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Pokémon Model Ripping Project
(11-22-2016, 03:14 PM)gdkchan Wrote: I've been working on a new tool to view/export and (at some point) import models from/to all the 3ds Pokémon model formats. It is already better than Ohana3DS in some parts (more accurate rendering, material animation support for Sun/Moon, more smooth animations, and other issues are fixed aswell).

This is an animation of Plumeria playing on it:
Since this is a lot of work to do, I would love some help from anyone with a bit of knowledge in programming/C#, stuff like a GUI and exporters/importes needs to be done etc. And I'm already losing the motivation to work on it (always happen when I work on a project for some time). So if anyone is willing to help, this is the repo: https://github.com/gdkchan/SPICA

Also sorry RTB if this isn't the right place for this, but I guess it's ok since the thread is about Pokémon model ripping and since everyone here wants to get the models ripped I guess its the best place to try getting contributors too!

Is it possible to import custom textures or models in the new build?
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(03-06-2017, 10:25 AM)TehSe7en Wrote:
(03-06-2017, 10:14 AM)gdkchan Wrote:
(03-06-2017, 03:31 AM)TehSe7en Wrote: I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE
While I do plan to add a option to export the animations as SMD aswell, SMD doesn't support Scale animation so some animations wouldn't look totally correct with it (through most animations doesn't change Scales, I think...)

I still don't know why it doesn't work with Max and Maya, and the only way to fix would be installing the program myself and trying to figure out by trial and error, the major issue is that it's a paid program, through maybe they offer some free trial that I could use, I'll take a look later.

(03-06-2017, 06:56 AM)TehSe7en Wrote: I'm not so sure I can link the compile version, as it's gdkchan's program.
Well I don't mind, that's why I added a public domain equivalent license to the project, which pretty much allow source/binary modifications and distribution without restriction. So if you want to share binaries feel free Smile

You're awesome! That's all haha, yeah smd doesn't support scaling, which is easily recreated with simple enough animations, alternatively, fbx, which is very versatile as well and works regardless of which program you use, unlike smd, which either requires wallworms's crude implementation of an smd script (which still handles vertex welding and smoothing groups poorly) or a very old 3dsmax version that has smd plugins (which work flawlessly)

btw, here's a SPICA build from today (2017-06-03): https://drive.google.com/uc?id=0BwZMeX3t...lY3c1V3WnM

Thanks for the build, i couldnt get it working at all no matter what Very Sad

was hoping it would have MBN support for some of the pokemon models in sm4sh3ds, but nope, but its still useful Big Grin
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(03-08-2017, 04:42 AM)Demonslayerx8 Wrote:
(03-06-2017, 10:25 AM)TehSe7en Wrote:
(03-06-2017, 10:14 AM)gdkchan Wrote: While I do plan to add a option to export the animations as SMD aswell, SMD doesn't support Scale animation so some animations wouldn't look totally correct with it (through most animations doesn't change Scales, I think...)

I still don't know why it doesn't work with Max and Maya, and the only way to fix would be installing the program myself and trying to figure out by trial and error, the major issue is that it's a paid program, through maybe they offer some free trial that I could use, I'll take a look later.

Well I don't mind, that's why I added a public domain equivalent license to the project, which pretty much allow source/binary modifications and distribution without restriction. So if you want to share binaries feel free Smile

You're awesome! That's all haha, yeah smd doesn't support scaling, which is easily recreated with simple enough animations, alternatively, fbx, which is very versatile as well and works regardless of which program you use, unlike smd, which either requires wallworms's crude implementation of an smd script (which still handles vertex welding and smoothing groups poorly) or a very old 3dsmax version that has smd plugins (which work flawlessly)

btw, here's a SPICA build from today (2017-06-03): https://drive.google.com/uc?id=0BwZMeX3t...lY3c1V3WnM

Thanks for the build, i couldnt get it working at all no matter what Very Sad

was hoping it would have MBN support for some of the pokemon models in sm4sh3ds, but nope, but its still useful Big Grin

^^ No problem! There's a new build, I'll try to upload that one later today
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(03-08-2017, 07:31 AM)TehSe7en Wrote:
(03-08-2017, 04:42 AM)Demonslayerx8 Wrote:
(03-06-2017, 10:25 AM)TehSe7en Wrote: You're awesome! That's all haha, yeah smd doesn't support scaling, which is easily recreated with simple enough animations, alternatively, fbx, which is very versatile as well and works regardless of which program you use, unlike smd, which either requires wallworms's crude implementation of an smd script (which still handles vertex welding and smoothing groups poorly) or a very old 3dsmax version that has smd plugins (which work flawlessly)

btw, here's a SPICA build from today (2017-06-03): https://drive.google.com/uc?id=0BwZMeX3t...lY3c1V3WnM

Thanks for the build, i couldnt get it working at all no matter what Very Sad

was hoping it would have MBN support for some of the pokemon models in sm4sh3ds, but nope, but its still useful Big Grin

^^ No problem! There's a new build, I'll try to upload that one later today

What's new in the new build? :o
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Are the player models for sun/moon assembled in parts, rather than one full model? I am hoping to see player models put up on the site and was hoping to contribute to it myself.
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(03-08-2017, 02:37 PM)Charmaleizard Wrote: Are the player models for sun/moon assembled in parts, rather than one full model?  I am hoping to see player models put up on the site and was hoping to contribute to it myself.

