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whats the difference between Looker in ORAS and Looker in XY? i lost my copy of ORAS before i could even get groudon.
do they share the same model?
(11-20-2015, 10:06 AM)Farlavor Wrote: [ -> ]
(11-19-2015, 01:48 AM)Fallenleader Wrote: [ -> ]
(10-22-2015, 06:54 PM)nobody231 Wrote: [ -> ]We don't need bones created, or textures fixed. The ripping tools can extract the bones near perfectly, and we aren't aiming for animation. Besides, if you're getting into the project, you'd better look at current rips to figure out the format of submitting. You need to look at the VG-Resource submitting styles, and how the different ripping sites work. It's not a good idea to jump in right now, without experience from this site, or even this thread.

I HIGHLY disagree on animations. My current project is at an absolute standstill because I cannot rip the animations, have no experience animating in either blender or 3DSMax, and with having to cram writing weeks of code in hours a day because of limited time, I am heavily relying on that animation format to be RE'd.
I have spent months on this free project that when released would be a big deal for fan gamers on a pc, obviously at no cost to me, so if this project fails because the community refuses to progress ripping in favor of leeching, I honestly don't want my wasted time and effort being leeched as well.
On the other hand, if I see the community making an effort (preferably sooner), I have around 2 gigs of map objects that users can use to build their own complete maps from scratch.

Also, try animating a minimum of 151 pokemon with an average of at least 5 animations (not counting the fact that generic attack animations are not possible and those will have to be one on a one by one basis as well) and see if your feelings on animations being RE'd doesn't change.

TL;DR: I NEED THOSE ANIMATIONS RE'D! Some of us ARE aiming for that. Note my Issues post on the Ohana3ds Rebirth Git.

I understand yout situation... I know how the fan gaming is all about, honestly, Not everyone are mainly focused on fangaming. on my own situation, I'm more focused on 3D movies/animations and Virtual Reality. of course Re'd can be used on some of my movies... but not all of them. since are limited when acting on the timeline of certain scenes.

Example 1: Eevee uses an horizontal Slash to cut a ninja into two parts.

There's no slash animations on standard Eevee animation on X/Y... how to perform an slash? you must do the animation yourself. plus the small details like the blood soaking it's paw or the visual effect of the white arch describing the quick slashing movement of the Eevee. It was planned on my project but I can't make it so smooth and realistic like normally a wildlife predator does during a hunt, Neither I know if Motion Capture can be used to recreate this animation.

Even another example I have.

Example 2: Eevee prepares to use an Overpowered ability while being surrounded in a black smoke like aura.

That example is more like a project for my Virtual Reality, and perhaps I will start making it when I get my Oculus Rift and learns how to use certain effects on Unity. 
(Lucky me that RTB's Eevee has a FBX format)

Anyway... of course. About animating, I'm agree... but not be just ONLY from the game itself... but just also some custom ones, Unless of course I have no idea of what Re'd means... if somehow I'm wrong about it's meaning... Could you explain it yourself?

thanks in advance, and sorry for the long post. Cute

Sorry, I should have typed it out the first time. RE'd means Reverse Engineered. In English, I was stating that until the bone format for X/Y/OR/AS is reverse engineered and a converter for a universal format is created, we are definitely hindered whether it be a fan project like mine, or even animation projects like yours.

I pointed out that the longer this format isn't figured out the less valuable these models become for general projects. Reversing this format would also provide a basic standard for other game animation formats, as generally many of the 3ds games seems to share a common format standard, with variances between companies.

