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2. Common Things and Tips

fznmeatpopsicle edited this page Jun 18, 2025 · 3 revisions

Common Things

Textures

When it comes to textures, every part of the model has to share a single texture. You can not have a model with multiple textures. This especially includes models for DRRR and SRB2K, as karts and characters have to share a single texture.

Also, the naming of textures and materials in Blender is irrelevant to the games. All the games are looking for is a .png texture with the exact same name as the model; so SONIC.md3 must have a matching texture named SONIC.png. _blend files aren't technically required, but follow the same convention, ie. SONIC_blend.png.

There is a texture size limit of 2048 pixels on any dimension, any higher and the texture won't load in game.

_blend

A _blend texture is essentially just a greyscale version of the main texture, but with everything you don't want to change color removed.

While it is slightly more complicated than that, as _blends can use all 256 greys, as opposed to the sprites 16 greens, you can use this reference for better accuracy

Internal name

The internal name of a character or object is the name of the character or object that goes into the .dat.

This can be found via a characters S_SKIN

The first 5 characters of an objects sprite name

Or via an objects SOC

Scale

3.0 is the default .dat scale if using any of the supplied templates.

If you are trying to be strict with scale for the models; a .dat scale of 1.0 means that 2m in blender is equal to 1 fracunit in SRB2/SRB2K/DRRR.

Rigging

Rigging of character models is highly recommended. It might be scary, but it'll make things easier for animation in the long run. You can find a recommended tutorial here (need to find)

Face/part swapping

The only way to be able to swap faces/body parts/spinball/etc. is to scale things up and down accordingly. While you are able to do things like swap textures or manipulate UVs in Blender, these methods do not translate to the games, as they are not capable of this.

A future version of SRB2 will be capable of swapping textures per frame. At the time of typing this (2025-03-09), this feature has not yet been added.

Backfaces

Faces are strictly 1 sided. If you want faces with no thickness to have 2 sides, the quickest and easiest way to do this is to select said faces, duplicate them(Shift-D), then flip the normals (Alt-N).

Tips

Flip pose

You can flip a pose by copying the keyframes on a frame, then pasting them with Shift-Ctrl-V. You can do this with multiple keyframes. This is really useful as it means you only have to do half of a walk or run animation. This is also useful for DRRR and SRB2K where you can flip the turning and drift animations.

Constant animation

By default Blender will interpolate between keyframes, which may create unintended motion when animating for SRB2/SRB2K/DRRR. To fix this you can do one of 2 things:

  1. Manually set the interpolation of all keyframes to "constant" by selecting all bones in Pose mode, selecting all keyframes on the timeline, then going to the Key menu and changing the Interpolation mode to Constant.

  1. Go into Preferences and change the Default Interpolation type to Constant. This will only fix new keyframes onwards, you'll have to set all previously made keyframes manually.

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