Hi! I've started ripping some models from YKW 1 using
3ds-xfsatool and
this wonderful Blender addon by Tinnifan. The addon can get the full rigs and animation information as well! I got Nate, Katie, Bear and Eddie so far, here's a rushed 480p test render (apparently HD is too big):
Are there any assets available for things like houses, trees and furniture? I would love to make a small game for my friend group, but couldn't find them
(02-03-2024, 05:09 PM)soantyphalt Wrote: [ -> ]Are there any assets available for things like houses, trees and furniture? I would love to make a small game for my friend group, but couldn't find them
Yeah, this is more complex than you think. You'd be surprised at the amount of redundant objects in your typical Yo-Kai Watch 3D scene. On top of that, the actual meshes are stored as a handful of 'big' meshes. Seems like a 3DS quirk or something.
(02-04-2024, 01:16 AM)applecuckoo Wrote: [ -> ] (02-03-2024, 05:09 PM)soantyphalt Wrote: [ -> ]Are there any assets available for things like houses, trees and furniture? I would love to make a small game for my friend group, but couldn't find them
Yeah, this is more complex than you think. You'd be surprised at the amount of redundant objects in your typical Yo-Kai Watch 3D scene. On top of that, the actual meshes are stored as a handful of 'big' meshes. Seems like a 3DS quirk or something.
That is sad to hear. From a layman perspective, environmental assets seemed the easiest to extract.
Thank you for the quick reply
(02-04-2024, 06:03 AM)soantyphalt Wrote: [ -> ] (02-04-2024, 01:16 AM)applecuckoo Wrote: [ -> ] (02-03-2024, 05:09 PM)soantyphalt Wrote: [ -> ]Are there any assets available for things like houses, trees and furniture? I would love to make a small game for my friend group, but couldn't find them
Yeah, this is more complex than you think. You'd be surprised at the amount of redundant objects in your typical Yo-Kai Watch 3D scene. On top of that, the actual meshes are stored as a handful of 'big' meshes. Seems like a 3DS quirk or something.
That is sad to hear. From a layman perspective, environmental assets seemed the easiest to extract.
Thank you for the quick reply
I do plan on getting every model uploaded from the game to the site, I hope it assures you that I have over 200 YKW3 models pending and that I plan on ripping the environments soon
(02-04-2024, 09:50 PM)Aquatically404 Wrote: [ -> ] (02-04-2024, 06:03 AM)soantyphalt Wrote: [ -> ] (02-04-2024, 01:16 AM)applecuckoo Wrote: [ -> ]Yeah, this is more complex than you think. You'd be surprised at the amount of redundant objects in your typical Yo-Kai Watch 3D scene. On top of that, the actual meshes are stored as a handful of 'big' meshes. Seems like a 3DS quirk or something.
That is sad to hear. From a layman perspective, environmental assets seemed the easiest to extract.
Thank you for the quick reply
I do plan on getting every model uploaded from the game to the site, I hope it assures you that I have over 200 YKW3 models pending and that I plan on ripping the environments soon
Do you have YKW1 and YKWB: RCC? Those are the ones I have.
(02-04-2024, 10:09 PM)applecuckoo Wrote: [ -> ] (02-04-2024, 09:50 PM)Aquatically404 Wrote: [ -> ] (02-04-2024, 06:03 AM)soantyphalt Wrote: [ -> ]That is sad to hear. From a layman perspective, environmental assets seemed the easiest to extract.
Thank you for the quick reply
I do plan on getting every model uploaded from the game to the site, I hope it assures you that I have over 200 YKW3 models pending and that I plan on ripping the environments soon
Do you have YKW1 and YKWB: RCC? Those are the ones I have.
Yeah I plan on working on Blasters after I finish Yo-Kai Watch 3 ripping
Though there's a lot of unused assets from Blasters in Yo-Kai Watch 3, Whismallow Man for example is still in the files of 3 despite never being used outside of Blasters let alone an English release of any game
Someone else seems to be uploading from YKW1 though I don't know who
I also have 1 rip from Sangokushi pending just to get the game up on the site
(02-05-2024, 01:54 PM)Aquatically404 Wrote: [ -> ] (02-04-2024, 10:09 PM)applecuckoo Wrote: [ -> ] (02-04-2024, 09:50 PM)Aquatically404 Wrote: [ -> ]I do plan on getting every model uploaded from the game to the site, I hope it assures you that I have over 200 YKW3 models pending and that I plan on ripping the environments soon
Do you have YKW1 and YKWB: RCC? Those are the ones I have.
Yeah I plan on working on Blasters after I finish Yo-Kai Watch 3 ripping
Though there's a lot of unused assets from Blasters in Yo-Kai Watch 3, Whismallow Man for example is still in the files of 3 despite never being used outside of Blasters let alone an English release of any game
Someone else seems to be uploading from YKW1 though I don't know who
I also have 1 rip from Sangokushi pending just to get the game up on the site
Actually, I'm the one who's been starting work on YKW1 - probably should've mentioned that, lol. Mainly basic character rigs. Nate, Bear and Eddie are already pending. The Blender addon I use seems to have a few bugs, so it's not fully stable yet.
