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Fire Emblem 3 Houses - Model Rips (Hapi, The Immaculate one, War Cleric)
#1
I no longer do model exports, but I still try my best to keep my models available for download. I had to move stuff around, as well as make some deletions. This messed up a lot of my past post that relied on images and specific download links.


You can find my repository for Fire Emblem 3 Houses here:
https://drive.google.com/drive/folders/1...sp=sharing

Credits to:

SciresM              - Made HacTool which gets into the XCI
Ploaj                  - Made a tool to view and access the models
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#2
I will for sure be following this. Thanks mate!
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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#3
Great job guys

I've started messing with those NUNO/NUNV properties too and it's really annoying to fix models manually. Glad to see that you're motivated to do all the models.

Will you also do monsters, PNJs and stuff or should I do them myself ?
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#4
(08-10-2019, 11:55 PM)Jokero Wrote: Great job guys

I've started messing with those NUNO/NUNV properties too and it's really annoying to fix models manually. Glad to see that you're motivated to do all the models.

Will you also do monsters, PNJs and stuff or should I do them myself ?

Not to sure what PNJ's are but monsters and separate models are going to be last. I haven't even found every model yet since its not named or organized whatsoever, still looking for Byleth's student outfit for example. Would love to also find the various job class outfits too.

All character plus those job outfits are my goal in the end, maybe a collection of weapons too. Though there is a few things that I am concerend about. Job class outfits can be coloured differently depending on who is taking the job upgrade, I bet that is an entirely different model too that I have to find in the end.
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#5
(08-11-2019, 09:54 AM)kurokairaku Wrote:
(08-10-2019, 11:55 PM)Jokero Wrote: Great job guys

I've started messing with those NUNO/NUNV properties too and it's really annoying to fix models manually. Glad to see that you're motivated to do all the models.

Will you also do monsters, PNJs and stuff or should I do them myself ?

Not to sure what PNJ's are but monsters and separate models are going to be last. I haven't even found every model yet since its not named or organized whatsoever, still looking for Byleth's student outfit for example. Would love to also find the various job class outfits too.

All character plus those job outfits are my goal in the end, maybe a collection of weapons too. Though there is a few things that I am concerend about. Job class outfits can be coloured differently depending on who is taking the job upgrade, I bet that is an entirely different model too that I have to find in the end.
Yeah folders are really messy, finding character models took me a lot of time (first one was like folder 1685 or so lol)

By PNJ I meant gambits units, enemies and npcs at the church lol, I used the French term instead of the english one
I'm away for a week but I could help you locate new models afterwards. Could you tell me if you find the anims btw ? That's the thing we're the most interested in with my friend

Thanks again for your hard work and good luck
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#6
Can't people just use the Data Transfer Modifier in Blender to move the driver armature over to the main model? That's how I do it for the Hyrule Warriors models.
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#7
(08-11-2019, 07:57 PM)ninetalescommander Wrote: Can't people just use the Data Transfer Modifier in Blender to move the driver armature over to the main model? That's how I do it for the Hyrule Warriors models.

Interesting, I didn't know this modifier at all. Could you elaborate a bit please and give more details about your workflow? I'd love to learn more about it since my process is very tedious rn
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#8
I'll be waiting for Flayn, Edelgard, Sothis, and Hilda.
[Image: IGgxKVG.jpg]
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#9
(08-12-2019, 04:55 PM)Jokero Wrote:
(08-11-2019, 07:57 PM)ninetalescommander Wrote: Can't people just use the Data Transfer Modifier in Blender to move the driver armature over to the main model? That's how I do it for the Hyrule Warriors models.

Interesting, I didn't know this modifier at all. Could you elaborate a bit please and give more details about your workflow? I'd love to learn more about it since my process is very tedious rn

So I actually make it a policy of mine to type personal guides so if I ever forget how to do something I can refer back to that, here's a copy and paste of that document. Keep in mind this is for Hyrule Warriors back when I typed this so I do not know how well this will transfer over to Fire Emblem Three Houses.

