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I was hoping requests were still being processed Smile

Can I get Growlithe, Poliwhirl, Poliwrath??

I wish the script was available, your website didn't show it as a download only a coming soon.

Thanks Smile
(09-09-2015, 08:19 PM)LKHero Wrote: [ -> ]I wish the script was available, your website didn't show it as a download only a coming soon.
It's actually available in a link in the first post, second line. I never bothered updating the site with it because I'm still not quite happy with the way it's set up, as there are still lots of models it doesn't work with.
(09-09-2015, 10:53 PM)Random Talking Bush Wrote: [ -> ]
(09-09-2015, 08:19 PM)LKHero Wrote: [ -> ]I wish the script was available, your website didn't show it as a download only a coming soon.
It's actually available in a link in the first post, second line. I never bothered updating the site with it because I'm still not quite happy with the way it's set up, as there are still lots of models it doesn't work with.

Would those (mostly) be really intricate models, such as some Legendaries?
(09-10-2015, 08:27 AM)MandL27 Wrote: [ -> ]
(09-09-2015, 10:53 PM)Random Talking Bush Wrote: [ -> ]
(09-09-2015, 08:19 PM)LKHero Wrote: [ -> ]I wish the script was available, your website didn't show it as a download only a coming soon.
It's actually available in a link in the first post, second line. I never bothered updating the site with it because I'm still not quite happy with the way it's set up, as there are still lots of models it doesn't work with.

Would those (mostly) be really intricate models, such as some Legendaries?

or have intricate methods of randomizing textures, like the Spinda dot patterns... (Unless of course Spinda doesn't change the dot patterns, I didn't played OR/AS so I don't know anything about Spinda)

Anyway... it's a fact that the script still has some problems... RTB already said that time ago.  Shy

Edit: So Bunnelby is in "current working"???... GOOD... another animal pokémon to be submited very soon... Anyway... it doesn't guarantee to be added on next batch... so gotta wait wathever it takes to have it.
anyway... there's still plenty of models to play with at my disposal. Big Grin
How can I get the skel and animation files from the ROM(a/0/0/8)? Cry
I use Ohana3ds to export some smd files, but they don`t have bone id and weight data for vertices.
Is it the bug of Ohana3ds, or I need generate by myself?
(09-17-2015, 09:09 PM)freedom12 Wrote: [ -> ]How can I get the skel and animation files from the ROM(a/0/0/8)? Cry
I use Ohana3ds to export some smd files, but they don`t have bone id and weight data for vertices.
Is it the bug of Ohana3ds, or I need generate by myself?

The animation files are supposedly in the .pk files. As far as I can tell, no one has tried RE'ing them yet, so I'm giving it a try.

If anyone has done work on it, or is currently working on it, could they let me know?
(09-17-2015, 09:09 PM)freedom12 Wrote: [ -> ]How can I get the skel and animation files from the ROM(a/0/0/8)? Cry
I use Ohana3ds to export some smd files, but they don`t have bone id and weight data for vertices.
Is it the bug of Ohana3ds, or I need generate by myself?

Use Ohana Rebirth, that has a stable DAE/SMD exporter that saves the rigging on models.. altho some models will have some slight rigging issue's thats not perfect
A bit of an animation question.

Some pokemon, like Pidgeot, have 2 sets of wings, folded and flying. How do I hide one set or otherwise make it so I can switch between resting and flying?
(09-24-2015, 04:53 PM)InebriatedSkunk Wrote: [ -> ]A bit of an animation question.

