(12-07-2016, 04:28 PM)Random Talking Bush Wrote: [ -> ] (12-07-2016, 03:29 PM)Carpaccio Wrote: [ -> ]p1_face01mouth_off.bin, p1_face01mouth_on.bin, and pretty much everything in the 'misc' folder refuses to load, saying unknown file format, even with the latest Ohana3ds build given in the first post.
Don't know why the first two won't load yet, but the reason why the rest don't work is probably because none of 'em are models, and they may use an unsupported animation format or something.
(12-07-2016, 07:58 PM)magikstar Wrote: [ -> ]When i try and open the face files of the player that were provided, it says that the file is not a supported file format. Is there a way to fix it?
I looked into this problem and it seems that there are animations that are being misinterpreted and Ohana tries to create an array with a billion or more values which is a little bit too much to handle...
A simple workaround would be to skip these animations, but a try to come up with a better solution.
So at the moment all we're missing for the player model is the face textures? Is there any other way to get them?
(12-08-2016, 12:04 AM)Carpaccio Wrote: [ -> ]So at the moment all we're missing for the player model is the face textures? Is there any other way to get them?
Here is a version of Ohana that skip everything after reading a misinterpreted animation and displays what it found.
https://www.dropbox.com/s/e0qaun8uxcnsvc...161208.zip
I don't know if this breaks anything else but now you can atleast extract the face and hopefully the other binary too.
I will work on a better solution.
(12-08-2016, 04:46 AM)waielal Wrote: [ -> ] (12-08-2016, 12:04 AM)Carpaccio Wrote: [ -> ]So at the moment all we're missing for the player model is the face textures? Is there any other way to get them?
Here is a version of Ohana that skip everything after reading a misinterpreted animation and displays what it found.
https://www.dropbox.com/s/e0qaun8uxcnsvc...161208.zip
I don't know if this breaks anything else but now you can atleast extract the face and hopefully the other binary too.
I will work on a better solution.
Thanks! This will make animation easier!
These sound fonud in the game. Gallade sound like
this. Sylveon sound like
this. Jirachi sound like
this. And everything sound like this.
Anyone happen to figure out where the Z-Crystal models are stored (the ones seen when you complete a Trial)? I'm hoping they included textures for all the types/species, even if they're not shown up-close in one of those little scenes.
Thank you for ripping these models, especially Olivia and Kiawe, can't wait to use them!
Yeah, even with the updated version, 277.bin (and up) in a/1/7/0 won't open, citing the same "Not supported" error.
Their filesizes and directory lead me to believe they're yet more copies of Z-Rings (which there's already a ton of in there), but maybe it's keeping me from getting the cutscene-viewable Z-Crystals elsewhere.
(12-10-2016, 09:48 PM)Tiberious Wrote: [ -> ]Yeah, even with the updated version, 277.bin (and up) in a/1/7/0 won't open, citing the same "Not supported" error.
Their filesizes and directory lead me to believe they're yet more copies of Z-Rings (which there's already a ton of in there), but maybe it's keeping me from getting the cutscene-viewable Z-Crystals elsewhere.
I looked into the files and they seem to be pure animation files.
Usually these are found inside a CM-container so Ohana can recognize them, but alone we have the problem that these files don't have a header so a recognition without parsing the whole file is not possible.
But if you add this header of the CM-container at the beginning of the binary files (277.bin-294.bin) Ohana should recognize it.
Code:
43 4D 02 00
0C 00 00 00
24 00 00 00
00 00 01 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
(12-07-2016, 09:50 PM)waielal Wrote: [ -> ] (12-07-2016, 04:28 PM)Random Talking Bush Wrote: [ -> ] (12-07-2016, 03:29 PM)Carpaccio Wrote: [ -> ]p1_face01mouth_off.bin, p1_face01mouth_on.bin, and pretty much everything in the 'misc' folder refuses to load, saying unknown file format, even with the latest Ohana3ds build given in the first post.
Don't know why the first two won't load yet, but the reason why the rest don't work is probably because none of 'em are models, and they may use an unsupported animation format or something.
(12-07-2016, 07:58 PM)magikstar Wrote: [ -> ]When i try and open the face files of the player that were provided, it says that the file is not a supported file format. Is there a way to fix it?
I looked into this problem and it seems that there are animations that are being misinterpreted and Ohana tries to create an array with a billion or more values which is a little bit too much to handle...
A simple workaround would be to skip these animations, but a try to come up with a better solution.
I found the problem, actually 2 problems, that caused the error.
The first one is fixed but not pushed yet, the other one I still have to look for solution.
Hello people of the internet, When I import Ohana exported smd animations on Prof. Kukui in blender, for some reason some of the joints on the right arm are glitched out. Is ther a way to fix this? Here's the vid:
(12-11-2016, 11:38 AM)Julian0555 Wrote: [ -> ]Hello people of the internet, When I import Ohana exported smd animations on Prof. Kukui in blender, for some reason some of the joints on the right arm are glitched out. Is ther a way to fix this? Here's the vid:
SMD animations only support translation and rotation animation.
