Is there any way to extract the pokemon animations?
Thanks in advance
(07-22-2020, 06:24 AM)vancete Wrote: [ -> ]Is there any way to extract the pokemon animations?
Thanks in advance
Not sure anyone has honestly. I mean I'm sure someone has and they just haven't shared it haha. Heck, I'm waiting for animations as well for the Sword & Shield
Are there any ripped field maps for Sword and Shield? I see the files for Let's Go but not for this game. I only see Pokemon, Trainers and Misc.
Thanks.
(07-14-2020, 02:32 PM)Eddael Wrote: [ -> ]Howdy, I just exported this model with ohana as an .obj and then imported it into blender. I tried to sculpt, but then this happened...
I've also looked into the pokepark kecleon model and the same thing happened with it, is this just some stupid gf stuff or is there something I'm missing, a potential fix so I don't have to manually reattach several hundred vertices?
It's actually the most easiest thing. It seems faces are separated from each other, so when you are sculpting it's sculpting and moving one face of the model separately and thus it gives you those separated vertex/faces.
Ok, so the solution is merging those vertices. In blender 2.81 you have to enter edit mode of the mesh, select all by pressing A and then can't remember if it's Ctrl+M or Alt+A (or just look for "Merge vertices" on the Vertices menu) and then a little menu pops up, you have to select Merge by distance, and tadaa! Every face it's connected.
Now, in that menu also let's you decide the distance the vertex can merge. A bigger number will merge vertex that are far away and that'd deform the model, so try small numbers until I get the desired results.
Hope I helped!
Ahem, I said...
(07-08-2020, 12:34 PM)DecaTilde Wrote: [ -> ]Unh. No wonder the Machop evolution line and Gigantamax Machamp couldn't be submitted. Most of the DDS files couldn't be read, and when I try converting them to PNG, it gives me an error. And I tried this script for Blender 2.8, too.
Anyway, can someone fix the DDS files, please?
Also, isn't there a Blender script?
Hello! Sorry if this isn't the right place, I didn't want to make a thread just to ask a simple question about an error opening the .gfbmdl models. its gmax snorlax if that matters.
I receive an error "--Unknown property: "twoSided" in BodyB00:Physical_Material." Then the mesh of the model does not appear, only the bones.
I saw there was someone who asked basically the same question, but he didn't get an answer. nor did he reply in the thread again whether he figured it out.
My first thought was an issue with a certain texture, but none of them are even named that exactly. So i tried renaming the BodyB texture to the same name, no results. I know in maya the textures assigned don't particularly matter when you import a model, not sure if it's the same with 3dsmax(just downloaded it for a model).
I am running 3ds max 2021, just so whoever sees this knows!
I'm new to porting pokemon models, but I have quite a bit of experience porting models from other games and modding in general, so I promise I won't need my hand held THAT much haha.
Thanks to anyone who reads this, thanks even more if you know how to fix my issue!
(09-08-2020, 07:17 PM)SleepyTaylor Wrote: [ -> ]Hello! Sorry if this isn't the right place, I didn't want to make a thread just to ask a simple question about an error opening the .gfbmdl models. its gmax snorlax if that matters.
I receive an error "--Unknown property: "twoSided" in BodyB00:Physical_Material." Then the mesh of the model does not appear, only the bones.
I saw there was someone who asked basically the same question, but he didn't get an answer. nor did he reply in the thread again whether he figured it out.
My first thought was an issue with a certain texture, but none of them are even named that exactly. So i tried renaming the BodyB texture to the same name, no results. I know in maya the textures assigned don't particularly matter when you import a model, not sure if it's the same with 3dsmax(just downloaded it for a model).
I am running 3ds max 2021, just so whoever sees this knows!
I'm new to porting pokemon models, but I have quite a bit of experience porting models from other games and modding in general, so I promise I won't need my hand held THAT much haha.
Thanks to anyone who reads this, thanks even more if you know how to fix my issue!
Yep, lots of people have been reporting that same issue to me. 3DS Max seemingly changed the way materials are set up via MaxScripting in the most recent versions (2021 specifically, not sure if it also affects 2020 yet), so I'm going to have to download 2021 for myself later and figure out what I need to do in order to fix that issue, since it affects every single one of my scripts.
Thank you so much for the information! I will download a different version of 3ds max in that case! That's a huge bummer that they changed it, and now you have to troubleshoot. I hope you don't have to rewrite all your scripts to fix them. Thanks for the help and thank you so much making all your tools/scripts available for people to use! You are a life saver! Just so you know, I will for sure credit you for the work you've done!
I hate to sound like a broken record, but why hasn't the Partner Eevee, submitted by Random Talking Bush for the
Pokémon Let's Go! games, been accepted yet?
It's been nearly two years since the games were released, and still no sign of the Partner Eevee on tMR. What's taking the staff so long to accept it?
(07-28-2020, 02:58 PM)trainer_noe Wrote: [ -> ] (07-22-2020, 06:24 AM)vancete Wrote: [ -> ]Is there any way to extract the pokemon animations?
Thanks in advance
it's in page 153
That literally doesn't work and no advance was made towards exporting animations from Sword/Shield, only a handful of animations aren't using the new blending system and export fine, 90% of the others are utterly broken, the only working animations are the idle (which doesn't blend with anything) and some attack animations
It certainly isn't working on page 153
Btw, it seems the problem with PLGPE animations are the X euler rotation axis. You could take a look for parsing them for the 3DS Max Script