The VG Resource

Full Version: Pokémon Model Ripping Project
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
(03-17-2017, 04:44 PM)DarkI Wrote: [ -> ]How were you able to get the effect on rayquaza? I can't seem to figure out that step.

It's an animated scrolling texture, nothing too fancy (it's the exact same technic I used for solgaleo and lunala), I had to re-uvmap everything tho, to fit the scrolling texture
[Image: uc?id=0BwZMeX3tE_2_bFo3VC1odWhCbzQ]
Clicky for a better and lightweight video instead of a very heavy gif


(03-17-2017, 04:44 PM)DarkI Wrote: [ -> ]Also is anyone able to help on finding like the character animations? Specifically the player animations?

and I'd like to know where the player animations are too, I'm using Hao's animations for my renders so far haha
(03-18-2017, 01:54 PM)TehSe7en Wrote: [ -> ]
(03-17-2017, 04:44 PM)DarkI Wrote: [ -> ]How were you able to get the effect on rayquaza? I can't seem to figure out that step.

It's an animated scrolling texture, nothing too fancy (it's the exact same technic I used for solgaleo and lunala), I had to re-uvmap everything tho, to fit the scrolling texture
[Image: uc?id=0BwZMeX3tE_2_bFo3VC1odWhCbzQ]
Clicky for a better and lightweight video instead of a very heavy gif


(03-17-2017, 04:44 PM)DarkI Wrote: [ -> ]Also is anyone able to help on finding like the character animations? Specifically the player animations?

and I'd like to know where the player animations are too, I'm using Hao's animations for my renders so far haha

So your saying for the feelers, I have to re-texture the UV maps and then do a scrolling animation so they work? Cause so far i haven't been able to find how to attach the alpha channel that gives those wave effects. Like I know where the alpha goes but it wont show up when mapping.
(03-19-2017, 02:23 AM)DarkI Wrote: [ -> ]
(03-18-2017, 01:54 PM)TehSe7en Wrote: [ -> ]
(03-17-2017, 04:44 PM)DarkI Wrote: [ -> ]How were you able to get the effect on rayquaza? I can't seem to figure out that step.

It's an animated scrolling texture, nothing too fancy (it's the exact same technic I used for solgaleo and lunala), I had to re-uvmap everything tho, to fit the scrolling texture

(03-17-2017, 04:44 PM)DarkI Wrote: [ -> ]Also is anyone able to help on finding like the character animations? Specifically the player animations?

and I'd like to know where the player animations are too, I'm using Hao's animations for my renders so far haha

So your saying for the feelers, I have to re-texture the UV maps and then do a scrolling animation so they work? Cause so far i haven't been able to find how to attach the alpha channel that gives those wave effects. Like I know where the alpha goes but it wont show up when mapping.

Yeah, but these have nothing to do with alpha channels tho, alpha channels give transparency, this is a simple uv offset being animated on the texture itself
Any help here? I want to animate in Maya with these rigs and am having trouble importing them, are there only certain files of the whole folder that I need?
(03-19-2017, 12:48 PM)FreezShocka Wrote: [ -> ]Any help here? I want to animate in Maya with these rigs and am having trouble importing them, are there only certain files of the whole folder that I need?

What rigs are you trying to use?
Hey, RTB, think you can import the SMD animations of Machoke from X/Y into the ZIP folder and update it?

Speaking of Machoke, how about adding its overworld files from ΩR/αS, too?
I was overlooking the files that were ripped, and I noticed there are large portions of models either deleted or missing, including the sun/moon looker model.

Also, how would one replace a texture in ohana3ds rebirth? I've tried importing a tex file as .tga and no luck.
Can someone send me the map files?
So, I'm still quite new to this...I tried to load a render of the greninja, bulbasaur, venusaur, etc. models in ohana3ds, and a majority of models have irises that are layered on top (above eyelids).  How do I fix that texturing?

Also, what program is needed to compile Sun/Moon character parts?  Again, I'm fairly new to this and I'll try the best I can.  Do you somehow link the parts to the animation block in some way?
(03-23-2017, 09:26 PM)Charmaleizard Wrote: [ -> ]So, I'm still quite new to this...I tried to load a render of the greninja, bulbasaur, venusaur, etc. models in ohana3ds, and a majority of models have irises that are layered on top (above eyelids).  How do I fix that texturing?

Also, what program is needed to compile Sun/Moon character parts?  Again, I'm fairly new to this and I'll try the best I can.  Do you somehow link the parts to the animation block in some way?

To answer the top question, use Spica. Its located earlier in the forums like around 120ish I think. It's a better program to use. Trust me
How do I download SPICA? Has it been released yet?
(03-20-2017, 03:24 PM)DarkI Wrote: [ -> ]
(03-19-2017, 12:48 PM)FreezShocka Wrote: [ -> ]Any help here? I want to animate in Maya with these rigs and am having trouble importing them, are there only certain files of the whole folder that I need?

What rigs are you trying to use?


Lopunny, Xerneas, Gardevoir, and a character or two. Maybe more, I'm not sure at this point.
(03-21-2017, 05:52 PM)LDEJRuff Wrote: [ -> ]Hey, RTB, think you can import the SMD animations of Machoke from X/Y into the ZIP folder and update it?

Speaking of Machoke, how about adding its overworld files from ΩR/αS, too?

I have all of Machoke's anims from Sun/Moon in a ZIP folder. The only problem is that they're still in .BIN files, and running Ohana3DS on my computer is pretty risky. Again, they should be SMD animations.
I have the map files for Omega Ruby and Alpha Sapphire if anyone wants them.

https://mega.nz/#!uJhQhRKT!fxlWibC36jsFU...Mr3CGveArA
Sorry about that, the link to the Machoke anims in my last post didn't have a decryption key. Updated the link.