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Dedederp's Custom Skin tutorial

Dedederp's Custom Skin tutorial
A Tutorial for Super Smash Bros. Ultimate.

 
 
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This is a dimmed down guide on Magic Exoskeleton, but the difference here is adding your character in game.

REQUIRED



GETTING STARTED
Open Arc-Explorer and put in your data.arc file from your switch. If you don't know how to get the data.arc file use this tutorial ----> https://youtu.be/CXe_Su-Yo2c
and look for the fighter you want to replace in the arc-explorer "fighter\character\model\body\cxx"
Export the character folder by right-clicking it and click export.

If you want to Wirelessly dump use this Tutorial By the wonderful man "Manito"

Go to your arc-explorer folder where the .exe file is held and open the export folder and find the files you just exported.


IMPORTING


Open Blender and install the Magic Exoskeleton add-on.
On the side bar click on Ultimate and there would be multiple tabs
Click on model importer and then click "browse for the model folder" find the folder where you exported the model.

Click on import model
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you should have an imported model like this
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Import the model you want from TF2, I am gonna use Team Fortress 2 Pyro as an example
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Import your Custom Model From The top left clicking File, Import, Depending on what the Original File is Select from the drop down menu.
Sometimes when You Import The Custom model will look Massive or Tiny. Thats Ok.
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To Accurately Scale it look in the Bottom Right hand Corner and look for the "Scale Option"
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Afterwards your Model should be as accurate as possible.
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After youre done Press Ctrl+A and then click "Apply all Transformations"

RIGGING
Click "Object mode" In the top left corner of the screen and then from the drop down menu click "Pose mode"
You are looking for bones (Which look like these)

If you cant spot them at first sight press this button (With your Custom Armature Selected)
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Select a bone and Press one of the Buttons on the Left side of the screen
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Click and drag them and Move your armature to a T-Pose Shape.

Once you are finished
Select your model and delete the shape keys,
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The reason for this will appear later.

Select the Indivisual Meshes of the Custom Armature, Go to your armature modifier and duplicate it and then apply one (if multiple models do it to all)

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When you duplicate your Mesh A new form will show THIS IS NORMAL
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When you are finished there should be only one modifier.
Enter pose mode with your characters skeleton and enter pose mode and go to
Pose->Apply->Apply Pose as reset pose.
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If done correctly It should now revert back to T-Posing.
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Then go back to Object mode, select your Armature, and Press Ctrl + A Then Press "Apply All Transformations"
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Stay in Object mode.
On the side tab click on Magic-Exoskeleton Maker.
Select "Magic Exo Skel Maker" on the Smash Armature tab

1. Select Your Character onto the Other Armature tab
2. Rename bones as H_Exo and make bone pairing list
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Now add the bones accordingly to your models desired skeleton.

Here is a Small guide on where some bones are located.
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Now when your done with that don't click Make New Combined Skeleton
instead press "Ctrl+a" apply all transforms one again, then click "Make New Combined Skeleton"
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When you Export you should get a new skeleton such as the following:
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Now this Next step might be a controversy but I do things a little differently from other people. Personally, I click all custom meshes, Duplicate (Shift+D), Then Select The new armature named "Combined" as well as all the Duplicated meshes, Right Click, Parent, Object, then Parent with empty groups.
Dont get mad Because if you dont like the way I do this then make your own tutorial.

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And this should be the Final Product.
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Now. While your model is Technically ready for export there are still 2 Small steps left. One of them Is Parenting. Go into "Edit mode" (It should be the same way you went into "Pose mode" earlier, go into your Combined armature, Into your "Smush_blender_Import" Bones, and select the bone that is next to trans. Go into Bone modifiers, then relations, parent, and make the parent the "Hip" Bone.
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Now Select your Combined Armature, Import a Animation, and Test it before Continuing. Either Via Pose mode or Object Mode.
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If you did everything correctly it should end up like this:
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A Completed Model!
Also test a few other animations. Because one animation might be flawless but another might be buggy. It is Reccomended to Try the "Run" animation, and "Win1" As well.

TEXTURES (Pt. 1)

Rename your original uvmap to "map1", name it "colorSet1".
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EXPORTING
Go to Model Exporter and Select your Combined Armature
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Go to Select Vanilla Nusktb and Look for the Original one (By Default Its in the same place your Stock Fighter was exported)
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Finally Select "Export model files to a folder", and Export!
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TEXTURES (Pt. 2)
Open Toolbox and In the top left corner select "File", "Open"
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Look for The stock smash textures (By Default should be In the Same Location your "Nutsktb" file is in. (You do not need to Import all of them) then Import.
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Select one of the files, Right click, and press "Replace"
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Then Look for your Custom Textures and click "Open". It should Look like this That means its loading. Depending on what format and how big the Image is how long it will load.
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Once Imported you should get a popup similar to this:
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It should look the exact same to the Image that you Imported. If it looks good Press "Ok". Repeat this process for all textures.
Once Finished, Click "File", "Save as". Then Save it in the same exact folder with your Blender Model.
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Now in SSBH Editor Click "File", "Add Folder to Workspace" and then Open your Folder
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Once In It should be Glowing white/Purple. THIS IS NORMAL
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Click "model.numatb" and find "Base Color" Click it and Look for your Main texture. Repeat this step until all textures are replaced.
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Once finished with that scroll down until you see "Sampler0", "Sampler4" and "Sampler6" Ignore Do as you wish with Sample 7 Click each "ClampToEdge" and swap it to "Repeat" for all Samplers You can Ignore Sampler7. The Image should start to Come through. If It does not come through correctly try "MirroredRepeat" as well.
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Technically this step is Optional but this steps affects brightness In game. To make sure ingame lighting is not too bright. Turn all of the "CustomBoolean" off and Select "CustomVector14 (Rim Color)" and Lower the Coloring to Around 85 (It does not have to be exactly 85)
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After you got all that done Click In the top left corner, "File", "Save As" and then Save that with the Rest of the Model.
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If everything is done Correctly.. CONGRATS you made your first mod!

If you have any questions, stuff I should add, or issues please leave a comment, or for a faster response DM me on Discord "Dedederp Potato#1187"
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