But nearly all pokemon animation have also a scale animations which are not being exported due this limitaton.
I assume that this might be the problem.
A fix to this problem might be if someone implements an fbx exporter or an other animation format that support scale animation.
(12-11-2016, 02:02 PM)waielal Wrote: [ -> ] (12-11-2016, 11:38 AM)Julian0555 Wrote: [ -> ]Hello people of the internet, When I import Ohana exported smd animations on Prof. Kukui in blender, for some reason some of the joints on the right arm are glitched out. Is ther a way to fix this? Here's the vid:
SMD animations only support translation and rotation animation.
But nearly all pokemon animation have also a scale animations which are not being exported due this limitaton.
I assume that this might be the problem.
A fix to this problem might be if someone implements an fbx exporter or an other animation format that support scale animation.
I don't 100% agree with this but I'm dumb so... The reason I don't agree is because the fingers and arm sleeve don't use scaling in this specific animation as all he is doing is taking off his glasses
I recently implemented a DAE exporter on SPICA, if anyone is interested. I also worked a bit trying to make the renders more like the actual game. Would be nice if someone test the exporter because I don't use those popular 3d editing software (like maya and max), so I only test stuff on C4D and Blender. The link to the repo is here:
https://github.com/gdkchan/SPICA.
The DAE exporter also exports skeletal animations, but it have... issues. The scale is actually pretty problematic, because on Sun/Moon models the scales aren't inherited, but since dae uses local space matrices to store each bone transform, they are multiplied according to the bone hierarchy and the result is that the scale is inherited... resulting in issues. I belive that some softwares have an option to "fix" this (scale compensation?), but I can't try this. DAE also supports storing each bone transform as translate/rotate/scale, I don't know if it would work through, since I didn't tried and dunno if its even worth the effort to implement it.
Anyway in case of problems anyone can open a Issue on the repo. I'm also looking for contributors, because a lot of features are still missing, and the more people working on it, the better!
(12-11-2016, 02:32 PM)Julian0555 Wrote: [ -> ]I don't 100% agree with this but I'm dumb so... The reason I don't agree is because the fingers and arm sleeve don't use scaling in this specific animation as all he is doing is taking off his glasses
I don't know if the sleeve uses scales but I'm pretty sure that the fingers does use it... A scale of -1.15 on the X axis iirc, and 1.15 on Y/Z (something like this), and the negative scale have the effect of flipping one axis of the finger.
I made a list of SM character models that haven't been uploaded yet. It's just for reference, so that nothing gets lost.
Here's the list:
-Lillie (the late-game design - a unused battle model also exists [or maybe it is used for cutscenes?])
-Kukui
-Lusamine (also there's her Nihilego fusion thing, but this may actually be a pain to rip)
-Mohn (who, interestingly, has a [unused] battle model)
-Faba
-Wicke (overworld-only)
-Aether Employee (Male)
-Aether Employee (Female)
-Aether Scientist
-Guzma (Skull and post-game models)
-Plumeria (post-game)
-Sophocles
-Acerola
-Mina
-Hala
-Nanu
-Hapu
-Kahili
-Ryuki
-Burnett (overworld-only)
-Samson Oak (overworld-only)
-Red
-Blue
-Looker (overworld-only)
-Grimsley
-Anabel
-Wally (I'd like to compare him with his ORAS model...)
-Cynthia
-The Royal
-Molayne
That's still pretty a lot but I think we're getting there
(12-11-2016, 03:19 PM)B. Rodip Wrote: [ -> ]I made a list of SM character models that haven't been uploaded yet. It's just for reference, so that nothing gets lost.
Here's the list:
-Lillie (the late-game design - a unused battle model also exists [or maybe it is used for cutscenes?])
-Kukui
-Lusamine (also there's her Nihilego fusion thing, but this may actually be a pain to rip)
-Mohn (who, interestingly, has a [unused] battle model)
-Faba
-Wicke (overworld-only)
-Aether Employee (Male)
-Aether Employee (Female)
-Aether Scientist
-Guzma (Skull and post-game models)
-Plumeria (post-game)
-Sophocles
-Acerola
-Mina
-Hala
-Nanu
-Hapu
-Kahili
-Ryuki
-Burnett (overworld-only)
-Samson Oak (overworld-only)
-Red
-Blue
-Looker (overworld-only)
-Grimsley
-Anabel
-Wally (I'd like to compare him with his ORAS model...)
-Cynthia
-The Royal
-Molayne
That's still pretty a lot but I think we're getting there
I've got most of these ready and crossed them out in the quote, gonna upload that batch either this week or next, also Lillie, Guzma, and Plumeria all have their post/late game models included with their submissions, some of the ones not striked out I have ready, but they have backface culling and won't comply with my renders.
Mohn's "Unused battle model" is used in Poke Palego