Yes they are in parts. I believe on the front page, you can find all the models that RTB uploaded on MegaFile.
[Image: showcase_by_magikstar-db04ntp.gif]
In Cinema 4D I've put them all together and made it customizable.
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(03-08-2017, 12:58 PM)crueldude100 Wrote:
(03-08-2017, 07:31 AM)TehSe7en Wrote:
(03-08-2017, 04:42 AM)Demonslayerx8 Wrote: Thanks for the build, i couldnt get it working at all no matter what Very Sad

was hoping it would have MBN support for some of the pokemon models in sm4sh3ds, but nope, but its still useful Big Grin

^^ No problem! There's a new build, I'll try to upload that one later today

What's new in the new build? :o

It says so on the github page, it's something about the shaders being somewhat reworked and fixed
Code:
Fix shader generation issue when previous color was used on Alpha (fix Lunala stars, maybe others aswell)

Here it is anyways!
SPICA from 2017-03-08 https://drive.google.com/uc?id=0BwZMeX3t...TR6bVpRQVk

(03-08-2017, 03:33 PM)magikstar Wrote:
(03-08-2017, 02:37 PM)Charmaleizard Wrote: Are the player models for sun/moon assembled in parts, rather than one full model?  I am hoping to see player models put up on the site and was hoping to contribute to it myself.

Yes they are in parts. I believe on the front page, you can find all the models that RTB uploaded on MegaFile.

In Cinema 4D I've put them all together and made it customizable.

How'd you get the skin colors to work? Did you just adjust the brightness and applied a tint to the whole texture? Or did you use the alpha channel and overlayed that on top of the diffuse texture?
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Video 
(03-08-2017, 04:13 PM)TehSe7en Wrote:
(03-08-2017, 12:58 PM)crueldude100 Wrote:
(03-08-2017, 07:31 AM)TehSe7en Wrote: ^^ No problem! There's a new build, I'll try to upload that one later today

What's new in the new build? :o

It says so on the github page, it's something about the shaders being somewhat reworked and fixed
Code:
Fix shader generation issue when previous color was used on Alpha (fix Lunala stars, maybe others aswell)

Here it is anyways!
SPICA from 2017-03-08 https://drive.google.com/uc?id=0BwZMeX3t...TR6bVpRQVk

(03-08-2017, 03:33 PM)magikstar Wrote:
(03-08-2017, 02:37 PM)Charmaleizard Wrote: Are the player models for sun/moon assembled in parts, rather than one full model?  I am hoping to see player models put up on the site and was hoping to contribute to it myself.

Yes they are in parts. I believe on the front page, you can find all the models that RTB uploaded on MegaFile.

In Cinema 4D I've put them all together and made it customizable.

How'd you get the skin colors to work? Did you just adjust the brightness and applied a tint to the whole texture? Or did you use the alpha channel and overlayed that on top of the diffuse texture?
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(03-08-2017, 06:38 PM)magikstar Wrote:
(03-08-2017, 04:13 PM)TehSe7en Wrote:
(03-08-2017, 12:58 PM)crueldude100 Wrote: What's new in the new build? :o

It says so on the github page, it's something about the shaders being somewhat reworked and fixed
Code:
Fix shader generation issue when previous color was used on Alpha (fix Lunala stars, maybe others aswell)

Here it is anyways!
SPICA from 2017-03-08 https://drive.google.com/uc?id=0BwZMeX3t...TR6bVpRQVk

(03-08-2017, 03:33 PM)magikstar Wrote: Yes they are in parts. I believe on the front page, you can find all the models that RTB uploaded on MegaFile.

In Cinema 4D I've put them all together and made it customizable.

How'd you get the skin colors to work? Did you just adjust the brightness and applied a tint to the whole texture? Or did you use the alpha channel and overlayed that on top of the diffuse texture?