Some pokemon, like Pidgeot, have 2 sets of wings, folded and flying. How do I hide one set or otherwise make it so I can switch between resting and flying?
More often than not, the two sets of wings are rigged to separate bone sets. To animate that, you would need to scale one set of bones to 0% and the other to 100% with "step" interpolation.
(08-20-2015, 10:46 AM)Lopunny Wrote: [ -> ]First, I will like to thank you for replying and helping out. I sent you another PM regarding about that mesh split problem. However, it turns that problem is a lot worse than I anticipated.
Want to know why only the Buneary model with no curls has no mesh split in the eyes and mouth and the other Buneary models do have the mesh split?
It because the bodygroups only has the same bone structure for the Buneary model with no curls.
http://i.imgur.com/JZVgxwH.png
Notice how the bone structure for this bodygroup only matches the bone structure for the Buneary model with no curls.
http://i.imgur.com/Sbct5hC.png
If you combine that with this,
http://i.imgur.com/Mj9ucsF.png
It will end up not just messing the model.
http://i.imgur.com/kXaXyuL.png
But it also causes the mesh split that I described earlier in the PM I sent you.
http://i.imgur.com/qhdN4D3.png

Also, how do you align those ear tuffs? I can't seem to replicate how you did that. Because whenever I try do that using the align tool, the tuff always ends up being lower than how you align the tuff for some reason.
http://i.imgur.com/FsgQb9e.jpg
http://i.imgur.com/147MYp1.png

And also for some reason I can't seem to align the right tuff properly even when using all of the settings in the align tool interface.
http://i.imgur.com/mzWVcaW.png
I still have some unanswered questions that are from a month ago. Schoolwork has taken up a quite a lot of my time, so I wasn't able to investigate the issues more thoroughly.
(09-25-2015, 07:22 PM)Lopunny Wrote: [ -> ]
(08-20-2015, 10:46 AM)Lopunny Wrote: [ -> ]First, I will like to thank you for replying and helping out. I sent you another PM regarding about that mesh split problem. However, it turns that problem is a lot worse than I anticipated.
Want to know why only the Buneary model with no curls has no mesh split in the eyes and mouth and the other Buneary models do have the mesh split?
It because the bodygroups only has the same bone structure for the Buneary model with no curls.
http://i.imgur.com/JZVgxwH.png
Notice how the bone structure for this bodygroup only matches the bone structure for the Buneary model with no curls.
http://i.imgur.com/Sbct5hC.png
If you combine that with this,
http://i.imgur.com/Mj9ucsF.png
It will end up not just messing the model.
http://i.imgur.com/kXaXyuL.png
But it also causes the mesh split that I described earlier in the PM I sent you.
http://i.imgur.com/qhdN4D3.png

Also, how do you align those ear tuffs? I can't seem to replicate how you did that. Because whenever I try do that using the align tool, the tuff always ends up being lower than how you align the tuff for some reason.
http://i.imgur.com/FsgQb9e.jpg
http://i.imgur.com/147MYp1.png

And also for some reason I can't seem to align the right tuff properly even when using all of the settings in the align tool interface.
http://i.imgur.com/mzWVcaW.png
I still have some unanswered questions that are from a month ago. Schoolwork has taken up a quite a lot of my time, so I wasn't able to investigate the issues more thoroughly.

just because of similar issues like you had, I decided to use Cinema 4D. Although C4D format is only supportable for Cinema 4D itself... it has plenty of importers and exporters, and has support for python scripts.


for now I have no problems with the models RTB made so far, including Buneary. but, I don't know exactly how can I help you with your issue... I'm sorry. Sad
Another question:

I'm using UE4 and I want to be able to change facial expressions at will, whether blinking, taking damage, using a move, etc. How would I go about doing this?
Animate the UV coordinate offsets of the eye / mouth materials so that a different expression moves into the place where the model's UVs are. I don't do much work with UE4 but this is standard game practice so it should support it fairly easily.
(10-01-2015, 02:59 PM)The 100 Mega Shock! Wrote: [ -> ]Animate the UV coordinate offsets of the eye / mouth materials so that a different expression moves into the place where the model's UVs are. I don't do much work with UE4 but this is standard game practice so it should support it fairly easily.

I know how to use the textures UVs properly on Cinema 4D and 3DS Max... but sadly, I don't know how to do it on other programs like UE4 or Unity 5. it might cause me difficulties for some VR purposes.  Tongue
Since my three requests were uploaded awhile back, I'd like to request Ludicolo, Excadrill, and Snubbull