Blender Plugin that contains utilities for Smash Ultimate Models and (eventually) Animations.
Blender 3.1 support is planned for a future update but not supported at this time. You can download Blender 3.0 from https://download.blender.org/release/Blender3.0/
Check the wiki for tutorials and usage instructions.
- Click the green Code button and select Download ZIP. Don't unzip the file.
- Install the .ZIP in Blender under Edit > Preferences > Addons > Install.
- Make sure the addon is enabled by searching for "Smash Ultimate".
- After installing the plugin in blender, in the 3D Viewport pull up the Sidebar (Hotkey is 'N'), and look for the new 'Ultimate' tab in the Sidebar
The plugin supports 64-bit versions of Blender 2.93 or 3.0 for Windows, Linux, and MacOS. Apple machines with M1 processors are also supported. If your computer can run a supported version of Blender but fails to install the plugin, please make an issue in issues. The nuhlpb import/export and the exo skel feature require a Windows machine. This will be fixed in a future update.
TO REMOVE: First "Disable" the plugin, then restart blender, then you can hit "Remove" to uninstall. Then you can install the newest version.
- Export Issues? Please go read the export issues wiki page and see if your issue gets fixed, if not...
- Please read the wiki to see if that issue is mentioned in the List of Known Issues wiki page, if not...
- Please go add a new issue in the Issues page so i can track the problem, or message me about it.
- Creates the .NUSKTB and .NUHLPB needed for real-time animation retargeting on custom models.
- .NUMDLB, .NUMSHB, .NUSKTB, .NUMATB, .NUMSHEXB Import And Export
- Animation export
- Swing bone visualization
- SSBH Editor (view models and animations and edit materials) https://github.com/ScanMountGoat/ssbh_editor
- Switch Toolbox (to convert .NUTEXBS to .PNGS) https://github.com/KillzXGaming/Switch-Toolbox
- SMG for creating SSBH_DATA_PY, which without it none of this would be possible https://github.com/ScanMountGoat/ssbh_data_py (and also for providing alot of the reference code for how to use the library, most of which was shamelessly stolen and implemented here) (and also for making CrossMod which was a great reference for how smash ultimate shaders work, from the CrossMod render code certain details such as which step of the shading process do vertex colors get factored in was used)
- The Rokoko plugin https://github.com/Rokoko/rokoko-studio-live-blender for being the reference used for the UI code used in this project.