GameFreak has typically stuck fairly close to the Nintendo SDK standard with minor variances where demanded.
The ONLY pokemon games I have seen use completely different formats and structures has been games made by Genius Sonority (e.g. Colosseum/XD/PBR).
Anyway I dunno how to make natural animations that doesn't seem like being robots. Neither I'm able to make a natural walking animation (Being just the basic of custom animation with rigged models)

Because of that, Making a battle scene with details and post battle scenes. seems kinda impossible for me unless there's a way to moccap quadrupeds by myself.
(I saw a tutorial that a quadruped can be moccaped but turns it into a biped, although the movements are kinda natural the program that allows that is iClone and has support for Windows)
(11-28-2015, 03:49 PM)Farlavor Wrote: [ -> ]Anyway I dunno how to make natural animations that doesn't seem like being robots. Neither I'm able to make a natural walking animation (Being just the basic of custom animation with rigged models)

Because of that, Making a battle scene with details and post battle scenes. seems kinda impossible for me unless there's a way to moccap quadrupeds by myself.
(I saw a tutorial that a quadruped can be moccaped but turns it into a biped, although the movements are kinda natural the program that allows that is iClone and has support for Windows)

Well honestly speaking, my animations are utter failures. my characters walking animations are DEFINITELY NOT suitable for actual game play. The arms and legs severely warp, and are only used for development reasons.

As I said before, unless the demand increases for Pokemon animation reverse engineering (and exporting to a usable format is provided), these models will only be useful to a select few people.

I honestly don't have time to make 60+ animations for 1 model, much less the 400+ (I forget the exact number) pokemon, the 80+ NPC's, the main characters, etc. besides being broken as heck, 1 animation takes anywhere from 45 minutes to 1 hour. Do the math.
Next, you have to set up said animations in the game engine so the Pokeball animation doesn't play when walking (for example), which takes another good hour. THEN you have to script for the right animations, at the right time.

Factor in scripting for the engine itself, and now you know why pokemon games are released much later each console iteration, and why they half assed most of the animations for the 3ds as well (after all, that's over 400 pokemon alone!).

I have mad respect to Game Freak after seeing this and experiencing it.

To anyone able to contribute to pokemon x/y/or/as animation reverse engineering for ohana3ds rebirth's animation section, PLEASE HELP OUT!

I already have my work cut out for me with the rest of the engine.
LoL
forgot to mention about the maps, particle systems to atks, sounds...
and total of pokemons is 720 i think....
if someone want make a game, need know that never will make all at once.

A long time ago, i played a game (angels Online), and it was in beta... the first version was only 8 kind of mobs... 8 classes... 5 or 6 atks to learn only... go check now... a looot of mobs, maps an things to do, jobs, quests, classes..

other exemple is Pokemon tower defense 2.. Sam all week add a loot of things in game... each week a new pokemon, atks npcs and other little things...

if they all stay thinking about the amount of things to do, never have any game xD

and here we got all models almost done... dont need to model or rigging... -1440 works
if you now need 40 mins to make a animation... the more you practice , the less time spend and/or make a team o/

i'm thinking about make a pokemon fan game...
my first beta will have bulbasaur, wartortle, magikarp and 3 or 4 others that i'm thinking about...

to help those who are in trouble with animation... try find references... like this, gifs from sprites pokemon xy (separating them, it is useful) or watch the anime and print the pokemon that you want o/
[attachment=5859][attachment=5860]
[attachment=5861][attachment=5862]
(12-04-2015, 12:27 AM)RadamanthysMI Wrote: [ -> ]LoL
forgot to mention about the maps, particle systems to atks, sounds...
and total of pokemons is 720 i think....
if someone want make a game, need know that never will make all at once.