Ripping Guide for Ascii Models
Phase 1: Ripping the Contents
NOTE: If you already have the xcii models and their respective drivers, skip to phase 2.
1.      Go to raw dump you have for Hyrule Warriors.
2.      Locate the .Bin files for the content you wish to rip. For example, if you want to rip Link, you will go to Hyrule Warriors>Action>Model and then in the model folder locate all files that have Link’s name in them
3.      Copy the relevant files to the folder that has a "FFsnt" in it.
4.      Drag the .Bin files over the “ffsnt” icon, this will automatically start the process and new files will appear. Do this for all the .bin files you copied
5.      Contained in each folder you will find 2 files, 1 called “00” and 1 called “01”. You want to cut and paste these files into the folder with the ffsnt program in it.
6.      Repeat step 4 only with the 2 files you just moved. The “00” file is for the model while the “01” file is for the textures. The textures will appear in a new folder and will be in DDS Format.
7.      Load up Noesis and provided you have the “PY” plugin installed, you will then be able to read the models and export them. Export them as FBX and from there run the standard Blender process. DO NOT export straight to .DAE format as that causes unintended effects on the armature.

Phase 2: Applying the Drivers
Sometimes when you perform action 6 in phase 1 you will notice that 1 or more file with “Driver” in it’s name will appear. What this means is the model has a separate armature for specific parts of the model. For example; Link will have 1 of these Driver files as his scarf runs on a separate armature from the main armature. Follow these steps on how to properly attach them to the model.
1.      Once you have the Main Model Files in addition to the driver models, convert them both to FBX in Noesis and then import them into Blender. DO NOT adjust the size of the model until both of them are in the Blender file.
2.      Before anything else, you want to shift-click the “Driver Armature” followed by the main Armature and then pressing “Ctrl + J”. This will make the armatures pair into 1.
3.      You will notice the “SM” files are separate from the armature in the outliner. Drag and drop them into Link’s Armature, make sure to select “object” when you attempt to place them. However; DO NOT put the 1 with “Driver” in it’s name, leave that 1 alone.
4.      Select the mesh that the driver armature is relevant to. For example; Since Link’s Driver Armature is for his scarf, you will want to select that.
5.      With the mesh selected, go to “Modifiers” in the properties tab. Click on “Data Transfer” and then set it as the following;
Source Object: The name of the armature you are attaching; In Link’s case it’s “Driver_0”.
Tick the box for “Vertex Group” and choose “Nearest Face Interpolated”.
Make sure the “Vertex Groups” box is highlighted.
Click “Generate Data Layers”.
Once all that has been set, click “Apply”. The armature should now be attached to the main model and will work as intended.

From this process, there is 1 minuscule flaw that I honestly do not know if it can even be called a flaw. When you move the attached driver bones with the relevant mesh, the bones/sticks/etc will not stay in line with the mesh. This seems to be inconsequential as from my experience, even when they do not align, the bones still move the model as intended.

Alright, that's the process, if you have any questions let me know.
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#10
Wow thank you so much for the detailed explanation ! I should do the same as you, writing personal guides to avoid wondering how I ripped previous models everytime.

The ffsnt tool doesn't fully support TH models yet so we have to do our own driver meshes using the model data but this modifier will speed up our workflow for sure when trying to transfer the weights to the proper meshes.

Really nice discovery for me, thanks again !
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#11
(08-14-2019, 11:16 AM)Jokero Wrote: Wow thank you so much for the detailed explanation ! I should do the same as you, writing personal guides to avoid wondering how I ripped previous models everytime.

The ffsnt tool doesn't fully support TH models yet so we have to do our own driver meshes using the model data but this modifier will speed up our workflow for sure when trying to transfer the weights to the proper meshes.

Really nice discovery for me, thanks again !

