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Author Topic: [Expert] How to Port Smash 3DS/Wii U Animations for use with Brawl Skeletons  (Read 34433 times)
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KingJigglypuff
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    « Reply #15 on: December 24, 2015, 02:35:35 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?
    « Last Edit: December 24, 2015, 02:41:06 PM by KingJigglypuff » Logged

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    SmashHero
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    « Reply #16 on: December 25, 2015, 06:26:18 AM »


    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)
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    KingJigglypuff
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    « Reply #17 on: December 25, 2015, 08:29:34 AM »


    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.
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    SmashHero
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    « Reply #18 on: December 25, 2015, 08:36:51 AM »


    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.
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    KingJigglypuff
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    « Reply #19 on: December 25, 2015, 08:49:26 AM »


    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?
    « Last Edit: December 25, 2015, 08:51:44 AM by KingJigglypuff » Logged

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    SmashHero
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    « Reply #20 on: December 25, 2015, 09:16:23 AM »


    ZSS's SpecialHi animation. I'm also planning on porting Megaman's animations.
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    KingJigglypuff
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    « Reply #21 on: December 25, 2015, 11:26:44 AM »


    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
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    SmashHero
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    « Reply #22 on: December 25, 2015, 01:12:54 PM »


    Alright.
    Thanks for the help! I'll try to follow EternalYoshi's tutorial again. Hopefully I'll be able to fix it.
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    ThePhantomPsychic
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    « Reply #23 on: December 28, 2015, 08:57:56 AM »


    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. Sad
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    Brawltendo
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    « Reply #24 on: December 29, 2015, 01:47:47 PM »


    Where do I get the animation .bch files for the characters? I can view and export the models in Ohana just fine, though.
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    « Reply #25 on: December 29, 2015, 01:53:32 PM »


    From the same download you got the 3DS models from that's in the OP. They should be in the motion folder.
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    « Reply #26 on: December 29, 2015, 06:07:02 PM »


    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?
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    « Reply #27 on: December 29, 2015, 06:38:53 PM »


    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.
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    « Reply #28 on: December 29, 2015, 07:11:43 PM »


    Alright, I'll try it and see if it works out.
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    « Reply #29 on: February 19, 2016, 04:32:56 PM »


    Bumping, as the OP has been updated with the Smash 3DS files for patch 1.1.4.
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