Awesome Video

[Image: kLRcO9S.jpg]
Yeah I guess that works, not as easy as I thought, but it gets the job done Smile
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(03-10-2017, 06:41 AM)TehSe7en Wrote:
(03-08-2017, 06:38 PM)magikstar Wrote:
(03-08-2017, 04:13 PM)TehSe7en Wrote: It says so on the github page, it's something about the shaders being somewhat reworked and fixed
Code:
Fix shader generation issue when previous color was used on Alpha (fix Lunala stars, maybe others aswell)

Here it is anyways!
SPICA from 2017-03-08 https://drive.google.com/uc?id=0BwZMeX3t...TR6bVpRQVk


How'd you get the skin colors to work? Did you just adjust the brightness and applied a tint to the whole texture? Or did you use the alpha channel and overlayed that on top of the diffuse texture?

Awesome Video

[Image: kLRcO9S.jpg]
Yeah I guess that works, not as easy as I thought, but it gets the job done Smile
Yea I've got a bunch of edited textures and I even created eye expressions and looking left and right. I can send them to you so you don't have to go and edit them all yourself.
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(03-10-2017, 02:26 PM)magikstar Wrote:
(03-10-2017, 06:41 AM)TehSe7en Wrote:
(03-08-2017, 06:38 PM)magikstar Wrote: Awesome Video

[Image: kLRcO9S.jpg]
Yeah I guess that works, not as easy as I thought, but it gets the job done Smile
Yea I've got a bunch of edited textures and I even created eye expressions and looking left and right. I can send them to you so you don't have to go and edit them all yourself.
That would be awesome!
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(03-10-2017, 04:02 PM)TehSe7en Wrote:
(03-10-2017, 02:26 PM)magikstar Wrote:
(03-10-2017, 06:41 AM)TehSe7en Wrote: [Image: kLRcO9S.jpg]
Yeah I guess that works, not as easy as I thought, but it gets the job done Smile
Yea I've got a bunch of edited textures and I even created eye expressions and looking left and right. I can send them to you so you don't have to go and edit them all yourself.
That would be awesome!
The character rig
Open the .rar file and go to the complete folder and then the tex folder. That's where all the textures are. The character.fbx has all the parts merged together. Also, if you have C4D, you can open the rid I've created. It's not finished yet though. Also you might have to mess with the UV's for some of the textures.
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If anyone is having trouble with the rig I uploaded, email me at [email protected] so I can try and fix it.
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Any help on how to use the rigs for Maya? After downloading a whole file and attempting to upload the parts folder to Maya, it says it cannot be read or something of the like. Do I have to pick certain files or edit them before uploading? I only do animation, so if there is major editing involved I won't be able to use these.
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(03-06-2017, 06:56 AM)TehSe7en Wrote:
(03-06-2017, 05:21 AM)magikstar Wrote:
(03-06-2017, 03:31 AM)TehSe7en Wrote: Yeah I had to use some workarounds, I did export the animations using SPICA to DAE and used a software called Neosis to convert to FBX, from there I can import the models exported as SMD to Max and just update the animation using FBX (it doesn't crash this way, it still does crash if I import the DAE directly), it's a not so clever trick, but it works! hehe, thanks for everything tho, both SPICA and Ohana3ds are excelent programs! I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE, FBX is ok tho, but since I usually work with the Source engine, and SMD is such a versatile format, it's mostly my go to format for both models and animations. It just so happened that I didn't know how to get the DAE files to work with 3DSMax, so for that solgaleo I used a very old Ohana3ds version, but even with the latest commit the animations are still somewhat jerky Unsure
Where do you find SPICA?

(11-22-2016, 03:14 PM)gdkchan Wrote: I've been working on a new tool to view/export and (at some point) import models from/to all the 3ds Pokémon model formats. It is already better than Ohana3DS in some parts (more accurate rendering, material animation support for Sun/Moon, more smooth animations, and other issues are fixed aswell).

This is an animation of Plumeria playing on it:
Since this is a lot of work to do, I would love some help from anyone with a bit of knowledge in programming/C#, stuff like a GUI and exporters/importes needs to be done etc. And I'm already losing the motivation to work on it (always happen when I work on a project for some time). So if anyone is willing to help, this is the repo: https://github.com/gdkchan/SPICA

Also sorry RTB if this isn't the right place for this, but I guess it's ok since the thread is about Pokémon model ripping and since everyone here wants to get the models ripped I guess its the best place to try getting contributors too!

Can you make a tutorial on how to use SPICA? or link me to one

It's pretty much explained on the github (SPICA's github) how to compile it, although some codding skills may be required because some of the components needed are not widely available, such as openTK (which is broken on the nuget package control), I'm not so sure I can link the compile version, as it's gdkchan's program.
[Image: I4pPWHM.gif][Image: rayquaza-mega.gif]
Mega Rayquaza, cus this mega fug is just soo damn awesome Smile (it's funny to compare my renders to the real deal hehe)

How were you able to get the effect on rayquaza? I can't seem to figure out that step.

Also is anyone able to help on finding like the character animations? Specifically the player animations?
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