To tell you the truth, I don't know if this process even works for Fire Emblem Warriors let alone Fire Emblem Three Houses. I ain't really bothered with Fire Emblem Warriors as Kuro already did most of the hard work getting those models working so at this point attempting those outside of the models he never did is pointless.
And yeah, hopefully FFSNT is updated to support these models.
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#12
(08-15-2019, 02:21 PM)ninetalescommander Wrote:
(08-14-2019, 11:16 AM)Jokero Wrote: Wow thank you so much for the detailed explanation ! I should do the same as you, writing personal guides to avoid wondering how I ripped previous models everytime.

The ffsnt tool doesn't fully support TH models yet so we have to do our own driver meshes using the model data but this modifier will speed up our workflow for sure when trying to transfer the weights to the proper meshes.

Really nice discovery for me, thanks again !

To tell you the truth, I don't know if this process even works for Fire Emblem Warriors let alone Fire Emblem Three Houses. I ain't really bothered with Fire Emblem Warriors as Kuro already did most of the hard work getting those models working so at this point attempting those outside of the models he never did is pointless.
And yeah, hopefully FFSNT is updated to support these models.

Daemon has no intentions of supporting MUA3 or FETH models sadly, I've already asked him twice, and that's why me and Ploaj decided to do research, he did all the coding work, I figured out the NUNO/NUNV structure, still need to figure out the RIGB data tho, as it's related to the physics...
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#13
(08-16-2019, 12:22 AM)Demonslayerx8 Wrote:
(08-15-2019, 02:21 PM)ninetalescommander Wrote:
(08-14-2019, 11:16 AM)Jokero Wrote: Wow thank you so much for the detailed explanation ! I should do the same as you, writing personal guides to avoid wondering how I ripped previous models everytime.

The ffsnt tool doesn't fully support TH models yet so we have to do our own driver meshes using the model data but this modifier will speed up our workflow for sure when trying to transfer the weights to the proper meshes.

Really nice discovery for me, thanks again !

To tell you the truth, I don't know if this process even works for Fire Emblem Warriors let alone Fire Emblem Three Houses. I ain't really bothered with Fire Emblem Warriors as Kuro already did most of the hard work getting those models working so at this point attempting those outside of the models he never did is pointless.
And yeah, hopefully FFSNT is updated to support these models.

Daemon has no intentions of supporting MUA3 or FETH models sadly, I've already asked him twice, and that's why me and Ploaj decided to do research, he did all the coding work, I figured out the NUNO/NUNV structure, still need to figure out the RIGB data tho, as it's related to the physics...

Yeah me and Dimy figured out the format too and are now able to export models with working NUNO/NUNV physics by the intermediate of mesh drivers, just like yours. Semory's source code for the gas machne was a big help to get started but it was still super annoying. Unfortunately our tool only works on TH cause we were only focusing on this game and it doesn't support previous g1m versions cause there are too many and we don't want an universal tool.
The best course of action to have a tool handling everything would be to dive into Semory's source code, update it with the new format versions and then updating the gas machine but as of now we don't have time for that.

Our tool is some kind of a plugin of our private engine so we plan to make it standalone and release it to the public in the next weeks, so people would have a drag and drop tool for TH models just like the NT Tool to get what they want. I'm waiting for Kuro's permission to do so though, sent him a PM for that cause I know he works hard making these models available to the public and I don't want to spoil his work.

Weights and physics will have to be taken care of by the user in the 3D program, we just build the driver mesh and let the user figure out the best way to handle it, just like the NT Tool with the dissidia models.

EDIT: Oh good thing you're doing RIGB, had no clue what it was about. We're going to start diving into g2a which probably contain the animations, as I said this is the thing we're the most interested in.
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#14
Claude, Ashe, Caspar, Maranne, Sylvain, Dimitri, Felix, Hanneman are now within the list. Thanks to those who supported me. I was originally only going to do 2 of my personal interest then spend the rest being lazy but you got me moving faster.
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#15
I have given Kurokairaku material data on skin coloring used in the game. All files should be updated with a Read Me with material data listed now.
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