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Pokémon Model Ripping Project
#16
Thanks so much! I was waiting for the day someone actually released a decent Meloetta model (you could say there already are models, but those are pretty much nowhere in quality to this baby). Thanks again and best of luck on future endeavors!
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#17
By the way, something I've noticed with the Meloetta model is that there is some unnecessary bones. For example there's some on the end of normal bone chains and also one flying in the middle of nowhere (but that one might be my fault.) Also, even though the bones are set up, it might be a problem only I am facing, but the bones lack weighting. I know you probably haven't figured out how to decipher that, and I must give credit that you got this far with the model structure, but it would help people working with the model if the bones were weighted (although I know it's not your responsibility and I respect that).
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#18
(09-16-2014, 01:52 AM)GuestyGuest90012 Wrote: By the way, something I've noticed with the Meloetta model is that there is some unnecessary bones. For example there's some on the end of normal bone chains and also one flying in the middle of nowhere (but that one might be my fault.) Also, even though the bones are set up, it might be a problem only I am facing, but the bones lack weighting. I know you probably haven't figured out how to decipher that, and I must give credit that you got this far with the model structure, but it would help people working with the model if the bones were weighted (although I know it's not your responsibility and I respect that).
1. Yeah, there are a lot of unnecessary bones, basically everything with "End" at the beginning. I've left them there for completeness's sake.

2. Which of the models were you importing -- the FBX, DAE or SMD? And which program? Either way, try one of the other files if one doesn't work with the program you use, because they should have the rigging information, too (I never submit models without rigging, unless it's a prop in the first place).
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#19
The bones at the end are actually necessary if you want to set up a proper IK chain since IK isn't included in the converted models. I won't go into too many details about IK(Inverse Kinematics) and how to set up an IK chain, but the end bones are basically like a target for the ones that they are attached to, so you can move a limb by grabbing the end and the rest of the limb will rotate accordingly. SO, long story short, it's better that he's left the end bones in so that others can apply their own IK information to the limbs if they so desire to.

And now I wanna request the following: Tyrunt, Tyrantrum, and Aeordactyl.
Salvador Dali Wrote: Begin by learning to draw and paint like the old masters. After that, you can do as you like; everyone will respect you.
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#20
I don't really understand the request thing, but can I request for Keldeo please?
[Image: KC.png?rlkey=wev6gh1kef9rk8zky1idi0ozf&raw=1][Image: dededeherbert2.jpg][Image: KC.png?rlkey=wev6gh1kef9rk8zky1idi0ozf&raw=1]
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#21
(09-16-2014, 11:16 AM)Random Talking Bush Wrote:
(09-16-2014, 01:52 AM)GuestyGuest90012 Wrote: By the way, something I've noticed with the Meloetta model is that there is some unnecessary bones. For example there's some on the end of normal bone chains and also one flying in the middle of nowhere (but that one might be my fault.) Also, even though the bones are set up, it might be a problem only I am facing, but the bones lack weighting. I know you probably haven't figured out how to decipher that, and I must give credit that you got this far with the model structure, but it would help people working with the model if the bones were weighted (although I know it's not your responsibility and I respect that).
1. Yeah, there are a lot of unnecessary bones, basically everything with "End" at the beginning. I've left them there for completeness's sake.

2. Which of the models were you importing -- the FBX, DAE or SMD? And which program? Either way, try one of the other files if one doesn't work with the program you use, because they should have the rigging information, too (I never submit models without rigging, unless it's a prop in the first place).

I used the DAE.
The extra bones don't really distract me that much and if they are not necessary, the end user can just delete them.

And the model does have bones, so technically it is rigged sort of, but there is no weighting. For example if you rotate a bone on the model, it doesn't I.e. rotate the arm. You see, in order to make the model itself respond to the bones, the individual vertexes have to be linked to the bone in what's known as weighting. (I'm sorry if you already know this, but I just wanted to make sure). The problem with the model is there is no weighting data, so I can't really pose the model. (Now that I think of it, possibly it was lost somewhere in my great conversion scheme to this format nobody uses, but actually someone should just check the model to be sure.)

