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  1. kurethedead's SM64 Mario Importer
  2.  
  3. - Thanks to Kaze, Trenavix, VL Tone, and pannenkoek2012 for providing
  4. documentation / tutoraials.
  5. - Thanks to Origami64/Hack64 and SMWCentral for all the forum posts / resources.
  6.  
  7. Installation:
  8. - Requires Blender 2.79+.
  9. - Unzip and drag the folder into your Blender add-ons folder.
  10. - ex. C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons
  11. - In Blender, go to File -> User Preferences -> Add-ons and enable the plugin.
  12. - Note that replacing/modifying the plugin may require a restart of Blender for
  13. changes to take effect.
  14. - The tool should appear in the Tool Shelf under the Tools tab in the editor.
  15.  
  16.  
  17. Basic Usage:
  18. - Import ROM: ROM to import geometry from.
  19. - Export ROM: ROM to use as basis for exporting geometry.
  20. - Output ROM: Path of final ROM. If you don't care about preserving the export ROM,
  21. make the output ROM the same name.
  22.  
  23. - IMPORTANT: If export and output ROM are the same and the add-on encounters an error,
  24. the ROM may be corrupted.
  25.  
  26. Note that all ROMs must be decompressed with the extended bank 0x04 tweak. Also the
  27. obj_import195S.ppf patch must be applied (maybe?). Just open it in the SM64 Editor 2.0.9
  28. once and it will be ready.
  29.  
  30. 1. Import Mario from a ROM. This will generate an armature, with each display list
  31. as its own object. Each object will have a ChildOf constraint to its corresponding bone.
  32. Note that you MUST create the armature/mesh this way, as the add-on will add important
  33. custom properties which are necessary for exporting. Do not remove the ChildOf
  34. constraint either.
  35.  
  36. The armature will look strange, as Mario's arms/legs will point completely upward. Just
  37. rotate them down to a neutral position.
  38.  
  39. 2. Edit the meshes / bone positions as you want. If you want to add an existing mesh
  40. 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
  41. object to preserve the custom properties.
  42.  
  43. 3. Do NOT move the mesh in object mode, its origin needs to be at the bone its connected to.
  44. If you do move it, move the object origin to the bone location before exporting.
  45.  
  46. 3. Based on the material, by default either a texture or a solid color will be exported
  47. with Lambertian shading.
  48.  
  49. 4. To export, select the imported armature and click "Export Mario."
  50.  
  51. NOTE: To use clamped UV mapping, set your Blender texture's image mapping extension to
  52. "Extend".
  53.  
  54. Face Animations:
  55. 1. If you want to import face animations, you must add an 'sm64_anim_mat' custom property
  56. to the face material (the value doesn't matter) on the head mesh. You can only have
  57. one of these on a character.
  58.  
  59. 2. For that material, add 4 textures corresponding to each frame of the animation in order.
  60. 1) eyes open
  61. 2) eyes half open
  62. 3) eyes closed
  63. 4) X eyes
  64.  
  65.  
  66. Overwrite Wing Positions:
  67. 1. While the wing model cannot be changed, its position can be changed with this option checked.
  68.  
  69. Note that the wing position in blender is not accurate to its final position in game
  70. (see the attached image in the plugin folder). As a result, leave it unchecked if
  71. you want the wings to be unmoved.
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