Stormghetti
Smash Journeyman
Under construction. Do not download anything until this message is removed.
(Tutorial on how to do this: https://smashboards.com/threads/character-animation-importing-tutorial.458258/#post-23050400)
Thought to be too hard to make by many a long time ago, custom animations finally saw the light of day around August of 2018. Since then, many improvements have been made to make importing animations more easily accessible to everyone. If you seek to learn how to do this, it's necessary that you follow the link above.
This thread contains some animations made by me and other people. Hitboxes and the like are always included to not give the user a hard time.
If a file is too big, you need to rebuild your ISO. To do this, you need to download GameCube Rebuilder if you haven't already in here: https://www.romhacking.net/utilities/619/. Once you open it, you go to Image at the top and then you open your ISO. Then, you go to the ISO's structure on the right, right click the first file called "root" and export it to wherever you want.
Once the exporting process is over, go to the folder it just created and paste the files from the download in there, but make sure to remove the extra text from the filenames so they have the same names as the PlXX and PlXXAJ files in order to replace them. Back in the program, close the ISO from the Image menu, go to Root instead and open up the root folder we just edited. Go to Root > Save and save the ISO to any folder with whatever name you want, then click save, Root > Rebuild and wait for the process to end.
That's it, you're ready to go.
(Tutorial on how to do this: https://smashboards.com/threads/character-animation-importing-tutorial.458258/#post-23050400)
Thought to be too hard to make by many a long time ago, custom animations finally saw the light of day around August of 2018. Since then, many improvements have been made to make importing animations more easily accessible to everyone. If you seek to learn how to do this, it's necessary that you follow the link above.
This thread contains some animations made by me and other people. Hitboxes and the like are always included to not give the user a hard time.
http://www.mediafire.com/file/vdd6swmx6tk4nzp/Melee_-_Falcon_Does_the_%C2%BF%C2%BF%C2%BF_%28Taunt%29.zip/file What is it? You'll just have to find out for yourself. (Todo list: add facial expressions. Help is appreciated.)
Currently unavailable.
This video is now outdated. The distance traveled is innaccurate, but everything else is intact: https://drive.google.com/file/d/1UOu5sK-SrDGlmFOdy6N4nxJ5e5UndWTj/view
http://www.mediafire.com/file/cxiwddu0hop1gxi/Melee_-_S4_Link_Dash_Attack_Import_v2.1.zip/file *v2.1 - Added facial expressions and increased the distance of the attack (requires the "reinterpret TransN translation overflows" code).
Taken from here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=213478. I only animated a few things so the move can work with Melee Link, but most of it was already imported.
http://www.mediafire.com/file/cxiwddu0hop1gxi/Melee_-_S4_Link_Dash_Attack_Import_v2.1.zip/file *v2.1 - Added facial expressions and increased the distance of the attack (requires the "reinterpret TransN translation overflows" code).
Taken from here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=213478. I only animated a few things so the move can work with Melee Link, but most of it was already imported.
https://gfycat.com/opulentsmallbluegill
http://www.mediafire.com/file/8fd3a5ea957nb8x/Melee_-_PM_Pikachu_B-Air_Import_%28Fixed%29.zip/file *Fixed the PlPk file. I have no idea what happened to it, but it's all fixed now. (Todo list: make a custom B-Air landing animation and make the foot expand. Help is appreciated.)
1:1 animation import, no changes were made to the animation.
http://www.mediafire.com/file/8fd3a5ea957nb8x/Melee_-_PM_Pikachu_B-Air_Import_%28Fixed%29.zip/file *Fixed the PlPk file. I have no idea what happened to it, but it's all fixed now. (Todo list: make a custom B-Air landing animation and make the foot expand. Help is appreciated.)
1:1 animation import, no changes were made to the animation.
I will update this thread in the future. For now, only a few characters have videos showcasing their new animations. I'll have to ask some people to record for me, so not everything here will have high quality videos.
Code:
$Expanded animation container [tauKhan]
* 0x8000 max animation size. Default max animation size is 0x8000. Using this hack allows you to import larger animation into the game.
* 0xY0000 max animation size. Replace Y with 1 - F so that the container size becomes larger than the largest animation you've included into your ISO.
* Skip animation length <= 0x8000 assert.
04067aa0 60000000
04067a98 3c80000Y
04085ab0 48000020
I recommend setting the "Y" to a 7 for some animations. The value needs to be bigger than the filesize of an animation, so if an animation is around 70000 bytes long for some reason, values like 80000 or 90000 with the code works, but things might crash with high values like these.The custom / imported anims tend to take more space than melee ones. Be warned though, if you add too many large animations, you might run into issues with available memory. -tauKhan.
Code:
$Skip topN animation tracks [tauKhan]
C206F5B0 00000002
5460CFFF 2F960000
4C42EA02 00000000
Apparently it's difficult to produce animations that would ignore topN with the current importing method. Having topN animated means that the overall model rotation(facing direction) won't be set according to character orientation (facing left/right), and the model would instead just always face the same direction in the animation. This code will make all animations for topN always be ignored. There might be side-effects, if topN is infact sometimes animated in vanilla melee. -tauKhan.
Code:
$Reinterpret TransN translation overflows [tauKhan]
C206E114 00000014
C05B019C 5400FFFF
4082000C C03B0038
EC420072 4800000D
42000000 41C00000
7D8802A6 38800000
387B068C C0030000
EC0000B2 C023000C
EC000828 C02C0004
EC2100B2 FC000840
4180001C C003000C
C02C0000 EC2100B2
EC00082A D003000C
48000024 FC200850
FC000840 41810018
C003000C C02C0000
EC2100B2 EC000828
D003000C 2C040002
40800010 38840001
38630004 4BFFFF98
5400FFFF 00000000
Basically, you use this code if an animation goes beyond the limit for distance. When that happens, you'll see the character in Forge and in-game teleport to their original position. This happens because of Forge's unstable .smd format support for Melee, so a code is needed until this is fixed. The .anim format in Forge doesn't seem to work with custom animations, it only works if you re-import an unedited animation from the game.the code looks at transN translations difference from last point to current point. if the difference is > 24, then it assumes the animation used 32.0 unit range animation track and had a overflow happen to correct, previous translation component is shifted either back or forward 32.0 units i.e. say the game sees transN x component is 31.25, and the new one is 2.25 the difference is -29.25, which is greater than 24 in magnitude so the previous component is shifted back 32.0 units so the corrected shift becomes -1.25 -> 2.25. the game takes that difference (3.0) and uses it to determine speed later. -tauKhan.
If a file is too big, you need to rebuild your ISO. To do this, you need to download GameCube Rebuilder if you haven't already in here: https://www.romhacking.net/utilities/619/. Once you open it, you go to Image at the top and then you open your ISO. Then, you go to the ISO's structure on the right, right click the first file called "root" and export it to wherever you want.
Once the exporting process is over, go to the folder it just created and paste the files from the download in there, but make sure to remove the extra text from the filenames so they have the same names as the PlXX and PlXXAJ files in order to replace them. Back in the program, close the ISO from the Image menu, go to Root instead and open up the root folder we just edited. Go to Root > Save and save the ISO to any folder with whatever name you want, then click save, Root > Rebuild and wait for the process to end.
That's it, you're ready to go.
Last edited: