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Actually, I just fixed it. I spent a good time digging this threat and someone recommended the trinity mod loader so just manually pulled the files and it worked perfectly Smile
Would it be too much to make a request for the tree models to be ripped from Scarlet & Violet?
Hi, does anybody have the Walking Wake model for blender? I downloaded the DLC 1 archive form GitHub but its not included there
I want to preface this by saying I am new to this forum and don't know if this is the right place to ask this question

How would I go about getting these models to work in Unreal Engine? Every tutorial or post I've looked at about porting Pokemon models is for Unity, and I'm new to all of this to begin with. I appreciate the work you've put into this project, it seems to be working great!
Hello, first and foremost, I would like to thank everyone for the resources and knowledge you have provided. It has helped me greatly with art practice. There is one more thing I would like to know though. Is the schoolyard (during online battles) of Uva/Naraja Academy and the the entrance area with the battlefield of Blueberry Academy available in the MEGA files? I have sadly not been able to find it. If it is there could you tell me in which map and what the file name is?
quick question, where are the DLC files stored in the romfs of Scarlet Violet?
didn't find them in it, example /chara/model_uq/tr1002_bsuits is not present on my end.
Did i do something wrong when extracting the romfs itself? I got latest ver+dlc installed
why are some models available on models resource and others not ? 
will they be added in the future or do i have to try it myself?
thanks for the great work !
A Quick update for Pokémon UNITE Models for those interested~

Pokémon UNITE MEGA <- Link to the assets

Now materials are correctly set in the models.

[Image: GDzxcQDWMAA_L03?format=jpg&name=large]

Also I renamed the folders to match their skin name so its easier to find!

[Image: image.png?ex=65b67c82&is=65a40782&hm=452...b04b0f037&]
(01-06-2024, 03:33 PM)Random Talking Bush Wrote: [ -> ]
(01-06-2024, 03:21 PM)Hbot Wrote: [ -> ]I've found a weird problem when trying to convert SV' 'generic' trainer models from the models_vr folder (random students, townspeople, etc.).
Either the models' bones are completely misplaced, or they just straight-up don't have any... None of the other models for actual trainer classes or named characters have this problem, so what's the deal with these ones?

EDIT: Apparently I've already posted this same problem, but nobody replied back then so I guess it's still worth a shot.
You need to import the model_cc_base skeleton first before those can work. They all share the same bone structure (and I do mean all of them, they're scaled to the correct proportions in-game afterwards).

Ahh, that makes sense. Thanks a bunch!
(01-15-2024, 02:01 AM)Hbot Wrote: [ -> ]
(01-06-2024, 03:33 PM)Random Talking Bush Wrote: [ -> ]
(01-06-2024, 03:21 PM)Hbot Wrote: [ -> ]I've found a weird problem when trying to convert SV' 'generic' trainer models from the models_vr folder (random students, townspeople, etc.).
Either the models' bones are completely misplaced, or they just straight-up don't have any... None of the other models for actual trainer classes or named characters have this problem, so what's the deal with these ones?

EDIT: Apparently I've already posted this same problem, but nobody replied back then so I guess it's still worth a shot.
You need to import the model_cc_base skeleton first before those can work. They all share the same bone structure (and I do mean all of them, they're scaled to the correct proportions in-game afterwards).

Ahh, that makes sense. Thanks a bunch!

Aaaand new problem: I can't properly import the skeleton model. Every time I try, I get this message:
[attachment=15679]
Odd that it mentions Akari and Rei even though I'm definitely using the S/V version of the importer tool...
Is there a more agreeable copy of the model_cc_base skeleton I can get my hands on somewhere?
(01-16-2024, 01:23 AM)Hbot Wrote: [ -> ]
(01-15-2024, 02:01 AM)Hbot Wrote: [ -> ]
(01-06-2024, 03:33 PM)Random Talking Bush Wrote: [ -> ]You need to import the model_cc_base skeleton first before those can work. They all share the same bone structure (and I do mean all of them, they're scaled to the correct proportions in-game afterwards).

Ahh, that makes sense. Thanks a bunch!

Aaaand new problem: I can't properly import the skeleton model. Every time I try, I get this message:

Odd that it mentions Akari and Rei even though I'm definitely using the S/V version of the importer tool...
Is there a more agreeable copy of the model_cc_base skeleton I can get my hands on somewhere?

you will have to use 3DS Max for that, blender currently dosnt supports it
Is there news on LPA player model animations ?
(01-17-2024, 07:03 PM)YeraySL Wrote: [ -> ]you will have to use 3DS Max for that, blender currently dosnt supports it

Good lord that is some expensive software
Guess I'll wait for either someone else to port them or for the importer plugin to be updated. Thanks, though
Hi, it is possible to get the moves animation? thunder, fire, water attacks and so on? I have done a RomFS dump and had a full extraction, where i should search to get them?

thanks

[Image: image.png]

I have extracted charmander from lets go eevee, the model feels good, but those textures.. (are PNG from noesis and quickbms DDS)

Also when importing SMD animation it breaks a lot

[Image: image.png]

I have loaded gfpak into switch toolbox, then, exported .dae and the animations in smd file. 

Then using the plugins in OP loaded them im blender

I used blender 3.3 and 4.0 same result.

What im doing wrong? 

thanks
(01-19-2024, 05:42 PM)tdguchi Wrote: [ -> ]Hi, it is possible to get the moves animation? thunder, fire, water attacks and so on? I have done a RomFS dump and had a full extraction, where i should search to get them?

thanks

[Image: image.png]

I have extracted charmander from lets go eevee, the model feels good, but those textures.. (are PNG from noesis and quickbms DDS)

Also when importing SMD animation it breaks a lot

[Image: image.png]

I have loaded gfpak into switch toolbox, then, exported .dae and the animations in smd file. 

Then using the plugins in OP loaded them im blender

I used blender 3.3 and 4.0 same result.

What im doing wrong? 

thanks

The .dae model needs to be converted to .fbx if you don't want the model to become messed up when applying an .smd animation to it.

https://aps.autodesk.com/developer/overv...r-archives