Users browsing this thread: 3 Guest(s)
Pokémon Model Ripping Project
(01-20-2017, 03:35 AM)Yunpol Wrote: Can anyone explain to me why Pokemon that have jaw bones tend to have their weighting messed up upon importing the model? Like I know it's fixable, but It's really annoying to deal with.

http://i.imgur.com/mKom1w4.png
http://i.imgur.com/zbvDIs1.png

Sometimes this problem extend to the hands, feet, and feeler bones as well. (e.g: Emolga), which I don't know why that occurs with certain Pokemon.

Going to say this again since it was never answered.
Reply
Thanked by:
(02-05-2017, 10:04 PM)gdkchan Wrote: For those having issues with exported animations, I implemented a dae animation exporter on SPICA. I tested some characters on it and scale issues (such as finger at wrong position) seems to be fixed. I also didn't noticed any rigging problem so far, would be nice if someone tested it. I also started to implement a batch exporter.

I tried it, but the exported .dae crashes 3DS Max 2016 and Unity 5.5.1f1 on import
No issues with Blender.

Also the animation is not properly looped but it is easily fixed.

At least now i can export models with functioning animations! Thanks
Reply
Thanked by:
(02-06-2017, 02:31 PM)Fr0z3n Wrote:
(02-05-2017, 10:04 PM)gdkchan Wrote: For those having issues with exported animations, I implemented a dae animation exporter on SPICA. I tested some characters on it and scale issues (such as finger at wrong position) seems to be fixed. I also didn't noticed any rigging problem so far, would be nice if someone tested it. I also started to implement a batch exporter.

I tried it, but the exported .dae crashes 3DS Max 2016 and Unity 5.5.1f1 on import
No issues with Blender.

Also the animation is not properly looped but it is easily fixed.

At least now i can export models with functioning animations! Thanks
Thanks for testing. I pushed more changes today that should fix those crashes, so if possible test it again with the new version.
Reply
Thanked by:
(02-06-2017, 10:34 PM)gdkchan Wrote: Thanks for testing. I pushed more changes today that should fix those crashes, so if possible test it again with the new version.

Still crashes Max for me.
Reply
Thanked by:
(02-07-2017, 03:02 AM)Fr0z3n Wrote:
(02-06-2017, 10:34 PM)gdkchan Wrote: Thanks for testing. I pushed more changes today that should fix those crashes, so if possible test it again with the new version.

Still crashes Max for me.
Hmm... It works in Blender and Unity at least then? The XML validation tests says that the exported DAEs are valid. I asked a friend with Maya to try importing a model and he says that it crashes too. Its pretty complicated to fix it when the program doesn't provide any log about the error, for me this is just poorly designed software. Anyway, sorry for this issue, I'll see what I can do to debug it.

Feel free to report any issues that you run into github (It's easier to keep track of them this way).
Reply
Thanked by:
(10-06-2016, 08:51 AM)fridge225 Wrote:
(10-04-2016, 04:21 PM)Deep Weeb Wrote: I have a problem when I use models that have separated textures for the eyes (one for the "eyes" and two for the iris) and I got problems like this or like this. How do I fix them?
Fairly simple to do, but needs a bit of fiddling in Blender.

First select the Pokemon and go into edit mode. Select the Iris part of the mesh and shrink it (Alt + S) so that the iris is behind the eyes or inside the head. Hold shift as you do it to make sure that it is only a very small amount behind it.

Then click the Pokemon and go to the Material settings and select the eyes material, then click the image settings. Add a new image and open the Eye N Alpha image, which is a picture of the inner part of the eyes. Scroll down to the bottom of the settings and find a category called Influence that has lots of bars in it.

Uncheck Diffuse and then Check Alpha. Then near the bottom of that click Negative and RBG to intensity.
This just means Blender will use this image to make only the inner part of the eyes transparent.
Make sure you set the eye material to have Transparency in the Material settings.

It won't look perfect in 3D view, but it will look fine on renders.

Another way is to edit the eye texture in an image editing program and remove the inner part of the eye yourself. Makes it so you only need 1 image instead of two. Just make sure the iris are inside the head and aren't transparent.

Once this is done the iris should have no transparency and be behind the eye making it look correct. To move the iris go into edit mode and just move the UV of the iris.

Should be like this.
[Image: VY2GhkZ.png]
I've done this with many Pokemon in Blender.


For some reason after trying this a few times I'm still stuck on how to get the results I want. 

The process I have been following is: (specifically for machop, and in excruciating detail)

1: Open up blender, delete the extra stuff.
2: go to file --> import --> collada (default) .dae
3: open Machop_ColladaMAX.DAE
4: open up properties (N) and change "shading" to "GLSL"
5: Add a sun lamp
6: Select Machop in object mode, press tab to switch into edit mode.
7: Select the eye portions with L.
8: Alt + S to shrink it, just barely behind the eye.
9: Tab out of edit mode back into object mode. Select Machop.
10: In the material settings, select "Material_76", which as I understand is the sets of eyes.
11: Right next to material settings, go into image settings.
12: Click the slot right below "texture". Press "New" to create a new image texture.
13: Scroll down to the "image" section with the new texture selected. Press "Open".
14: Navigate to "pm0066_00_EyeNor_Alpha.png", select it, click "open Image". At this point Machop looks like Batman.
15: Scroll down to "Influence", uncheck "color", check "alpha"
16: check "negative" and check "rgb to intensity".
17: Go back to the material settings, with "Material_76" selected, go to "transparency", and set alpha to 0.

