that Unity uses. Would save me a ton of work for some fighters. XD
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.
This is going to be ultra useful for my sm4sh movesets. Thanks a lot!!
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.
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.
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
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.
The 1/4 speed fix thing doesn't work. The keyframes are still buggy.
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?
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)
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.
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.
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?
ZSS's SpecialHi animation. I'm also planning on porting Megaman's animations.
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)
Alright.
Thanks for the help! I'll try to follow EternalYoshi's tutorial again. Hopefully I'll be able to fix it.
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. :(
Where do I get the animation .bch files for the characters? I can view and export the models in Ohana just fine, though.
From the same download you got the 3DS models from that's in the OP. They should be in the motion folder.
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?
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.
Alright, I'll try it and see if it works out.
Bumping, as the OP has been updated with the Smash 3DS files for patch 1.1.4.
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
Did you rename the bones appropriately?
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 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?
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.
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.
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
Did you make sure both your 3DS Max and Maya scenes were set to 60 FPS?
yes I did make sure of that.
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)
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)
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.
Thanks ,I thought I changed it was in time slider not general settings .
where can i find a smash 3ds build with the latest dlc?
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.
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
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.
Ok thank you very much
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.
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.
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
Show me a screencap of what you mean.
http://imgur.com/a/9A39C (http://imgur.com/a/9A39C)
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.
I tried putting the scale to 1 but it still gives me the same error when trying constrain again
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.
Has anyone managed to reup the 1.1.4 3ds data files? If anyone does it i'd greatly appreciate it.
Can somebody supply with free permanent copies of Autodesk 3DS Max and Autodesk Maya?
Just get yourself the Student Version of either program.
Would I have to resize the animation I imported into Brawl from Smash Wii U?
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.