Model Import for Smash 3DS for Dummies w/ Images!

A Tutorial for Super Smash Bros. For Nintendo 3DS

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Update #4
  • Add Spica on the guide
  • Editing the .smd option cause I forgot to do so last week.
  • Modifying FAQ
  • Corrections
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Miguel92398
18d
Update #3
  • Added SMD Guide for fixing normals and UVs
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Miguel92398
29d
Guide isn't 100% accurate and will be updated after my break. Let me gimmie a rest on making this 4+ hour guide will ya?

Hey! So there are some WIPS that needs to be finished. So why not make a 3rd Model Import Guide but this time with images?
Ok!

Model Import for Smash 3DS for Dummies
With Images!

So this guide will only focus on 3DSMax and not Blender, C4D, or Mine-Imator. If you want Blender Guide, go here.
Disclaimer: If you don't know how to rig, kindly study those on Youtube. There's no tutorial on rigging a specific part of the model. In short, rig it yourself.

1. Requirements


2. Pre-Start

Things you need to do before starting model importing:
  1. Install 3DSMax 3 years Student Free Trial(takes at least 4GB of space)
  2. Download Ohana 3DS Rebirth and Noesis
  3. Install Python 2.7
  4. Download smb123w64gb's MBN Tool
  5. Extract the game's data.

3. Grabbing FBX

3.1. Ohana:

  1. Select a character that you want to model import. Check the List of Supporting Characters for Model Editing if the character that you select is supported or not.
  2. Get the character's normal.bch and normal.mbn
  3. Open Ohana 3DS Rebirth
  4. Drag normal.mbn(with normal.bch in the same folder) to Ohana 3DS Rebirth. It should look like this!
  5. Go to Models and export it as DAE and check "Export all models(with their internal names)"
  6. Go to Textures and export it in the same folder as the model
  7. Open Neosis and drag the model there
  8. Go to File and then Export from Preview, change Main output type as .fbx - Autodesk FBX and check Flip UV's. Lastly you Export

3.2. Spica:

  1. Select a character that you want to model import. Check the List of Supporting Characters for Model Editing if the character that you select is supported or not.
  2. Get the character's normal.bch and normal.mbn
  3. Open Spica

  4. Press CTRL+O to open and then select normal.mbn



  5. Go to File and click Batch export...

  6. Locate where you put the normal.bch and normal.mbn and output it elsewhere

  7. Check Export models and textures and hit convert

  8. Open Neosis and drag the model there
  9. Go to File and then Export from Preview, change Main output type as .fbx - Autodesk FBX and check Flip UV's. Lastly you Export

4. Getting Ready for Model Importing

Now that you got the .fbx of the character, it's time for you to ready for 3DSMax.
  1. Open 3DSMax
  2. New Scene
  3. Drag the .fbx on 3DSMax
  4. Click and Set the Absolute:World to 0,0,0(x,y,z) by right click the model and click the black box at the side of Move button
  5. Preparation for the texture, use the Lightbulb(2015) or Eye(2016-2018) to make one or more mesh invisible and drag the texture to the visible mesh. Then drag the texture to the mesh
  6. Repeat that to the rest of the meshes
  7. Make the other meshes invisible so that you can focus on doing model import.
  8. Make sure to save it.

5. Pre-Model Import(Note)

Now that you have the character's model textured and ready. It's time for the big guns. Model Importing!
If you feel that the guide is too hard, you might as well give up or study more on model importing.

Note: Different characters have different meshes. So here are the list of characters that have different meshes:
  • Jigglypuff - All arms and legs are connected to the body
  • Kirby - Arms and legs are separated plus have 3 bodies: Jump, inhale, and normal
  • Meta Knight's Shoulder Pads are supposed to be rigged in <Side>ShoulderN
  • Captain Falcon and the rest of the fighters' hands are separated and not connected to the body
  • Spica pretty much fixes all of the character models plus it will include multimeshes to some characters like Peach or Palutena

    Ohana:


    Spica:


    So, if you want a fixed model for Mario or whatever, just use Spica.

