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DAE Importing
NUD files can be created in Smash Forge from models in the DAE format. This allows for importing custom rigged models.
Forge will give an error message about unsupported formats if the DAE file can not be read. Only the triangles
format with normalized indices is supported, so DAE files containing polylist
will not work. These DAEs can be converted to a readable format by opening the DAE and exporting a new DAE using Noesis.
- Export an FBX from another 3d modeling app (optional)
- Export an FBX from 3ds Max. Set the axis conversion to Z-up under Advanced Options.
- Open the FBX file in Noesis and export as DAE. Do not use
-smooth norm 0.001
. The smoothing step is no longer necessary. - Open the DAE in Smash Forge and select appropriate import settings.
Other methods of generating a DAE file may work, but it is recommended to use Noesis to reliably generate DAE files in a readable format. DAEs from Blender will sometimes work in newer versions of Smash Forge.
For stage models with multiple UV channels, export the DAE directly from 3ds Max. Noesis will remove the extra UV channels. Stage models rarely require manual rigging, so skipping the Noesis step usually doesn't cause issues.
Vertically flips the texture coordinates (UVs).
Rotates the imported model by 90 degrees along the X Axis.
Shifts all of the UVs down by 1 tile.
Currently not functioning.
Sets all Vertex Colors on the model to 127, 127, 127, 127.
Divides the RGB values (not alpha) by 2 for all parts of the model with vertex colors. 3d modeling programs typically use 255 as white; Smash 4 uses 127 as white.
Averages the normals of the imported model. Not recommended.
Assigns a basic stage material to all models. The material flags will be set to A2001001
.
Scales the imported model using this value as a multiplier.
Models may have the incorrect orientation when importing. This can usually be fixed by opening the appropriate VBN file from the import menu before clicking "import." This may also fix issues with models being invisible in Forge after opening the exported NUD.
The precision of the vertex normals, tangents, and bitangents. Tangents and bitangents are always recalculated on import. To have a model save tangents/bitangents, you need to use a vert type that supports tangents/bitangents.
Vert Type | Size per vert |
---|---|
No Normals | 4 bytes |
Normals (Float) | 20 bytes |
Normals, Tan, Bi-Tan (Float) | 52 bytes |
Normals (Half Float) | 8 bytes |
Normals, Tan, Bi-Tan (Half Float) | 24 bytes |
Recommended: Normals, Tan, Bi-Tan (Half Float)
The precision of the vertex bone weights.
Weight Type | Size per vert |
---|---|
None | 0 bytes |
Float | 32 bytes |
Half Float | 16 bytes |
Byte | 8 bytes |
Recommended: Byte