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Sorry for being inactive but I'm back. How is everyone?
Great job to all those making progress on this! You all make me proud!Big Grin
(04-25-2016, 01:56 PM)FreezShocka Wrote: [ -> ]Hello to everyone ripping here! I know it's Final Exam time so everyone is super busy, but I have a few questions that I would appreciate to be answered.

1: Are these models technically "hacked" as they are ripped from XY/ORAS?
I don't understand what you mean by this. It's a copy of the game data converted back to a standard 3D format.

Quote:2: Which file from the download for each mon works for Maya? (if there is one)
FBX files are an Autodesk format so they produce the best results when imported.

Quote:3: Can I animate in Maya with these models?
Yes, but you will benefit from recreating proper animation controls and FK/IK setups yourself.
(04-26-2016, 02:57 PM)The 100 Mega Shock! Wrote: [ -> ]I don't understand what you mean by this. It's a copy of the game data converted back to a standard 3D format.

FBX files are an Autodesk format so they produce the best results when imported.

Yes, but you will benefit from recreating proper animation controls and FK/IK setups yourself.

Well, if they are a copy of the game data, it's still Nintendo's hard work and not necessarily ours to take.  And isn't it a "hack" to get in to the files? I was wondering mostly because I wanted to do Pokemon animations/series/episodes and considered posting them on my YouTube channel. If it's a "hack" or "Nintendo's hard work" I don't want to be copyrighted if that helps you understand. Thanks for the other help, though, it's very much appreciated!
(04-27-2016, 01:59 PM)FreezShocka Wrote: [ -> ]
(04-26-2016, 02:57 PM)The 100 Mega Shock! Wrote: [ -> ]I don't understand what you mean by this. It's a copy of the game data converted back to a standard 3D format.

FBX files are an Autodesk format so they produce the best results when imported.

Yes, but you will benefit from recreating proper animation controls and FK/IK setups yourself.

Well, if they are a copy of the game data, it's still Nintendo's hard work and not necessarily ours to take.  And isn't it a "hack" to get in to the files? I was wondering mostly because I wanted to do Pokemon animations/series/episodes and considered posting them on my YouTube channel. If it's a "hack" or "Nintendo's hard work" I don't want to be copyrighted if that helps you understand. Thanks for the other help, though, it's very much appreciated!

This is completely copyrighted. If by "hack" you mean reverse-engineering, then it was completely reverse-engineered. I don't think that Nintendo would go after you for this, but if you're worried, why not use these models as a reference of sorts, and then make your own models?
I just started animating and was looking for rigs so all I have to do is animate. I'll still use the models, but just decide whether to post it on my YouTube or not. Thanks everyone for the help + info!!!
Is there by any chance we can get battle backgrounds from XY and ORAS? Cute
I don't know if this is the best place to ask, but can someone rip the models from any pokemon rumble or my pokemon ranch?
Could someone upload the pokemon cries to sounds resource?
(05-01-2016, 05:20 AM)crueldude100 Wrote: [ -> ]Is there by any chance we can get battle backgrounds from XY and ORAS? Cute

Battle Backgrounds appear to be partial models. They are incomplete in their raw format and seem to use code to fill in the missing gaps. In English, the can be ripped, but are of little use.

(04-06-2016, 12:06 AM)Momotaro26 Wrote: [ -> ]So i load up the models from the site on 3ds max, but i keep getting this

http://prntscr.com/aopt37

kinda need help on how to make the animation work? (total noob with 3dsmax)

While I'm replying to you, this goes for anyone curious. As it currently stands, unless I missed the memo, we have been unable to track down the animations for the Pokemon games for the models themselves. Either this data is still unresearched inside the models themselves, or the files simply haven't been RE'd yet. Either way, animations that aren't material related are left to the end user to create.
I finally had a bit of free time to toy around with converting the models and... this is surprisingly easy. (Granted, the last time I looked into it was last year.)

Sentret is almost ready, but before I upload anything I do have one question. What are the the grayed out and "xtra" textures for, if anything?

Edit: Actually, make that two questions. I've never actually used the normal maps for the X/Y models until now, but they don't seem to be rendering correctly. Does Blender just not like them, or did I forget to do something when applying them?
Can I port some of these Pokémon into Garry's Mod and SFM? I want to make a Pokémon Pack. Also does the max script import models with fixed normals?
(06-02-2016, 11:55 AM)11th Wrote: [ -> ]I finally had a bit of free time to toy around with converting the models and... this is surprisingly easy. (Granted, the last time I looked into it was last year.)

Sentret is almost ready, but before I upload anything I do have one question. What are the the grayed out and "xtra" textures for, if anything?

Edit: Actually, make that two questions. I've never actually used the normal maps for the X/Y models until now, but they don't seem to be rendering correctly. Does Blender just not like them, or did I forget to do something when applying them?

The greyish-colored maps are used in game as a way to match the shaded color with the pre-baked areas of shadow in the textures and also create a "shadow diffuse" map that flattens most of it out.


(12-29-2014, 08:20 AM)nbdown1 Wrote: [ -> ]Some info and a question  Big Grin

Below is a picture for reference, but just some info for people regarding texture maps associated with the models. I've used Eevee for this example but the same logic applies to any Pokemon model.
  • Body1 = Texture Map
  • BodyId1 = Height map for Pokemon-Amie  (Brighter marks are the places to pet for happiness)
  • Body2 = Not sure what this is, could anyone tell me??
  • BodyNor = Object Space normal map (Note: This is not the same as a tangent space normal map)
  • BodyNor_Alpha = Cutoff Ramp for cell shaded (styled) shadowing
The exact same naming convention applies to the eyes and mouth.

I hope I've helped someone Big Grin

(12-29-2014, 08:54 AM)Random Talking Bush Wrote: [ -> ]
(12-29-2014, 08:20 AM)nbdown1 Wrote: [ -> ]
  • Body2 = Not sure what this is, could anyone tell me??
Peardian and I were discussing that earlier when I started uploading the Pokémon X/Y models, and he figured out that it's essentially an "inverse shadow mapping texture". That is to say, if you multiply that texture against the original (using "Linear Light" in Photoshop)...

[Image: pm0030_00_Body1.png]
plus
[Image: pm0030_00_Body2.png]
equals
[Image: pm0030_00_Body1Plus2.png]

And there goes most of the shading! As for the "ID" textures, yeah, each colour value actually corresponds with the kind of effect you get from touching it -- default petting, likes and dislikes, hot-to-the-touch, sharp, gooey, icy, et cetera. Unfortunately I lost the listings that I had -- Peardian had the funniest idea for a replacement texture idea for that.
So how different do the models look if the shaded one is applied as opposed to the other?
Well, the game makes the cel-shader work using all of the textures at once. If you just applied the main texture with a simple cel-shaded material, you'd get "double shadows" where there's painted-on dark areas in the texture, so Game Freak designed the shader to take additonal maps that stops that from happening and give them more control over what areas are lit and shaded, and more importantly what color the shaded areas are.