Now that you know about this, next thing you need to know are the limits. This is the bane of importing. There are poly and vert counts. Poly count is the number of poly that the model have while the vert count is the number of points known as Vertices that the model have. The important one is the poly count because c0x is too sensitive with poly limits. So if you want to know the poly and vert count of the character that you want to edit, press 7.

Make sure that the number of poly that the imported model have is less than the poly counts of the character.

Example:
Smash 4 Sonic have 4266 poly in total
Blaze the Cat(Sonic and the Black Knight) have 3774 poly in total(double the count if attach it)

To reduce poly is to use MultiRes or ProOptimizer(easy way) or Wield Selection on Editable Mesh(hard way but effort). To use MultiRes, select a model, go to Modifier List, and search MultiRes. Hit Generate to use MultiRes and then you set the percentage and hit Generate again. Afterwards, right click MultiRes and Collapse To. Same goes to ProOptimizer.

6. Model Import

Now you're ready!
  1. Select what model would you like to import. Make sure that the imported character have the body and arms separate.
  2. Drag the model on 3DSMax and set the Absolute:World to 20,0,0(x,y,z)
  3. If the model is too big or too small, scale it down
  4. Select the character's body, go to Editable Mesh(hit yes), click Attach, and then attach it to the imported model's body(If Attach Option, hit OK).
  5. Select the character's body, go to Editable Mesh, select Face, select the character's body, and delete it
  6. Select the imported body and set the Offset:World X to -20(it's math. If the Absolute:World is 23.521,2.781,0, you subtract the number to set it on 0,0,0). Make sure you disable Face so that you won't have issue on rotating bones
  7. For facial and other stuff, you can clone it. For Cloning, make sure that you set the Object as Copy.
  8. To get rid of some extra parts, go to Create, select plane, set the Length and Width to 1, set the Length Segs and Width Segs to 1, set Absolute:World to 0,0,0(x,y,z), and scale it to 0,0,0(x,y,z)
  9. Clone the plane model(make sure to set the Object as Copy) and Repeat Step 4-5 to the unnecessary meshes
  10. Go to Skin, Edit Envelopes, check Vertices, go to Weight Tool, select all(CTRL A), select the first bone on the list, click 1, go to Weight Table, edit, Remove Zero Weights
  11. Repeat Step 10 to the rest of the unwanted mesh

You notice that the model is somewhat blocky. Well that's because normals are messed up. Select the body, go to Modifier List, search for Edit Normals, move Edit Normals below Skin, Select All, and Unify. Make sure you right click Edit Normals and Collapse To.
Click HERE for images

7. Rigging

Remember what I said before that limit is the bane of importing? Yeah. That's true to the rest of the games like Smash Wii U, Mario Kart 8, BOTW, etc. Model Import is no easy peasy lemon squeezy. So if you don't know how to rig, I suggest you to watch these videos. They're ofenly similar with the exception of Material editing.
Basic Rigging Guide For Smash 4 by Hefty
Smash Bros 4 Modding: Model Rigging! 8/25/2016 by sonicbrawler
SSB4 Model Importing + Rigging Tutorial by VirtualTurtle

8. Texture and UV Mapping

Okay! Now that you're done rigging, next thing you do is UV Mapping and this is my favorite. But before we're going to use Unwrap UVW, you better edit the character's textures. Since you export the character's texture from 1. Grabbing FBX, Step 6, you use these to edit textures. So here's a list of popular photo editor(from what I know):

Now all you have to do is insert the texture from the imported character over the Smash 4 character's texture. It's actually self-explanatory and it's simple to do.


Now that you have the edited texture, drag the edited texture to the body.

There are some that doesn't change except for resolution(like the one on the image) and there are some that messed up.
Select the body, go to Modifier List and search Unwrap UVW, place it below the Skin, select Polygon(Red Box), and Open UV Editor. Click the CheckerPattern (Checker) and select the skin that you drop.

You can use Mapping\Normal Mapping to fix the texture. Well. It's complicated but self-explanatory. It's easy.

