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Pokémon Masters
You guys have another person interested in ripping those models !
I have been searching for a thread like this ever since the game came out. I hope we can make progress into importing the models and if possible animations into (.fbx) for 3DS Max and UE4 Big Grin !
I any of you want the models because your building your own Pokemon game, pm me, I would be interested in knowing what you are working on.
I'm counting on you !
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[Image: 6z2Qg1S.png]
I have a maxscript in the works to import models and animations into 3ds max.
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ohhhh
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Would there be a way to check the animation LMD files and find the information on bone rotation, movement and scale on selected frames or poses? I'm asking because so far there hasn't been a way to export the animations to friendlier formats.
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(02-09-2020, 10:24 PM)killercracker Wrote: [Image: 6z2Qg1S.png]
I have a maxscript in the works to import models and animations into 3ds max.

That's awesome! When can we expect a release? I'm importing these models with sun/moon animations as placeholders but those animations don't really hold up in higher resolutions
Also, blender's plugin doesn't really import smoothing, it's a pain in the arse to fix the faces without breaking everything :/
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Has any progress been made ?
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I never released it because I found out that a blender script for animations were released. For all who still want the maxscripts I'll leave them here.

https://drive.google.com/drive/folders/1...sp=sharing
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(03-06-2020, 05:31 PM)killercracker Wrote: I never released it because I found out that a blender script for animations were released. For all who still want the maxscripts I'll leave them here.

https://www.dropbox.com/sh/z8111uvmbohay...2jW4a?dl=0

hi, a question, could you tell me where is the blender script o do you know if there are people working on that?

^^
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Whaouh, Thanks a bunch for the max scripts, you have no idea how much this means for me !!! You're a champ !
But, sadly there is a but, although I am hyper grateful already it would be nice, if possible, you could fix the animation plugin, it's not constant, some animation open on the wrong axis and I was wondering if that was normal ?

I have 2 questions though :

How to make the face smooth with the rest of the body ?

Does anybody have the latest dump files please of version 1.8.5 please ? I tried to get them myself to no avail. I have a huawei phone and the backup has to be encrypted for it to work, so far I haven't managed to decrypt it. I've been following this guide : https://www.linkedin.com/pulse/huawei-ba...do-magnini

I'm having trouble with installing the .whl file.
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(07-25-2019, 10:10 AM)Deep Weeb Wrote: None of the character models are in the .apk by default, to get them you need to actually install the app on your phone first and then dump the files.
Sorry, uhh, i've been trying to do that would mind going about how dumping them works? like what program do i use to dump the apk files? Asset Studio is the only one that comes to mind really, but i don't think that's it.
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Thanks so much for the maxscripts. Looking to rip and convert scenery to FBX (if I can find a dump).

Cheers.
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(09-29-2019, 03:55 PM)jugol Wrote: Gotcha:
What changes on Elesa model:
The vertex data is is identical, except by bone weights. Originally they were just an integer to be divided by 65535, for Elesa's model it's a float. Because of this, model vertex data is 40 bytes long instead of the original 32 bytes for characters' models.

In addition, vertex data size for scenery models varies between 36,40,44 and 48 bytes, with the main structural difference being 4 bytes of vertex color data present before the UV. Turk had already figured this out and used the data size to distinguish between types of models - the problem is that Elesa using 40 bytes per vertex makes the plugin think it's a terrain model with color data, so it reads the rest incorrectly.

I made a workaround, unfortunately you have to manually select version "1.2" for Elesa and "1.0" for everything else, because I couldn't find out how to distinguish them automatically. It's on my fork: https://github.com/jugolm/PokemonMasters

[Image: IIB58WN.png]
Could you update your fork for Blender 2.8? All models from 1.0.0 work fine with Ver1.2 so I would say to remove Ver1.0
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(05-29-2020, 12:13 AM)Deep Weeb Wrote:
(09-29-2019, 03:55 PM)jugol Wrote: Gotcha:
What changes on Elesa model:
The vertex data is is identical, except by bone weights. Originally they were just an integer to be divided by 65535, for Elesa's model it's a float. Because of this, model vertex data is 40 bytes long instead of the original 32 bytes for characters' models.

In addition, vertex data size for scenery models varies between 36,40,44 and 48 bytes, with the main structural difference being 4 bytes of vertex color data present before the UV. Turk had already figured this out and used the data size to distinguish between types of models - the problem is that Elesa using 40 bytes per vertex makes the plugin think it's a terrain model with color data, so it reads the rest incorrectly.

I made a workaround, unfortunately you have to manually select version "1.2" for Elesa and "1.0" for everything else, because I couldn't find out how to distinguish them automatically. It's on my fork: https://github.com/jugolm/PokemonMasters

[Image: IIB58WN.png]
Could you update your fork for Blender 2.8? All models from 1.0.0 work fine with Ver1.2 so I would say to remove Ver1.0
You could use the original script for the Pkm Masters models because it got updated to work with Blender 2.8+ and the v1.2 models
https://github.com/Turk645/PokemonMasters
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Has anybody been able to get the Pokemon models & animations themselves? 
Any and all uploaded files I can find only have the trainer models/animations.
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they probly are the same as the 3ds games
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