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Pokémon Model Ripping Project
(12-03-2014, 12:13 AM)MimiNeko Wrote: Is there any easy way to bind the mesh to the bones? Preferably without C4D, as all I really have to work with is Blender and metasequoia

If you mean do it yourself manually it isn't to had do do, it is just difficult to guess which part of the model goes to what bone. If you want to give it a go on blender go to edit mode and select apart of the mesh you want for a specific bone and assign it to the name of the bone in the vertex group.
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(12-03-2014, 12:13 AM)MimiNeko Wrote: Is there any easy way to bind the mesh to the bones? Preferably without C4D, as all I really have to work with is Blender and metasequoia

Well blender has ways of generating vertex weights to bones depending on how close they are to the bone and all that, but it's not guaranteed that the limbs will bend properly when compared to how they were rigged in the official game. I'd personally wait until this software gets an update to fix it.
Just an amateur (very amateur) 3D animator here. Don't mind me.
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(12-03-2014, 12:13 AM)MimiNeko Wrote: Is there any easy way to bind the mesh to the bones? Preferably without C4D, as all I really have to work with is Blender and metasequoia

well 3ds max doesnt do a good job with its auto-rig function... so looks like C4D might be the best choice?
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(12-03-2014, 12:47 AM)Demonslayerx8 Wrote:
(12-03-2014, 12:13 AM)MimiNeko Wrote: Is there any easy way to bind the mesh to the bones? Preferably without C4D, as all I really have to work with is Blender and metasequoia

well 3ds max doesnt do a good job with its auto-rig function... so looks like C4D might be the best choice?

yea, all i do is ctrl+click to expand all trees in the model, and ctrl+A to select everything, and hit bind, lol.. hasnt failed me yet.
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(12-03-2014, 01:01 AM)Rei Wrote:
(12-03-2014, 12:47 AM)Demonslayerx8 Wrote:
(12-03-2014, 12:13 AM)MimiNeko Wrote: Is there any easy way to bind the mesh to the bones? Preferably without C4D, as all I really have to work with is Blender and metasequoia

well 3ds max doesnt do a good job with its auto-rig function... so looks like C4D might be the best choice?

yea, all i do is ctrl+click to expand all trees in the model, and ctrl+A to select everything, and hit bind, lol.. hasnt failed me yet.

well arnt u just lucky!!

looks like imma have to download C4D just to get the rig...
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Wow, somehow i FORGOT i had cinema4d already lol

anyone know where I can find an .smd exporter plugin? All links lead to dead pages
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(12-03-2014, 01:39 AM)MimiNeko Wrote: Wow, somehow i FORGOT i had cinema4d already lol

anyone know where I can find an .smd exporter plugin? All links lead to dead pages

Use noesis, import the SMD file, and export the model as a FBX with UV's flipped
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Cant get the binding thing to work, so I`ll just wait on that program to support the rigs, I guess
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(12-03-2014, 01:39 AM)MimiNeko Wrote: Wow, somehow i FORGOT i had cinema4d already lol

anyone know where I can find an .smd exporter plugin? All links lead to dead pages

google I/Ogre

I know its only a limited free trial but eh.. (I just hack it with process explorer, lol)
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(12-03-2014, 02:02 AM)MimiNeko Wrote: Cant get the binding thing to work, so I`ll just wait on that program to support the rigs, I guess
Well, this rigging stuff is a big nightmare actually, I tried to make it work on X/Y some time ago, the best I could get was making moving bones deforming random parts of the model, like, Moving Xerneas leg made the tail deformed, moving the other leg would move just a bit of the leg, and so on... On OR/AS I don't even know yet where the Node ID data is located and if it is like X/Y. Well, I'll keep trying I guess, can't guarantee anything.

Also tried Rei solution and it didn't worked for me, but I have zero experience in 3D editing software, so this is probably the reason haha

Also I'm planning a release today to fix a few gaps, and since your guys started to rip the maps, I will implement some features to make the texture searching process a bit easier.
(12-01-2014, 08:29 AM)eyy_lmao Wrote: This tool does have any system requirements? I've tried it in Windows 7 and 8, both with the latest .NET, and it just doesn't open.

Also requesting Electivire, Toxicroak and Infernape (although this one might be a pain in the ass thanks to GF incompetency).
It requires .NET Framework 3.5 and DirectX 9.
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(12-03-2014, 02:18 AM)Rei Wrote:
(12-03-2014, 01:39 AM)MimiNeko Wrote: Wow, somehow i FORGOT i had cinema4d already lol

anyone know where I can find an .smd exporter plugin? All links lead to dead pages

google I/Ogre

I know its only a limited free trial but eh.. (I just hack it with process explorer, lol)

Thanks Big Grin

is there any way you could explain the binding thing a little better? I tried doing it the way you explained, but nothing happened
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New version:
https://www.dropbox.com/s/5fi9b2eazwrv7g...2.zip?dl=0

News:
- Added option to Import PNG textures, the Import button on Textures menu (some guys requested this)
- Fixed few bugs on GUI
- Textures not found now show up in red on Model texture list
- Clicking on a texture on model texture list automatically add it on the search textbox
- Made some settings sticky

I guess that's it Tongue

Since I didn't posted screenshots in while, here some:
Edit: Oh well, I need to test better that stuff before releasing. "Clicking on a texture on model texture list automatically add it on the search textbox" was broken, fixed now.
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(12-03-2014, 12:17 PM)gdkchan Wrote:
(12-03-2014, 02:02 AM)MimiNeko Wrote: Cant get the binding thing to work, so I`ll just wait on that program to support the rigs, I guess
Well, this rigging stuff is a big nightmare actually, I tried to make it work on X/Y some time ago, the best I could get was making moving bones deforming random parts of the model, like, Moving Xerneas leg made the tail deformed, moving the other leg would move just a bit of the leg, and so on... On OR/AS I don't even know yet where the Node ID data is located and if it is like X/Y. Well, I'll keep trying I guess, can't guarantee anything.

Also tried Rei solution and it didn't worked for me, but I have zero experience in 3D editing software, so this is probably the reason haha

Also I'm planning a release today to fix a few gaps, and since your guys started to rip the maps, I will implement some features to make the texture searching process a bit easier.
y not have RTB help ya with the vertex weights? he knows how to get em fine... i think?

also another neat feature would probably be a bone listing? not sure if any1 would need that tho lol

also for every1 using the map models.. the list has been updated with more listings added thanks to Rei for supporting my work.
http://pastebin.com/E0NQgGhL
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Does anyone know where I can download the text dump from XY, and how do I open it in that text editing program?
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Indeed the ripping models from Pokemon 3ds games is progressing faster than I could expect, now not only just RTB is doing the stuff, but all others are contributing as well, specially considering that there's already a working tool to make this more easier... Sadly for me, I cannot use it due for my lack of resources to rip stuff from a raw 3DS rom.

Anyway, I hope it may be solved soon enough when I get my hands on a 4.5 firmware 3DS and the flashcart. or at least I think so. Tongue
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