8.1. Option 1: Use SplitUV

Once you're done fixing the UV, use this(From Hefty's Character Model Importing).
HERE
Drag Split_By_UVW_Island.ms to 3DSMax, press F11 and do this code:

splitMeshByUVElements $MESHNAME 1
With MESHNAME Replaced by your meshes name
(Keep In Mind That you need the Unwrap UVW Modifier)



8.2. Option 2: Use .smd

So, I'm new to this smd thing and I'm not that good at making this quick guide for it. But anyways, here we go

  1. Make sure you rename all of the mesh to #:0. For multimeshes, name those as #:1
    Change # to the mesh number.
    Example!
  2. Download Blender Source Tools and install it on your Blender.
  3. On 3DSMax, proceed to Finalizing first until you get dope.csv and then go back here.
  4. On 3DSMax, select TransN, select Rotate, and set the X Axis to 90 to make her stand.
  5. Export as .fbx
  6. Open Blender, delete everything in the workspace.
  7. Import FBX,
  8. Set the scale to 100,100,100,
  9. Select the Orange Box at the side and then search for Armature and set the X Axis to 0 to make her lie down.
  10. Select any mesh and then go to Source Tools
  11. Export that said mesh then use smd2csv(Download here).
  12. smd2csv.py <meshname>.smd
  13. Open both dope.csv and the <meshname>.csv
  14. Replace that said mesh from dope.csv to <meshname>.csv
  15. Save it and proceed to Finalizing part where you's going to get normal.mbn.

If you're confused, I made a quick guide for smd. Just keep on pausing to know how.


9. Finalizing

Alright! Now that you're all set with the rigging, textures, and UV Mapping, it's time to finalize.

Select TransN, select Rotate, and set the X Axis to 0 to make her lie down.

Select any mesh, click on Skin.

Drag CvsExport to 3DSMax and export it as dope.csv(dope is a default name. You can name it anything like ass.csv).


Next thing is reorganizing mesh order. From my [LIST] Supported Characters for Model Editing,
Option 1:
To some characters that have messed up mesh orders, you can basically fixed it by open dope.csv on Notepad and arrange them in order. None of the mesh are missing, use Find(CTRL F) to find the missing mesh. You can use 3DSMax's Graph Editor\Dope Sheet for the list of messed up meshes by selecting the entire mesh group(you can't arrange mesh orders on 3DSMax. You have to do it on Notepad manually).

Option 2:
No need to arrange mesh order. Proceed to Option 2 below.

Before using MBN Maker, make sure you have normal.bch on that folder so that it will load up.

Once you're done, go to the directory and type "cmd" and hit enter.

Type this command:
Option 1:
mbnMaker20XX_Bone.py <name>.csv

Option 2:
mbnMaker20XX_Bone.py <name>.csv -n

Option 2 will automatically sorted mesh orders. So no need to open <name>.csv on Notepad and manually doing that.

Replace <name> to the name of the .csv.
Example:
mbnMaker20XX_Bone.py SanikFaucets.csv

Now you got yourself a brand new normal.mbn!
This is the result:

Ignore the messed up texture. We're going to do the final part.

Go to Ohana 3DS Rebirth and go to Tools and BCH Texture Replacer.


Go to File and Open. Then search for the normal.bch of the character and open it.

Select a part of the texture and then click Replace to replace the texture with the edited texture.
Take note: Make sure that the edited texture should be the same size as the original. If not, it will messed up the skin. Once you're done, hit Save.



Final Result:

Yeah. Mine is still terrible because I didn't finish it right now. More details on my Blaze the Cat mod right HERE!

That's pretty much it! Hope this helps.

10. Quick 10 Minute Video for Model Import(based on this guide)

Better pause or slow down this video if it's too fast for you.


11. FAQ

Error is similar to BFRES Model Import guide because the BFRES Tool is made by smb123w64gb. But not all of the errors are identical.