After doing all of those things, the model currently looks like this:

[Image: pPVcHtz.png]

Where exactly did I go wrong? The whites behind the eyes have been missing for every one of my attempts at this, and I don't think I've been doing anything really differently.

Any help/advice would be much appreciated!

EDIT: Alright! I figured out my problem. I just needed to add the Eye nor alpha texture to the iris material *as well* as to the eye texture.

Seems obvious in retrospect, but hey, it works now! Thanks!
Reply
Thanked by:
I really don't know how to "build" stuff so can someone please build the newest version of SPICA for me? I have Windows 10. Also don't try too explain it to me, I won't get it.
[Image: oyDydYg.gif]
Reply
Thanked by:
(02-05-2017, 12:59 PM)magikstar Wrote: Can I get a tutorial on how to rip the battle intro backgrounds and maps.
Reply
Thanked by:
Is there a way to rip the battle areas? Like the routes or some of the battles in the water or the Mt Pyre's cemetery and so on?
Not the overworld of course but the actual areas you're battling in.
[Image: d614ea37c8.PNG][Image: 237f26fcec.png]
Reply
Thanked by:
I have ohana3ds but every time I open textures it doesn't show on the model any ideas?
Reply
Thanked by:
(01-29-2017, 05:26 PM)magikstar Wrote: Can someone upload the map models, or where i can find the files for them?

The maps are in 0/8/2, but it's not picking and extracting - the files inside that archive are in groups of 11, organized this way:

0 no idea
1 an archive containing the map and textures
2 no idea
3 models for NPCs appearing in that map
4 models for objects in the map (dropped items, berries, signs, doors etc)
5 no idea
6 a texture whose purpose I don't know (shade?)
7-10 no idea

11-21 is the same as 0-10 for the next map and so on.

Inside 1 there is (I haven't researched exhaustively, but that's what I've seen):
0 textures
1 a bunch of small files, sometimes a readable map model
2-3 no idea
4 an archive containing only the map model - you have to extract it and extract it again to read it, despite there's a single file. It's confusing.
5-6 no idea

I have all the files organized but uploading would take some time and my upload speed is awful, besides I don't know if I'm allowed.

Still, the texturing is weird as ingame the maps seem to have multiple textures superimposed with transparencies, but at least in Ohana3DS only one texture is showing in a determined surface, which makes the maps look bad. Maybe someone already figured all of this during the time I was attending other stuff (I haven't been here for a while) and fixed that.

EDIT: Just remembered. After re-organizing all the map files, the first six correspond to overworld Melemele, the next few correspond to inner zones in Melemele (the trial site, cemetery, etc. NOT inside houses, all houses are in a different archive I don't remember where). Then there's an amount of maps with textures and all but not models, and after these model-less maps comes overworld Akala and so on.
Reply
Thanked by:
(02-11-2017, 07:26 PM)zpinktoaster Wrote: I have ohana3ds but every time I open textures it doesn't show on the model any ideas?

You need to load the model 1st.
Then head to textures and import the textures in from the textures tab.
Same by importing motions in the animation tab to load those too.
[Image: d614ea37c8.PNG][Image: 237f26fcec.png]
Reply
Thanked by:
I don't have much knowledge about ripping from Sun/Moon, and I think at least part of my post pertains to this, but I don't know if my other question(s) are best put here or somewhere else. So I do have multiple questions, but first off is actual ripping. I wanted to make Cosmog appear in Blender properly, but the stars it uses in the texture are dynamic, it appears. I saw an older post that helps to explain how to get the textures to look as they should in 3D software, but I didn't get the info I need to make eyes and mouths work, nor did I get all the info on how to fix the texture in an imaging program.. I do not have access to Photoshop so if I could find an explanation for Paint.net (GIMP and Windows Paint work too) that would be fantastic.

Next, I dunno if this would be better off being asked elsewhere, but anyways... I downloaded the already posted Solgaleo and Lunala models, but some of the textures just do not display right. The textures that I need to appear are either very dark/can't be found or are within multiple layers of meshes. Here is what I'm talking about:
[Image: XECapDU.png]
I haven't seen the eyes, either. So I have a vague rundown of what to do with ripping currently, but in Ohana3DS, just the preview, it's quite a mess:
[Image: Td5dnw6.png]
The eyes are backwards, the default mouth isn't used and the wings just... don't look like they are mapped right.

So, I would be happy to know if anyone has an answer or advice for the question(s).
Reply
Thanked by:
Are there any files I can download so I can load in the world models in oras? (such as the healer in the pokemon center and furniture and what not)
After a lot of googling I found out i had to extract the files from the rom itself and got what I needed
Reply
Thanked by:
So the gyms model could be extract ... ? I try to find it all the models in the gyms but it is not a good result.....I think the best design of pokemon XY is the gym scenes...
Reply
Thanked by:


Forum Jump: