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- kurethedead's SM64 Mario Importer
- - Thanks to Kaze, Trenavix, VL Tone, and pannenkoek2012 for providing
- documentation / tutoraials.
- - Thanks to Origami64/Hack64 and SMWCentral for all the forum posts / resources.
- Installation:
- - Requires Blender 2.79+.
- - Unzip and drag the folder into your Blender add-ons folder.
- - ex. C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons
- - In Blender, go to File -> User Preferences -> Add-ons and enable the plugin.
- - Note that replacing/modifying the plugin may require a restart of Blender for
- changes to take effect.
- - The tool should appear in the Tool Shelf under the Tools tab in the editor.
- Basic Usage:
- - Import ROM: ROM to import geometry from.
- - Export ROM: ROM to use as basis for exporting geometry.
- - Output ROM: Path of final ROM. If you don't care about preserving the export ROM,
- make the output ROM the same name.
- - IMPORTANT: If export and output ROM are the same and the add-on encounters an error,
- the ROM may be corrupted.
- Note that all ROMs must be decompressed with the extended bank 0x04 tweak. Also the
- obj_import195S.ppf patch must be applied (maybe?). Just open it in the SM64 Editor 2.0.9
- once and it will be ready.
- 1. Import Mario from a ROM. This will generate an armature, with each display list
- as its own object. Each object will have a ChildOf constraint to its corresponding bone.
- Note that you MUST create the armature/mesh this way, as the add-on will add important
- custom properties which are necessary for exporting. Do not remove the ChildOf
- constraint either.
- The armature will look strange, as Mario's arms/legs will point completely upward. Just
- rotate them down to a neutral position.
- 2. Edit the meshes / bone positions as you want. If you want to add an existing mesh
- instead of modifying the imported one, delete the geometry (but not the object) of the imported object. You can then join your existing object into the imported
- object to preserve the custom properties.
- 3. Do NOT move the mesh in object mode, its origin needs to be at the bone its connected to.
- If you do move it, move the object origin to the bone location before exporting.
- 3. Based on the material, by default either a texture or a solid color will be exported
- with Lambertian shading.
- 4. To export, select the imported armature and click "Export Mario."
- NOTE: To use clamped UV mapping, set your Blender texture's image mapping extension to
- "Extend".
- Face Animations:
- 1. If you want to import face animations, you must add an 'sm64_anim_mat' custom property
- to the face material (the value doesn't matter) on the head mesh. You can only have
- one of these on a character.
- 2. For that material, add 4 textures corresponding to each frame of the animation in order.
- 1) eyes open
- 2) eyes half open
- 3) eyes closed
- 4) X eyes
- Overwrite Wing Positions:
- 1. While the wing model cannot be changed, its position can be changed with this option checked.
- Note that the wing position in blender is not accurate to its final position in game
- (see the attached image in the plugin folder). As a result, leave it unchecked if
- you want the wings to be unmoved.
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