Q: I have this error when trying to export dope.csv:
"Unable to convert: undefined to type: Integer"

A: As M-1 said, this is vertices out of range. All you have to do is go to Editable Mesh, select Vertices, and if you see some vertices outside the model, select those and hit delete.
GIF by M-1:

Q: HELP! I got this error on mbn tool:
Traceback (most recent call last):

  File "C:\Users\User\Desktop\bigermbn\mbnMaker20XX_Bone.py", line 303, in <module>

    writeSByte(f,int(float(vp)/0.007874))

  File "C:\Users\User\Desktop\bigermbn\mbnMaker20XX_Bone.py", line 44, in writeSByte

    file.write(struct.pack("b", val))

struct.error: byte format requires -128 <= number <= 127


A: That error is basically UV out of range. All you have to do it is move the polygon inside the box on UV Editor(Unwrap UVW). Make sure that you check every single mesh if they are inside the box or not.


Q: I got this error:
TransN is not in the table
Is is okay?

A: No. Make sure that you don't let other vertices rigged to TransN. If you ignore it, the game will froze.

Q: Game froze/crash on Stage Selection. What's the cause of the problem?

A: I actually don't know. I got this error and I haven't found a fix on it.

Q: Game froze/crash ingame. What's the cause of the problem?

A: It's either you try to rig characters that are considered broken on my list or your poly count is too big or that said model is for items like Super Sonic or Giga Mac or Mario's pipes.

Q: When I try to import a OBJ format, it doesn't show on 3DSMax. HELP!

A: Go to Noesis and then export as FBX.

Q: HELP!
Traceback (most recent call last):

  File "C:\Users\User\Desktop\bigermbn\mbnMaker20XX_Bone.py", line 310, in <module>

    for vp in p.boneIDs[v]:

IndexError: list index out of range


A: There's one or more vertices that you didn't rigged. Go back to 3DSMax and rig it.

Q: HELP! I GOT THIS ERROR!
--Runtime error: Skin need to be selected and in the modifier panel
Skin:Skin


A: Make sure that Skin should be at the top of the modifier list. If you got an error after moving Skin at the top, try to export it as any name like "doper.csv" or "snoopingas.csv" instead of "dope.csv" OR wait until you can have access to delete dope.csv.

Q: Why some meshes are too blocky?
A: Messed up normals. Use Edit Normals or do the .smd thing on Blender.

Q: When I use mbnMaker20xx_Bone.py dope.csv -n, it doesn't sorted out!
A: Again, make sure you name the rest of the meshes to #:0 if it's normal or #:1 if it's multimesh. Look at the example here and understand(This is not Sonic's meshes. Those are Peach's meshes with a mix of Ohana and Spica).


There are plenty of questions. But I'll try to update it once there's more problems. Enjoy!

Posts

  • 3moEdited 3mo
    BabyLuigiOnFire avatar
    BabyLuigiOnFire avatar Offline
    Member Joined 6mo
    662 points Ranked 7001st
    imo, I think UV editing should take priority over rigging. When it comes to exports, formats such as .dae, .fbx, and including .csv as I just experienced don't like modifiers on top of skin.

    You also don't have to remember to reorder it or to save your skin. In modeling processes, I think rigging should always be the very last step.
    Baby Luigi
  • 4moEdited 4mo
    Joako5848 avatar
    Joako5848 Offline
    Member Joined 5mo
    496 points Ranked 9072nd
    gives this error:

    File "F: \white bomber\mbnMaker20XX_Bone.py" , line 317 , in <module>
    size = int(float(wghTime[0])*100)
    ValueError: invalid literal for float():  -1.#Ind and thia isnt un FAQ, any help plz?
    Bananite
  • 4mo
    Monti ^.^ avatar
    Monti ^.^ Offline
    Member Joined 5mo
    545 points Ranked 8313rd
    it gives this error: TrasN is not avalibe (many times), and byte format requires  -128 <= number <= 127  (sonic model import)
    •_•
  • 4mo
    I get this error

    C:\Users\moi\Desktop\Nouveau dossier (3)>mbnMaker20XX_Bone.py dope.csv
    Traceback (most recent call last):
      File "C:\Users\moi\Desktop\Nouveau dossier (3)\mbnMaker20XX_Bone.py", line 177, in <module>
        cvsIn = open(sys.argv[1], "rb")
    IndexError: list index out of range

    C:\Users\moi\Desktop\Nouveau dossier (3)>
    Bananite
  • 4moEdited 4mo
    Darn, I wanted to do Melee Mario over Dr. Mario, but he's not editable.

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