And btw Sketchasaurus, IK bones are bones on top of the target bone afaik. These end bone thingies were going off of the model, seeming to serve no real purpose whatsoever.

Derp, my batteries are going to die, sorry if I missed anything or said something wrong.
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#22
(09-17-2014, 03:42 AM)GuestyGuest90012 Wrote:
(09-16-2014, 11:16 AM)Random Talking Bush Wrote:
(09-16-2014, 01:52 AM)GuestyGuest90012 Wrote: By the way, something I've noticed with the Meloetta model is that there is some unnecessary bones. For example there's some on the end of normal bone chains and also one flying in the middle of nowhere (but that one might be my fault.) Also, even though the bones are set up, it might be a problem only I am facing, but the bones lack weighting. I know you probably haven't figured out how to decipher that, and I must give credit that you got this far with the model structure, but it would help people working with the model if the bones were weighted (although I know it's not your responsibility and I respect that).
1. Yeah, there are a lot of unnecessary bones, basically everything with "End" at the beginning. I've left them there for completeness's sake.

2. Which of the models were you importing -- the FBX, DAE or SMD? And which program? Either way, try one of the other files if one doesn't work with the program you use, because they should have the rigging information, too (I never submit models without rigging, unless it's a prop in the first place).

I used the DAE.
The extra bones don't really distract me that much and if they are not necessary, the end user can just delete them.

And the model does have bones, so technically it is rigged sort of, but there is no weighting. For example if you rotate a bone on the model, it doesn't I.e. rotate the arm. You see, in order to make the model itself respond to the bones, the individual vertexes have to be linked to the bone in what's known as weighting. (I'm sorry if you already know this, but I just wanted to make sure). The problem with the model is there is no weighting data, so I can't really pose the model. (Now that I think of it, possibly it was lost somewhere in my great conversion scheme to this format nobody uses, but actually someone should just check the model to be sure.)
Ah, DAE tends to be a finicky format (I tagged with "ColladaMax" as that's the one that seems to work the best... for 3DS Max, at least). If you can, try the FBX file. Or try using Noesis to convert that into a DAE and see how that works.
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#23
That it is. Which is why I'm glad there's a .md5mesh option in Noesis. I've never had any issue with that format, and it even imports into my Blender version of choice.
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#24
Absol, Mega Absol, and Raikou please! Cute
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#25
This is a brilliant script so far!

I'd like to request Gengar and Slowbro, assuming that they're in X and Y. I haven't played either one.
"Video games develop hand eye coordination and make kids into better human beings!"
- Professor Membrane
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#26
(09-18-2014, 06:18 PM)PurplePixel Wrote: I'd like to request Gengar and Slowbro, assuming that they're in X and Y. I haven't played either one.
Of course they're in X/Y, every single Pokémon from 1st-to-6th Generation are. Tongue
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#27
Pokemon X/Y model ripping...?
That... That was fast !

If I may request : Honedge, Tyrogue and Castform, pretty please ? (
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#28
Wait a minute, 3DS ripping? Like, 3D models?! Oh my GAWD! A dream coming true! Could you or anyone else rip SM3DL? I need those Mario and Luigi models!

I need to calm myself, here... just to know that we're now able to rip the 3DS excites me so much! Good luck for your Pokémon X/Y model ripping! Genki ^_^
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#29
I wouldn't be surprised to see these crazy high-poly things being re-used for more generations of Nintendo DS. Maybe then they could get a steady 30 fps.
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#30
(09-19-2014, 08:13 PM)MaxiGamer™ Wrote: Wait a minute, 3DS ripping? Like, 3D models?! Oh my GAWD! A dream coming true! Could you or anyone else rip SM3DL? I need those Mario and Luigi models!

I need to calm myself, here... just to know that we're now able to rip the 3DS excites me so much! Good luck for your Pokémon X/Y model ripping! Genki ^_^

Yes indeed, calm yourself, Maxi.
Not that I don't share your excitement. 

There's a whole wealth of 3DS models I'd simply love to get my hands on. Big Grin
"Video games develop hand eye coordination and make kids into better human beings!"
- Professor Membrane
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