SWG (SWaG physic bones) tutorial

A Tutorial for Super Smash Bros. for Wii U

Hello world. We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending KillzXGaming points.
  • Post: Give KillzXGaming your thoughts on this Tutorial.
  • Vote: Help KillzXGaming win the Monthly Awards.
  • Rate: Give this Tutorial a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Tutorial.
  • Watch: Get notified when this Tutorial is updated.
Mascot

Sound fun?

Sign up

Already a Bananite? Login

Updates

Important Update!
  • This is very important! The best way to get good results is to build the bone in a straight line from the top point of where you want the SWG bone to start and rotate them. This is very important and is necessary for capes and many other things!!!
  • Some minor changes all around. Included a few minor ideas of what some unk stuff is.
KillzXGaming avatar
Member Joined 1y
4,198 points Ranked 1083rd
21 medals 2 legendary 4 rare
  • Reached 100 subscribers Medal icon
  • 30 submissions featured Medal icon
  • Returned 1000 times Medal icon
  • Reached 50 subscribers Medal icon
  • 10 submissions featured Medal icon
  • Received thanks 50 times Medal icon
KillzXGaming
2mo
SWG bones are basically physic bones that are controlled by wind, movement, and other effects often used for hair, skirts, headbands, and much more. Some of these bones can have particular animations specific to a character however, these do not need full animations and can have just movement from wind and character movement. Usage of this is entirely WIfi Safe!  Aslong as you don't alter any default bones, hitboxes will remain the same. 

What you'll need.
Smash Forge
Program for rigging. Ideally 3DS Max. 
NUD import script for 3ds max.  by RTB, updates to this can be found here. 

Making bones

First with Smash Forge, considering you already have a character imported, open the nud. Make sure it has a vbn next to it for the bones. For this tutorial, i'll add the splatoon hat to Fox. 



Now to start, lets add the bones. We are going to do this in forge as importing actual bone sets from a dae or smd require reordering and lots of stuff to sort out. 

First click on the bone tree.


Then you'll see all the bones for the character. Right click and click "Add bone" on a bone you want your SWG bone to start. Ideally a head band would be on HeadN. A cape could be on BustN. ect. 



You'll get this dialogue box. For the name, use an existing SWG bone. For a list of all bones, Smash Forge has a hashtable.csv that you can open in notepad or notepad ++ . Search for "SWG" in the list. 



Ideally choose the best one that may suit your own, just so you know which is which. The name itself will not reflect it acting differently, but do make sure that:
  • The name isn't used in the character bonelist already. 
  • Use SWG in the name

Then for the Hash part. just leave it blank for now.
The type make sure it is 3!

Now click "Add Bone"

Now we need to preposition it. This can be done here. 


X will be up, Y will move forward and back, Z will move right and left. This may vary if your rotations are not 0 0 0 though default bones should. 

Move them to fit your area you want with SWG bones. Then add another one and so on like so. (Ignore the hat texture)

Note! This is very important! The best way to get good results is to build the bone in a straight line from the top point of where you want the SWG bone to start,and rotate them. This is very important and is necessary for capes and many other things!!! 

You only need to rotate the top one. The rest should ideally have just one position.



Then once done, click Edit - Hash match,

Now to save. Click File - Save, and then as a Model.vbn Make sure Big Endian bones is NOT checked. If you forget, make sure to resave it again and it should recovert it back to little endian. 



Now we need to rig these. 

Rig new bones

Open up 3ds max and import the bones and nud using the nud script. Make sure the vbn is next to the nud! 

You may get an error and no model shows up. If this occurs, open the model in max instead before use exported your model into forge, and then import the nud. You'll get the neeeded bones imported. 



Bones imported! Now all you need to do is rig them. 

Then export 3ds max as a dae or fbx, export that through noesis and make it a dae for smash forge. You may need to check 90 degrees if character isn't right. 

Then for the dae settings. Click Open VBN



The select your vbn you saved, then click import dae. 

Now save the dae as a nud as usual. With right clicking "Model" on the model list on the right and click Save NUD.

Now that is all done. The final step! 

Editing Mode.sb

This file contains data for how you want the physics to react. 



The weight bones help prevent clipping. Those are often bones labeled with "shit" in the end. Ideally for things like a cape it would be SWG_Hip_0__shit. 

You first need to add a bone so right click where the bones are listed and click "Add Entry" and select your SWG bone. Do this for all bones you added in. 

The way these will need to be added is based on the bone order! You can move the SWG bones if necessary.



The next tab is rotation limit. This is where i suggest using other SWG data from other characters



As noted before, the X is up/down, Y is front/back, and Z is right/left. 

The last two tabs are alot of unkowns. I suggest copying most data from other .sb files. I suggest dragging them into smash forge. Then drag from the tab to the render view where the model is. 




You can now copy down some values over to your own .sb file. Continue to do this for all bones.

From what i can tell.
Unk1 is a sort of movement influence and makes the object appear more stiff. 
Unk4 is also weight related and can make the bone move less upwards if the character jumps, possibly related to gravity. 

Rest is being looked into. 

 To save, click in the box where your sb data is, ideally one of the bones in the entry box. Then click file - save. The file save option should only have the .sb file extenstion and name it model.sb

Make sure big endian is checked for .sb files. 

Now you are done! That should be all that you need to do!

Posts

  • 12dEdited 12d
    HerosLight avatar
    HerosLight avatar Offline
    Member Joined 1y
    4,348 points Ranked 1051st
    13 medals 3 rare
    • 10 submissions featured Medal icon
    • Returned 1000 times Medal icon
    • Reached 50 subscribers Medal icon
    • One month a member Medal icon
    • Returned 100 times Medal icon
    • Reached 10 subscribers Medal icon
    Really really great and helpful tutorial, thanks for this.