A long time ago, i played a game (angels Online), and it was in beta... the first version was only 8 kind of mobs... 8 classes...  5 or 6 atks to learn only... go check now... a looot of mobs, maps an things to do, jobs, quests, classes..

other exemple is Pokemon tower defense 2.. Sam all week add a loot of things in game... each week a new pokemon, atks npcs and other little things...

if they all stay thinking about the amount of things to do, never have any game xD

and here we got all models almost done... dont need to model or rigging... -1440 works
if you now need 40 mins to make a animation... the more you practice , the less time spend and/or make a team o/

i'm thinking about make a pokemon fan game...
my first beta will have bulbasaur, wartortle, magikarp and 3 or 4 others that i'm thinking about...

ummm, many of these things are simple. I could have all the attacks and such done in 1 month. I can create animations as well, but i can only smooth the dae in 3ds max probably because I cannot figure out how to fix the FBX)
Ps.2: about npc and charater... u can make like my, use mixamo (are free for a litle time)
i dont know about what game engine u use... but with unity if 2 models have similar rig (and know set) u can share animations with them Smile
(12-04-2015, 12:27 AM)RadamanthysMI Wrote: [ -> ]LoL
forgot to mention about the maps, particle systems to atks, sounds...
and total of pokemons is 720 i think....
if someone want make a game, need know that never will make all at once.

A long time ago, i played a game (angels Online), and it was in beta... the first version was only 8 kind of mobs... 8 classes...  5 or 6 atks to learn only... go check now... a looot of mobs, maps an things to do, jobs, quests, classes..

other exemple is Pokemon tower defense 2.. Sam all week add a loot of things in game... each week a new pokemon, atks npcs and other little things...

if they all stay thinking about the amount of things to do, never have any game xD

and here we got all models almost done... dont need to model or rigging... -1440 works
if you now need 40 mins to make a animation... the more you practice , the less time spend and/or make a team o/

i'm thinking about make a pokemon fan game...
my first beta will have bulbasaur, wartortle, magikarp and 3 or 4 others that i'm thinking about...

to help those who are in trouble with animation... try find references... like this, gifs from sprites pokemon xy (separating them, it is useful) or watch the anime and print the pokemon that you want o/

seems like the animation solution you gave is the only choice I have. Concerning fan gaming. it's okay.
Everyone has their own projects, on my case, it will take me plenty of time to do just a single animation, since I need practice on animating and even I suck at modeling, I attempted making a fully rigged model from if Catbug from Bravest warriors and I ended making a wierd and ugly creature that seemed like it had rubber made arms.

Neither the textures are made the way as Pokemon X/Y/OR/AS models are, disallowing me to make movements on eyes and mouth during animation (I dunno how to make it possible). and the animation was just so simple, a thing that I ever made in the past with plenty of models, Just I needed to make Catbug to lick it's paw, and the result was an absolute epic fail.  Ouch!
I don't wanna show pictures, becuz the model itself was so horrible. Neither the texture deserves any honorable mention since it was done un Bodypaint (Cinema 4D) instead of Photoshop. (Unlike I done with an Eevee texture once, that has to be resized to make it looking Hi-res)

Although, I think I can try with the animation method. since there's plenty of Eevee Material in some anime/movies/Specials. and even for slashing attacks I can try with other material as well, other pokemon references can be used. thanks RadamanthysMI.
I see in youtube that we can animate with movimento capture with blender ^^

and other thing... maybe we don't need worry with animation...
who play game boy games will not worry with it xD....
go and make a good game o/
and if want we can make some local to share poke animations Smile
^^
I am learning to animate now. decided on a simple approach like Colosseum/XD where there is only 1 animation for attacking, hurt, and faint (pokemon).

Check this out:
[Image: 275QY.jpg]
Fine!
i'm working on wartortle now...
look my wartortle animations xD
https://www.youtube.com/watch?v=71QyrrUk...3xpdihz40k


magikarp and water test...
https://www.youtube.com/watch?v=cjyIpAOOROs

and a wrong butterfree flying Embarassed
https://www.youtube.com/watch?v=9vdIct4kS_g
How can I get these models to work in blender?
(12-05-2015, 02:09 PM)SlurpySloth Wrote: [ -> ]How can I get these models to work in blender?

What do you mean get them to work?
(12-05-2015, 02:09 PM)SlurpySloth Wrote: [ -> ]How can I get these models to work in blender?

[attachment=5868]
Thanks a million!