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I know this may not be the right place to post this, but I really don't have the choice as there isn't a Gmod section here.
I have already posted this on Facepunch, but they didn't really help me out that much.
Anyways enough of rambling. Lets me just get this straight.
For the past few days, I have been trying to figure out why the model is acting like this.
[Image: D8CF12E866FD829541B92ADF853F71156B831A45]
So far, I have failed to find the solution to this problem and I need some help in figuring out on how to fix this stretching problem.
If anyone wants to help me out in this issue, just send me a PM.
(06-02-2015, 05:50 PM)SpecialBillionFlags Wrote: [ -> ]I know this may not be the right place to post this, but I really don't have the choice as there isn't a Gmod section here.
I have already posted this on Facepunch, but they didn't really help me out that much.
Anyways enough of rambling. Lets me just get this straight.
For the past few days, I have been trying to figure out why the model is acting like this.

*image*

So far, I have failed to find the solution to this problem and I need some help in figuring out on how to fix this stretching problem.
The files are here in case if anyone wants to help me tackle this problem.
If anyone wants to help me out in this issue, just send me a PM.
Make "Waist" the root bone in the QC, not "Hips". That's why it's stretching like that -- you essentially made the model have two separate roots by doing so. Also you have waaaaaaay too many physics joints in the model, you can only have a maximum of 32 and you've got 55. You'll need to remove the fingers, nose and all of the "feelers" from the limitations to bring it down to 28, but you'll need to make a physics model to go with that (NEVER use the original model as a physics model, you'll encounter dozens of problems by doing so, you'll want to build something akin to this with segmented joints instead for the physics).

I've made tons of things for Garry's Mod before, so I've dealt with these kinds of problems.
Careful posting stuff not directly related to the main topic, might have someone "call you out" on it and complain despite it being a minor tangent to the topic at hand.

...Sorry, that was mean spirited, but that really irked me and thanks to it I now have no help with Codename S.T.E.A.M., a game I was very much wanting to get models from for my collection. I don't even have the base files any more and I can't seem to find anyone to give them to me. So my project is basically dead now...
Hi guys!
I've got a problem with Flygon and Vibrava eyes trasparency, I can't find the right setting for it, is there a way to make it look like the same as ORAS's trasparency?
(06-02-2015, 06:24 PM)Random Talking Bush Wrote: [ -> ]I've made tons of things for Garry's Mod before, so I've dealt with these kinds of problems.

I attempted to do something similar to Special Billion Flags ages ago with the Lopunny model. I got infuriated at it not because I couldn't do it, but because there was no tutorial anywhere that gave a good explanation of how to efficiently make Gmod ragdolls. I was wondering if you know anywhere that has a good tutorial that explains just how to do it, preferably using Blender? Any help would be appreciated.
I'm trying to see if I can mask the eye textures for some Pokémon in Blender 2.7.1, like I'm doing for Machop.
Going to go ahead and request Wigglytuff, Chatot, and Loudred.
(06-18-2015, 09:32 PM)DJTHED Wrote: [ -> ]Going to go ahead and request Wigglytuff, Chatot, and Loudred.

Sniff sniff... I smell PMD2 in this request.
Might as well update mine for the fully-evolved Sinnoh starters.
(06-01-2015, 06:07 AM)BigfootAUS Wrote: [ -> ]
(05-29-2015, 12:59 AM)Random Talking Bush Wrote: [ -> ]You'll need to edit the textures to have an extra, mirrored half on the right sides, almost all of the Pokémon models are like that.


So this helpful hint plus the awesome fact that I managed to finally get Max 2012, means that I'm starting to rip and texture some models now. I've got Mega Rayquaza (shiny) textured but I'm having some troubles with the tendrils' meshes interacting with the skeleton rig, I've polished up Mega Garchomp and Mega Steelix, and textured Primal Kyogre (though this one's only in Unity 3D so I could get the transparent materials done easily).

I'll upload some models this weekend (Mega Garchomp and Mega Steelix for sure, plus maybe Dragalge and Avalugg if I texture them properly). Here's a sneakpeek for now:

[Image: GrgyJwF.png]
can you pass me archeokyogre, archeogroudon and megarayquaza please
http://www.vg-resource.com/member.php?ac...&uid=33043
This guy is submitting models for Pokémon ORAS. He got the Pokémon Center model in, and he's trying to submit more.
ok... It seems that Pokemon is progresing low... I just have a little question to ask.

How long will you going to stay ripping stuff for Wii U?
I mean, since you started with nintendo 3DS ripping, I had my hopes on trying some formats from roms I had downloaded, and sometimes I mentioned some of those roms. I don't mean you to forcely stop Wii U ripping right now. on the contrary, just need to know if you are going to rip all WiiU games models and how long will you take to go back to 3DS model ripping. because for the 3DS there's still plenty of models we can get and maybe it will be too late to rip them, since Gateway 3DS requires a system downgrade for the xorpads and you know, the 3DS keeps getting sysnand updates and someday Gateway will become useless. Tongue

it's just a little question... I will accept any kind of choice you decide. so no objections.  Smile
(06-19-2015, 07:37 AM)MandL27 Wrote: [ -> ]
(06-18-2015, 09:32 PM)DJTHED Wrote: [ -> ]Going to go ahead and request Wigglytuff, Chatot, and Loudred.

Sniff sniff... I smell PMD2 in this request.
Might as well update mine for the fully-evolved Sinnoh starters.

Lol yeah, I probably couldn't have been more obvious to be completely honest. XD
Greetings!

I downloaded the AROS models that were provided in the first post as well as Ohana3DS. I exported the models from there and imported them into Blender using the SMD plug-in.

But I have an issue.
The skeleton of a model isn't rigged. I'm not able to pose the model at all. Am I missing something? Is there any way I could have the skeleton rigged with the mesh? I would greatly appreciate any help on this issue!
(06-23-2015, 10:48 AM)ieastside_ Wrote: [ -> ]Greetings!

I downloaded the AROS models that were provided in the first post as well as Ohana3DS. I exported the models from there and imported them into Blender using the SMD plug-in.

But I have an issue.
The skeleton of a model isn't rigged. I'm not able to pose the model at all. Am I missing something? Is there any way I could have the skeleton rigged with the mesh? I would greatly appreciate any help on this issue!

That's the same problem i encountered.
IIRC: It's something that has to do with ohana3ds. I think theres a way to get rigging with maxscript and other means.
(06-23-2015, 12:47 PM)OS-PRIME Wrote: [ -> ]
(06-23-2015, 10:48 AM)ieastside_ Wrote: [ -> ]Greetings!

I downloaded the AROS models that were provided in the first post as well as Ohana3DS. I exported the models from there and imported them into Blender using the SMD plug-in.

But I have an issue.
The skeleton of a model isn't rigged. I'm not able to pose the model at all. Am I missing something? Is there any way I could have the skeleton rigged with the mesh? I would greatly appreciate any help on this issue!

That's the same problem i encountered.
IIRC: It's something that has to do with ohana3ds. I think theres a way to get rigging with maxscript and other means.

Thanks for the heads up. I actually took the time to read through the whole thread so I know how the situation is now. I'll go download 3DS Max and use the scripts that RTB provided.

Also, if you're still accepting requests RTB, I'd love to see Uxie, Mesprit and Azlef uploaded Smile

You have my thanks.