    I guess you can't use negative values for Rotation Max? I tried that out of curiosity and it was flipping out like crazy.

    10/10

    Don't expect high-quality mods
  • 24d
    Leadingdemon avatar
    Member Joined 11mo
    647 points Ranked 7234th
    Nice tutorial  now is it possible to add things like flames or other certain  objects to a model that wont  corrupt  it   as of now I'm using this to make a flame over peach crown and  i mean having it float above it yet surprisingly  having issues doing so  would like  the help  if possible  
    dont give up till the very end
  • 2mo
    Gamidame_K avatar
    Gamidame_K avatar Offline
    Member Joined 1y
    575 points Ranked 7667th
    wait, does that mean that adding more bones to a sm4sh skeleton wont affect it like in brawl where you had to respect the throwN and HaveN's bone indexes?
     avatar
    Mantra
  • 2mo
    Tabuu Forte Akugun avatar
    Tabuu Forte Akugun avatar Back to work
    Member Joined 1y
    1,377 points Ranked 3416th
    8 medals 1 rare
    • 10 submissions featured Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • Returned 100 times Medal icon
    • Submission featured Medal icon
    • Reached 1,000 Points Medal icon
    Yeah! King Cold Ver. 2 here I come!
    Evil Overlord
  • 2mo
    Miguel92398 avatar
    Member Joined 8mo
    2,582 points Ranked 1804th
    11 medals 1 rare
    • 10 submissions featured Medal icon
    • One month a member Medal icon
    • Submission featured Medal icon
    • Returned 100 times Medal icon
    • Submitted 10 Skins Medal icon
    • Reached 1,000 Points Medal icon
    Wow! Not bad. I thought this is a thing before.
    Bananite
  • 2mo
    Martyzard avatar
    Martyzard Offline
    Member Joined 3mo
    185 points Ranked 18704th
    Wow I haven't seen a tutorial involving bone with physics yet, this will be super cool for future modding!
    Jolly Cooperation!!
  • 2mo
    Tyonic avatar
    Tyonic avatar Offline
    Member Joined 1y
    763 points Ranked 6019th
    9 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • Returned 100 times Medal icon
    • Reached 10 subscribers Medal icon
    • Submission featured Medal icon
    • 6 months a member Medal icon
    This is really interesting. we can now have moving clothing which doesn't affect hitboxes. i may attempt to make a mod that uses this at some point.
    Abandoned.....I think?
  • 2mo
    Supershyguy avatar
    Supershyguy avatar Offline
    Member Joined 1y
    3,291 points Ranked 1406th
    12 medals 2 rare
    • 10 submissions featured Medal icon
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • Returned 100 times Medal icon
    • Submission featured Medal icon
    • Reached 1,000 Points Medal icon
    DUDE! This is cool. I'm actually working on a mod that would benefit from this. Thanks for this tutorial. I look forward into seeing mods with these additional swing bones.
    Bananite
  • 2mo
    Minik250 avatar
    Minik250 avatar Sleeping
    Member Joined 1y
    460 points Ranked 9426th
    9 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • Returned 100 times Medal icon
    • Submitted 5 Concepts Medal icon
    • Concepter of the Month, September 2016 Medal icon
    • 6 months a member Medal icon
    So have these been properly figured out now? Is headband jiggly possible?
    • Agree x 1
    What a hoot! avatar
    Mantra
    What a hoot!

Share

Shareable Image:
Share banner
HTML embed code:
BB embed code:
Markdown embed code:

More embeddable images

Bookmark and Share

Credits

Key Authors
KillzXGaming
Member Joined 1y
4,198 points Ranked 1083rd
21 medals 2 legendary 4 rare
  • Reached 100 subscribers Medal icon
  • 30 submissions featured Medal icon
  • Returned 1000 times Medal icon
  • Reached 50 subscribers Medal icon
  • 10 submissions featured Medal icon
  • Received thanks 50 times Medal icon
Made tutorial
Special Thanks
SunSpirit avatar
SunSpirit avatar Offline
Member Joined 1y
2,124 points Ranked 2194th
14 medals 2 rare
  • Reached 50 subscribers Medal icon
  • 10 submissions featured Medal icon
  • One month a member Medal icon
  • Submission featured Medal icon
  • Returned 100 times Medal icon
  • Reached 1,000 Points Medal icon
Helped me figure some stuff out
jam1garner
Member Joined 1y
4,008 points Ranked 1149th
12 medals 1 rare
  • Submitted 5 Tools Medal icon
  • One month a member Medal icon
  • Received thanks 5 times Medal icon
  • Reached 10 subscribers Medal icon
  • Submission featured Medal icon
  • Reached 1,000 Points Medal icon
Smash Forge SWG feature
Ploaj
Smash Forge

Submitter

KillzXGaming avatar
Member Joined 1y
4,198 points Ranked 1083rd
21 medals 2 legendary 4 rare
  • Reached 100 subscribers Medal icon
  • 30 submissions featured Medal icon
  • Returned 1000 times Medal icon
  • Reached 50 subscribers Medal icon
  • 10 submissions featured Medal icon
  • Received thanks 50 times Medal icon

KillzXGaming
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!
  • Paypal Donate
Sign up to access this!

Category

Details

Difficulty Level
Intermediate Difficulty

Stats

Posts
14
Views
2,512
Date Added
2mo
Date Modified
2mo
Date Updated
2mo

Featurings

  • Today's Pick Jul 8 2017
bcp.crwdcntrl.net tracking pixel