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Pokkén Tournament Model Ripping Project
#46
Word is that Patch 1.3 has new character models in the game. Could someone with the ability to decrypt grab those files off NUS and confirm? Thanks.
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#47
Shadow Mewtwo (Megas and alternates included) has been submitted!
Some guy who just lurks this place nowadays.
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#48
(06-23-2016, 12:32 PM)nobody231 Wrote: Shadow Mewtwo (Megas and alternates included) has been submitted!

I just wanted to say you're doing an amazing job with this. Thanks for you work.
Hopefully we can get the rest of the cast soon.
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#49
(06-23-2016, 05:29 PM)AlistairRoo Wrote:
(06-23-2016, 12:32 PM)nobody231 Wrote: Shadow Mewtwo (Megas and alternates included) has been submitted!

I just wanted to say you're doing an amazing job with this. Thanks for you work.
Hopefully we can get the rest of the cast soon.

Thanks! I'm not going to regularly rip models, since I'm a lazy bastard busy. I'll try to rip some other fighters as priority, though!
Some guy who just lurks this place nowadays.
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#50
I found a few issues with some of the imports using the updated script, this might just be an issue with my version of 3ds max 2015, but just in case it isn't here's a list of what I've found.


I've only tested support Pokemon.

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#51
(06-23-2016, 07:11 PM)Hallowpape Wrote: I found a few issues with some of the imports using the updated script, this might just be an issue with my version of 3ds max 2015, but just in case it isn't here's a list of what I've found.
Yeah, it's a problem with 3DS Max 2015, I just imported their models for myself and everything's fine in 3DS Max 2010. What's happening there is it's rigging parts of the model to the wrong bones because SOMEONE at Autodesk thought that it was smart to ignore the arrangement for bone arrays, and just chuck everything in alphabetically without fixing the numbering.

To fix that (by adding numbers to the beginning of the bone names, thus denying the rearrangement), replace this line of the script:
Code:
BoneName = readstring q
with this:
Code:
BoneName = readstring q
if x < 10 do(BoneName = "00" + x as string + " - " + BoneName)
if x > 9 and x < 100 do(BoneName = "0" + x as string + " - " + BoneName)
if x > 99 do(BoneName = x as string + " - " + BoneName)
Then after it's imported, select all of the bones and go to Tools > Rename Objects, uncheck "Base Name", check "Remove First: [ 0 ] Digits", change the number to 6 and click "Rename".
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#52
Unfortunately the problem still exists with that fix, but looking at it again, as you said it was rigged to the incorrect bones (Center_RT, Throw_Null, Extra0-4), but they were also rigged to the correct bones(L_Foot, L_Toe1) at least for the ones with the rigging issues, simple fix on my end anyway.


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#53
Hey, RTB, how much longer before you get Machamp submitted?
The future of things to come...
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#54
Can I request the Rotom model to be ripped?
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#55
I'm not at all experienced at ripping models from video games, but may I request Charizard and standard Mewtwo to be ripped?
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#56
Does this work with the Nud Editor in blender?
Also when will Machamp come out?.
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#57
Actually that Lucario looked like it might have had the texture. Just needed tons of lights.
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#58
WHEN will Machamp be made?
I want to screw around editing his model.

I would do it myself but the .Nud editor on Blender doesn't work with the models.
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#59
Second time you've necroposted in this thread asking the same thing. Please stop.

Instead, make a thread asking how you can rip the model.

Locked until this thread is wanted again.
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