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Pokémon Model Ripping Project
Just popped in to share a tidbit of information for everyone.
Using 3DS Max 2k11 and the 2k10 importer from this website:
http://www.chaosincarnate.net/cannonfodder/cftools.htm
You can import both the model and SMD animations to export to other usable formats.
For those of you who use Unity or other left handed coordinate solutions, this is a quick and fast solution.
For those of you who use right handed coordinate solutions, you will have to figure it out how to make it upright yourself.

First, you import the SMD model itself.
Next, you import 1 animation of your choice.
Press play, and enjoy the show.

As for exporting these animations out, I have not progressed that far. I am assuming I can import the animation only and export it that way, but I have yet to try.

[Image: 4fx23p.jpg]
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Hey uh, can anyone help me find Professor Burnet's model? I know it's overworld only, but I'd like to have it for a little project.
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(12-11-2016, 03:18 PM)gdkchan Wrote: I recently implemented a DAE exporter on SPICA, if anyone is interested. I also worked a bit trying to make the renders more like the actual game. Would be nice if someone test the exporter because I don't use those popular 3d editing software (like maya and max), so I only test stuff on C4D and Blender. The link to the repo is here: https://github.com/gdkchan/SPICA.

The DAE exporter also exports skeletal animations, but it have... issues. The scale is actually pretty problematic, because on Sun/Moon models the scales aren't inherited, but since dae uses local space matrices to store each bone transform, they are multiplied according to the bone hierarchy and the result is that the scale is inherited... resulting in issues. I belive that some softwares have an option to "fix" this (scale compensation?), but I can't try this. DAE also supports storing each bone transform as translate/rotate/scale, I don't know if it would work through, since I didn't tried and dunno if its even worth the effort to implement it.

Anyway in case of problems anyone can open a Issue on the repo. I'm also looking for contributors, because a lot of features are still missing, and the more people working on it, the better!

(12-11-2016, 02:32 PM)Julian0555 Wrote: I don't 100% agree with this but I'm dumb so... The reason I don't agree is because the fingers and arm sleeve don't use scaling in this specific animation as all he is doing is taking off his glasses

I don't know if the sleeve uses scales but I'm pretty sure that the fingers does use it... A scale of -1.15 on the X axis iirc, and 1.15 on Y/Z (something like this), and the negative scale have the effect of flipping one axis of the finger.

whenever i try to compile, i always get this error
[Image: atBfW7H.png]
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(12-12-2016, 03:55 AM)Demonslayerx8 Wrote: whenever i try to compile, i always get this error
[Image: atBfW7H.png]

You can try right clicking the SPICA.WinForms project, clicking in build and see if anything shows up on the Output window. You'll also need references do OpenTK.dll and OpenTK.GLControl.dll (lastest versions).
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Does anyone know where can I find the battle NPC models from sun and moon ? Also the Pokemon XY/Omega Ruby and alpha sapphire overworked NPC models WITH animations?
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(12-12-2016, 07:05 AM)gdkchan Wrote:
(12-12-2016, 03:55 AM)Demonslayerx8 Wrote: whenever i try to compile, i always get this error
[Image: atBfW7H.png]

You can try right clicking the SPICA.WinForms project, clicking in build and see if anything shows up on the Output window. You'll also need references do OpenTK.dll and OpenTK.GLControl.dll (lastest versions).
hmm about that.. idk how to do that x.x
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can someone help me import the textures back to ohana3ds? i've had no luck so far :/
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(12-11-2016, 07:42 PM)Fallenleader Wrote: Just popped in to share a tidbit of information for everyone.
Using 3DS Max 2k11 and the 2k10 importer from this website:
http://www.chaosincarnate.net/cannonfodder/cftools.htm
You can import both the model and SMD animations to export to other usable formats.
For those of you who use Unity or other left handed coordinate solutions, this is a quick and fast solution.
For those of you who use right handed coordinate solutions, you will have to figure it out how to make it upright yourself.

First, you import the SMD model itself.
Next, you import 1 animation of your choice.
Press play, and enjoy the show.

As for exporting these animations out, I have not progressed that far. I am assuming I can import the animation only and export it that way, but I have yet to try.

[Image: 4fx23p.jpg]

How did you actually get the texture correctly mapped? Did you do it yourself? If you could explain how you achieved a correct texture mapping that would be very appreciated Big Grin
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Milotic, please?
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Finally found the Z-Crystal models... they were hiding in a/0/9/8 as dec_0248.bin to dec_0258.bin.

Unfortunately, they only have the 11 that you actually get in cutscenes (and the symbols are modeled out). I was hoping they'd be textures instead, and have all 18 types plus the various species ones. I now know that textured versions exist when starting a Z-move, so has anyone run into those yet?
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Hey, this looks pretty good !
But please, can I've a link or something to know or to rip the models/animations ?
Because I really need the Trainer's animations right now but it looks they're not currently ripped.
Sorry to ask this ; I think a lot of people should ask this everyday but I didn't find the answer.




Have a good day Smile
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How do you apply the flames texture to models that have flames like Charizard or Incineroar? Please name the application and maybe a guide if someone doesn't mind.
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I would like to request three of the five Ultra Beasts: Pheromosa, Xurkitree, and Guzzlord.
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Is there anyone planning to Rip Nihilego or the ultra beasts? I need Nihilego for an animation project of mine, and i need the rip so i can convert it for the program I'm using
"Ya'll are stupid!"
~Guzma, 2016
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So me, I request the trainers' animations for a Unreal Engine Project if it's possible. It would be really appreciated Smile.
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