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After working on other projects, I've been thinking in working on SPICA again. Whats still needed in regards to ripping Sun/Moon models and animations? I don't think that I would be able to export model effects like flames or shiny/reflective parts on the mons due to the fact that those uses specific PICA blending effects (done through the Fragment Shader fixed function pipeline). SPICA already renders those correctly (I think), but rendering them correctly on other programs would need the use of fragment shaders and also store the necessary data (like the LUTs used to create the toon-like shading) on the model file, and I'm not even sure about which formats could support this kind of data.
I'm trying to use the custom parts from XY in Ohana, but it keeps saying unsupported file format
Can somebody please upload or give a link to the battle backdrops / background !!!! I need just the battle tree one so please this is a humble request...!

(01-26-2017, 04:37 PM)magikstar Wrote: [ -> ]I'm trying to use the custom parts from XY in Ohana, but it keeps saying unsupported file format
if they are in .BCH format for example bangle. BCH then simply rename it to .bin like bangle.bin . it worked for me .
(01-27-2017, 01:35 PM)yashringo17 Wrote: [ -> ]Can somebody please upload or give a link to the battle backdrops / background !!!! I need just the battle tree one so please this is a humble request...!

(01-26-2017, 04:37 PM)magikstar Wrote: [ -> ]I'm trying to use the custom parts from XY in Ohana, but it keeps saying unsupported file format
if they are in .BCH format for example bangle. BCH then simply rename it to .bin like bangle.bin . it worked for me .

Doesn't work.
(01-26-2017, 04:37 PM)magikstar Wrote: [ -> ]I'm trying to use the custom parts from XY in Ohana, but it keeps saying unsupported file format

I think at this point, you may have to find an older version of Ohana since it looks like the Ohana version posted in OP doesn't support .bch files.
(01-27-2017, 03:23 PM)Yunpol Wrote: [ -> ]
(01-26-2017, 04:37 PM)magikstar Wrote: [ -> ]I'm trying to use the custom parts from XY in Ohana, but it keeps saying unsupported file format

I think at this point, you may have to find an older version of Ohana since it looks like the Ohana version posted in OP doesn't support .bch files.

Where's the link to the older versions?
(01-27-2017, 04:07 PM)magikstar Wrote: [ -> ]Where's the link to the older versions?

You can check up the gbatemp thread on Ohana3DS. There you should find the older versions of Ohana3DS.
Can someone upload the map models, or where i can find the files for them?
I have an issue.. I exported from Ohana the model and animation as SMD, and imported everything in Blender.
The animation works fine, but the extra body parts that should be hidden are there during the animation.

For example Bulbasaur vines, in the idle animation they are not visible in Ohana, but they are in blender.
How i can fix?
Thanks.
(01-31-2017, 12:13 PM)Fr0z3n Wrote: [ -> ]I have an issue.. I exported from Ohana the model and animation as SMD, and imported everything in Blender.
The animation works fine, but the extra body parts that should be hidden are there during the animation.

For example Bulbasaur vines, in the idle animation they are not visible in Ohana, but they are in blender.
How i can fix?
Thanks.

Those are visual and cannot be exported. If you want visual animations to work with a game you'll have to do them manually according to how they work for that particular game.
hi. i am just asking is there anyway to swap pokemon sun and moon npc battle animation with another npc battle animation in Ohana3DS-Rebirth.
(02-01-2017, 05:00 PM)KillzXGaming Wrote: [ -> ]
(01-31-2017, 12:13 PM)Fr0z3n Wrote: [ -> ]I have an issue.. I exported from Ohana the model and animation as SMD, and imported everything in Blender.
The animation works fine, but the extra body parts that should be hidden are there during the animation.

For example Bulbasaur vines, in the idle animation they are not visible in Ohana, but they are in blender.
How i can fix?
Thanks.

Those are visual and cannot be exported. If you want visual animations to work with a game you'll have to do them manually according to how they work for that particular game.

Nope. They are Meshes and are part of the model.
They Get hidden in Ohana3DS during idle animation. But In blender they are visible while should be hidden.
Where Can I Download The Max Script?
Can I get a tutorial on how to rip the battle intro backgrounds and maps.
For those having issues with exported animations, I implemented a dae animation exporter on SPICA. I tested some characters on it and scale issues (such as finger at wrong position) seems to be fixed. I also didn't noticed any rigging problem so far, would be nice if someone tested it. I also started to implement a batch exporter.