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Yo-kai watch Model ripping project
#61
(02-09-2024, 02:08 PM)soantyphalt Wrote:
(02-06-2024, 09:06 PM)Lightstalker Wrote:
(02-06-2024, 03:44 PM)soantyphalt Wrote: I downloaded the Yo-Kai watch models and tried playing around with them on unity. I noticed the jibanyan model doesn't seem to loop its animation properly and the walk/run animation looks jittery. Any idea why this is the case? I assume in the original game it ran smoothly. Anybody know what I did wrong? Idk tho, as I am not really in the field. Would be grateful for a response.
The model number of the jibanyan I am talking about is Y152000 and the animation is named y152000_p10_02501d_rnl.

That's an interesting question. Jibanyan's legs only have one bone on each side. For movement, they had to be moved by "Transition" movements like when G is pressed to move a bone in blender. After that, the "Rotation" is applied to it. As with Jibanyan's animations, the developers had to fine tune his leg movement during the creation of an animation. Other nekomatas also have the one bone per leg type of rig.

Speaking of animations, when converted, they don't loop. Multiple animations would have to be looped by setting the number of frames. Unusually, Common characters use 25 FPS while Event characters use 60 FPS.

I got to try this out today, but it didn't seem to work sadly. I imported the previously mentioned Jibanyan fbx file into blender, to check if the error was a unity thing, but it doesn't seem to work correctly in Blender. The walking Animation appears to have 11 frames, but the last frame still doesn't align with the first frame of the animation. Similarly, the running animation has seven frames and the end- and startframe also don't align properly. I don't know what I'm doing wrong. Anybody got an idea, what I could try?

Maybe changing the starting and ending frame would work? Sometimes animations may have leftover keyframes that extend the animation beyond what is seen
[Image: yo-kai-watch.gif] [Image: usapyon.gif] [Image: yo-kai-watch.gif]

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#62
Neutral 
Do any of yall know any good tools for ripping models from roms of the Yo-Kai Watch games? I've tried so many tools yet nothing seems to work,,
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#63
(02-14-2024, 06:51 PM)TopTophatter Wrote: Do any of yall know any good tools for ripping models from roms of the Yo-Kai Watch games? I've tried so many tools yet nothing seems to work,,

@TopTophatter One of the most notable tools to extract models is Metanoia. Kuriimu2 is also useful for pack extraction and texture viewing.

For people who are extracting data from "Yo-Kai Sangokushi Kunitori Wars", the servers has shut down months ago. For those who still have the data, please make sure to extract the app data from the APK and either look for OBBs or use ADB to get every file from this app. This also goes to Wibble Wobble (Puni Puni), and unlike Kunitori Wars, the servers are still active. If the servers does shut down, make sure to back up files for model extraction. However, tools for extracting those are not yet ready.
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#64
Exclamation 
Unfortunate news, my model ripping USB stick seems to have been stolen, I had about 200 unuploaded Yo-Kai Watch 3 daes that I needed to fix and render so I won't be working on model rips for a while until I can get another USB stick...   Ouch!
Good news though, is that the first batch of Yo-Kai Watch 3 models should be approved hopefully later this month or next month! The first pending rip is all the way from October which is Lionguist  Big Grin
   
I have over 300 pending rips for YKW3 as of now, and also quite a few for Blasters 2, I also hope that after I finish the first two games that I can move onto fully ripping from Sangokushi (The 3DS version) since it has a much different and more tedious than the rest of the games, I have Jibanyan Liu Bei (is that how it's spelled? too lazy to check rn) as the only model pending just to hopefully get the page up to have all of the 3DS Yo-Kai Watch games on the site
   

I think I have made some progress tackling these giants of 3DS games (Yo-Kai Watch 3 is almost 4 gigabytes- Do you know how large that is for a 3DS game?!)
       
(note that some Yo-Kai Watch 3 rips have been submitted by others)

TLDR; a lot of pending rips, will have to take a break for a bit, probably will be approved soon Thumbs Up

(02-14-2024, 06:51 PM)TopTophatter Wrote: Do any of yall know any good tools for ripping models from roms of the Yo-Kai Watch games? I've tried so many tools yet nothing seems to work,,

I use Citra to extract the romfs, then I use Kuriimu2 to find the files, something about a certain build of Kuriimu being required... and them a modified Metanoia build to view and extract the .xc models into DAE files
I do not have these links on me as I downloaded them a long time ago... I remember they were on Github somewhere...
Also the Yo-Kai Watch modding community has created a blender Addon somewhere for direct imports of the .xc files, though I am too used to the way I do it now that I prefer this somewhat more tedious route over the more simple blender plugin
The files names are a hell to look through, after a while you get the gist of the pattern but if you want an example: Usapyon is y597000, Tomnyan is y679000, these are just Yo_Kai files

Another quick post for anyone else wanting to rip from these games, as I stated the file names are hell but you kind of pick up the patterns after a while? And to spare you all from the pain I suffered here are some quick ways to identify models. Big Grin

Files starting with y are always Yo-Kai for example. The letter at the beginning of a file usually indicates the type of fil
y = Yo-Kai
x = Boss Yo-Kai
c = Humans or npcs
e = Enviroments
r = Bugs and fish
t = props
z = I don't even know at this point

Yo-Kai Variants are easy to spot since their file names interrupt the string of 0's that most files have
Again using Usapyon as an example:
Regular Usapyon is y597000
Football Usapyon: y597010
Military Usapyon: y597030
(there are more but you get the point)

Cutscene character files usually end in a 1
Cutscene Usapyon: y597001

When extracting a model you only need to extract the .xc file, most of the model .xcs are located at the top or are the largest .xc, the others are animations which I can't really help explain since I didn't rip all of the animations and I think it might be too late to save me from that mistake

Yo-Kai files are sorted somewhat chronologically to their addition, the lower values are from the first game and the higher the values become the later they tend to have been added, such as the Yo-Kai Watch 3 files being mostly located above y500000

Moral of the story? Please don't be like me and dedicate days of your life to ripping Yo-Kai Watch 3 models, this was a mistake but I'm in too deep to stop...  Cry
[Image: yo-kai-watch.gif] [Image: usapyon.gif] [Image: yo-kai-watch.gif]

Y! Wireless, my life philosophy Worn out like shredded threads
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#65
Music 
'Hopefully they will be approved soon' I said, the day right after all 300+ of my rips were approved! It feels so rewarding to finally see the page up and all of my little icons up too, I have spent so long on them it makes me very happy to see them. Enjoy the rips!
[Image: yo-kai-watch.gif] [Image: usapyon.gif] [Image: yo-kai-watch.gif]

Y! Wireless, my life philosophy Worn out like shredded threads
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#66
I was gonna try to rip the hololive puni models, but realized i need the apk and data download space for it. might do it some time later
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#67
Puni Puni has a different method as far as I know, also it has some form of emulation protection and ripping assets can potentially get your account banned, just a heads up

I forgot to mention but also Puni models don't have a method that allows the ripping of rigging
[Image: yo-kai-watch.gif] [Image: usapyon.gif] [Image: yo-kai-watch.gif]

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