Dang lol I use Metanoia on my end, I don't seem to encounter export bugs at all with Kuriimu and Metanoia in Blender
Thank you for working on the first game!
(02-05-2024, 11:24 PM)Aquatically404 Wrote: [ -> ]Dang lol I use Metanoia on my end, I don't seem to encounter export bugs at all with Kuriimu and Metanoia in Blender
Thank you for working on the first game!
Yeah, I should switch to that. I'm a Linux user so it's not the best choice, but I have a way. I just need to standardise the pipeline, lol.
There also seem to be a few edge cases where the plugin is more complete than Metanoia though, so it should be a case by case basis.
I downloaded the Yo-Kai watch models and tried playing around with them on unity. I noticed the jibanyan model doesn't seem to loop its animation properly and the walk/run animation looks jittery. Any idea why this is the case? I assume in the original game it ran smoothly. Anybody know what I did wrong? Idk tho, as I am not really in the field. Would be grateful for a response.
The model number of the jibanyan I am talking about is Y152000 and the animation is named y152000_p10_02501d_rnl.
(02-06-2024, 03:44 PM)soantyphalt Wrote: [ -> ]I downloaded the Yo-Kai watch models and tried playing around with them on unity. I noticed the jibanyan model doesn't seem to loop its animation properly and the walk/run animation looks jittery. Any idea why this is the case? I assume in the original game it ran smoothly. Anybody know what I did wrong? Idk tho, as I am not really in the field. Would be grateful for a response.
The model number of the jibanyan I am talking about is Y152000 and the animation is named y152000_p10_02501d_rnl.
That's an interesting question. Jibanyan's legs only have one bone on each side. For movement, they had to be moved by "Transition" movements like when G is pressed to move a bone in blender. After that, the "Rotation" is applied to it. As with Jibanyan's animations, the developers had to fine tune his leg movement during the creation of an animation. Other nekomatas also have the one bone per leg type of rig.
Speaking of animations, when converted, they don't loop. Multiple animations would have to be looped by setting the number of frames. Unusually, Common characters use 25 FPS while Event characters use 60 FPS.
(02-06-2024, 03:44 PM)soantyphalt Wrote: [ -> ]I downloaded the Yo-Kai watch models and tried playing around with them on unity. I noticed the jibanyan model doesn't seem to loop its animation properly and the walk/run animation looks jittery. Any idea why this is the case? I assume in the original game it ran smoothly. Anybody know what I did wrong? Idk tho, as I am not really in the field. Would be grateful for a response.
The model number of the jibanyan I am talking about is Y152000 and the animation is named y152000_p10_02501d_rnl.
If you're using blender you probably have to change the animation end frame, that should fix your not looping issue
We have 3 Yo-Kai Watch games pending now! I'm responsible for 3 of them lol. I only have one rip for Blasters and Sangokushi but hopefully after I work on 3 a bit longer I can work on those two
Also there's a lot of unused Blasters leftovers in the files of 3 which I guess they forgot to remove? Like Whismallowman who is honestly really odd to even have in 3 at all, but based on my previous statement I'm guessing they just forgot to remove him...
Update on ripping environments: I have run into a bit of an issue but it can be fixed with a bit of time
All of the environments lack root bones as far as I've looked, and the rigging is a bit odd in general. Exporting from Noesis seems to fix the weird rigging, as for the root I was told I must manually add one
Though since I rip a lot of my models at school on their computers Noesis has a few issues but I can use it for this nonetheless
Hopefully I can get a few environments out next week
(02-06-2024, 09:06 PM)Lightstalker Wrote: [ -> ] (02-06-2024, 03:44 PM)soantyphalt Wrote: [ -> ]I downloaded the Yo-Kai watch models and tried playing around with them on unity. I noticed the jibanyan model doesn't seem to loop its animation properly and the walk/run animation looks jittery. Any idea why this is the case? I assume in the original game it ran smoothly. Anybody know what I did wrong? Idk tho, as I am not really in the field. Would be grateful for a response.
The model number of the jibanyan I am talking about is Y152000 and the animation is named y152000_p10_02501d_rnl.
That's an interesting question. Jibanyan's legs only have one bone on each side. For movement, they had to be moved by "Transition" movements like when G is pressed to move a bone in blender. After that, the "Rotation" is applied to it. As with Jibanyan's animations, the developers had to fine tune his leg movement during the creation of an animation. Other nekomatas also have the one bone per leg type of rig.
Speaking of animations, when converted, they don't loop. Multiple animations would have to be looped by setting the number of frames. Unusually, Common characters use 25 FPS while Event characters use 60 FPS.
I got to try this out today, but it didn't seem to work sadly. I imported the previously mentioned Jibanyan fbx file into blender, to check if the error was a unity thing, but it doesn't seem to work correctly in Blender. The walking Animation appears to have 11 frames, but the last frame still doesn't align with the first frame of the animation. Similarly, the running animation has seven frames and the end- and startframe also don't align properly. I don't know what I'm doing wrong. Anybody got an idea, what I could try?