DSHack

Archive Generated December 23rd, 2018
How To Make Custom Characters In MKDS. (No static!!)
Author Posted on 2018/06/27
#3979
Rover Hiya. So people were asking me to make a tutorial about making a custom characters in MKDS. So here ya go.

INTRODUCTION: In order to make a custom character in MKDS (That actually has animations) you can not use MKDSCM (If you have G3DCVTR Gui then you can) if you have to make a custom character that have animations because you can not export .nsbca from MKDSCM (Again if you have G3DCVTR Gui then you can) . Anyway...here are the following tools/programs you will need:
Blender (or at least a program that supports bones and 3D modeling) (Also I will be using Blender in this tutorial) (Download link:https://www.blender.org/download/ )
G3DCVTR Gui (You will need this add-on for MKDSCM in order to export your model and animations) (Link: https://projectpokemon.org/home/files/file/2102-g3dcvtr/ ) (Credits to Aerodo for sending me a link)
2011 Maya (Dont worry. You dont need to look for it. Here is the link: https://knowledge.autodesk.com/support/maya/downloads/caas/downloads/content/autodesk-maya-2011-service-pack-1.html ) (Credits for Aerodo for giving me the link from the MKDS modding discord server)
2011 Nitro Plugins for Maya. (Link: https://www.dshack.org/assets/store/322/TwlSDK-5_5-20100715a.zip)
EFE (AKA everyfileexplorer) (Link: https://wiidatabase.de/3ds-downloads/pc-tools/every-file-explorer/)
Alright...I hope you got all of the following tools/programs. Okie lets get started.
Before we start. You will need an existing model. In this tutorial I will use Blaze The Cat.
http://prntscr.com/jzzjho
MAKING YOUR CHARACTER:
To make things easy. Your character should be in a T-pose just like Blaze is. Also your character should be around 200 polygons since the DS can only render about 2048 polygons. I hope you got your model ready in a T-Pose. So lets get into making the bones. A bone has the ability to make your character move. I wont explain how to make bones since there are many tutorials on Youtube on how to make bones in Blender. Anyway lets rig our character. If you are done rigging your character it should look similar to this: http://prntscr.com/jzzmpd
And you should name your bones proper names. (root, spine, head, and etc)
MAKING ANIMATIONS: Here comes the hardest part. But I will try to explain this the best I can. Lets say you want to make your character have a driving animation. Well, you can get a cpu model. (I will use Peach for this) http://prntscr.com/jzzpcm Notice the arrow pointing at her hands. Your characters hands should be here on the arrow. Now for making your character turn. I will use the 4-wheel cradle. You should move the kart's steering wheel to your characters hands. Anyway...to make a good turning animation. Start on the timeline 0 and end the time line on 28. Then you should rotate your characters should about 20-30 angles to the y axis on the left. Like this. http://prntscr.com/jzzskz Proceed to do the same for the right side. Like this. http://prntscr.com/jzzth0 Make sure you rotate your character -90 degrees on the x axis. Nice your character has a driving animation. For spin, win, and lose animations. Thats up to you to make an animation on.
EXPORTING FBX FROM BLENDER TO MAYA: Alrighty so you have your characters turning animation done. Now go to File>Export>FBX. Now for the export options. It should be this. http://prntscr.com/jzzvhw http://prntscr.com/jzzw1t http://prntscr.com/jzzw9g and http://prntscr.com/jzzwhc
Now open up Maya 2011. Now go to File>Import and look for your FBX. Now click on your FBX and it should import it. It should look like this: http://prntscr.com/jzzzlm Go to Window>Rending Editors>Hypershade and select your model and give it a material name. (body_all should be okay) Now got to NITRO-System and select NITRO Export with settings. Just follow the settings in this. http://prntscr.com/k001ev http://prntscr.com/k001jc
IMPORTING YOUR IMD AND ICA TO G3DCVTR: Now open MKDSCM and go to Tools>Nitro Intermediate> G3DCVTR Gui. Open you IMD in G3 and select emdl and etex and hit covert/analyze. And for ICA just do the same as IMD and just hit covert/analyze.
REPLACING THE NSBMD AND NSBCA WITH YOUR CUSTOM CHARACTERS ONES. This should be easy. Just open your MKDS rom in EFE and locate KartModelMenu>Character and pick your character you wanna replace. For ingame go to KartModelSub>Character and pick your character you wanna replace.


Finally...Its done. Im sure there will be some problems on trying to make a custom character. But I am sure I can fix most of it. Anyway hope ur custom character works owo
Author Posted on 2018/06/27
#3980
mkdshacker thaks rover
Author Posted on 2018/06/27
#3981
Rover I should mention that your character size should be similar to the cpu. Just import a cpu character in blender then make your custom character similar size to the cpu
Author Posted on 2018/07/01
#4002
SGC Yellow I should mention that G3DCVTR is not an add on for MKDSCM, it is a Nintendo TWL SDK tool.
All Gericom did was make a GUI for it in MKDSCM, otherwise MKDSCM is completely unrelated to G3DCVTR.
Author Posted on 2018/07/01
#4003
Rover Oh my bad!
Author Posted on 2018/07/31
#4097
MURILOKDS Can I Just Use Maya For This?
Author Posted on 2018/07/31
#4098
Rover Yeah
Author Posted on 2018/08/21
#4143
User 728 I have a question. Can you tell me the complete list of bones I should be using?
Author Posted on 2018/09/17
#4237
CaptainLuigi Maya link is dead : error 404
Author Posted on 2018/09/17
#4238
Aerodo
Maya link is dead : error 404

Works fine for me :/
Author Posted on 2018/09/17
#4239
CaptainLuigi test the download link , doent work