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Pokémon Model Ripping Project
(08-05-2015, 04:39 PM)Random Talking Bush Wrote:
(08-05-2015, 12:51 PM)gdkchan Wrote:
(08-05-2015, 11:16 AM)MimiNeko Wrote: The new Ohana update is pretty awesome! Hopefully it helps get some models out faster than with the script alone Smile Ohana does still have some slight issues though; some weights don`t come out so well (Mega Rayquaza`s mouth, Primal Groudon`s arms...) so I can see how the script could still be useful
I doubt. His script doesnt even WORKS with this model. I just tried it and 3dsmax given a Out of memory error, then crashes.
Well, I never said it worked with everything. Those are two that I'm gonna have to manually rip and upload. Sick

(EDIT: Wait, "Out of memory"? I just checked and they work fine for me. Could be giving you that error since it's so poorly written, but I never claimed to be the best at MaxScripting, I still consider myself a newbie...)
It was probably my fault for being dumb then, hehe... Shy Maybe its due to the version im using (3dsmax 2011). So are the weights alright?
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so im going through the OR/AS dump, and i just cant seem to figure out where pokemon animation files r even at... still gotta go through the other A files still
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(08-06-2015, 12:25 PM)gdkchan Wrote:
(08-05-2015, 04:39 PM)Random Talking Bush Wrote:
(08-05-2015, 12:51 PM)gdkchan Wrote: I doubt. His script doesnt even WORKS with this model. I just tried it and 3dsmax given a Out of memory error, then crashes.
Well, I never said it worked with everything. Those are two that I'm gonna have to manually rip and upload. Sick

(EDIT: Wait, "Out of memory"? I just checked and they work fine for me. Could be giving you that error since it's so poorly written, but I never claimed to be the best at MaxScripting, I still consider myself a newbie...)
It was probably my fault for being dumb then, hehe...  Shy Maybe its due to the version im using (3dsmax 2011). So are the weights alright?
Nah, I wouldn't say it's your fault, rather 3DS Max's since it tends to be finicky with MaxScripts. I've lost count of how many times I've caused memory leaks, making my computer completely lock up while writing the MaxScript for the Pokémon models.

But yeah, the weighting seems to be fine with the script, the inside of Mega Rayquaza's mouth follows the Jaw bone's rotations like it should, but it does glitch in the Ohana3DS SMD export.
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not the only 1 that i've seen with pokemons having messed up rigs from Ohana3ds... i exported wailmer last night and its jaw wasnt fully rigged

i have managed to find texture animations tho for battle stages, and noticed that a few has bone animations too, even tho i havent seen any with bone movements..
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Here's a quick half-dozen that I got done not too long ago. I'll work on finishing up the rest of the current requests later this week.

#027 Sandshrew
#027 Sandshrew
#028 Sandslash
#028 Sandslash
#112 Rhydon
#112 Rhydon
#181 Ampharos
#181 Ampharos
#418 Buizel
#418 Buizel
#445 Garchomp
#445 Garchomp
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(08-07-2015, 08:08 PM)Demonslayerx8 Wrote: not the only 1 that i've seen with pokemons having messed up rigs from Ohana3ds... i exported wailmer last night and its jaw wasnt fully rigged

i have managed to find texture animations tho for battle stages, and noticed that a few has bone animations too, even tho i havent seen any with bone movements..

I can also confirm that Dewott also seems to be a bit broken with Ohana3ds.

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(08-09-2015, 05:34 AM)Random Talking Bush Wrote: Here's a quick half-dozen that I got done not too long ago. I'll work on finishing up the rest of the current requests later this week.

#027 Sandshrew
#027 Sandshrew
#028 Sandslash
#028 Sandslash
#112 Rhydon
#112 Rhydon
#181 Ampharos
#181 Ampharos
#418 Buizel
#418 Buizel
#445 Garchomp
#445 Garchomp
Great work on those models, RTB. Keep it up!  Wink

Anyways, I still have some unanswered questions from a few days ago.

(08-01-2015, 10:47 PM)Lopunny Wrote: Now that's out of the way, do you know how to deal with these kind of bodygroups? Because I am confused on what to do here.

This is what the Buneary ref currently looks right now.
http://i.imgur.com/Im1BZ3M.png

However, the confusing part starts to come up when the curled bodygroup shows up.
http://i.imgur.com/niMwSot.png

Because now the tuff is floating when the curled bodygroup comes in.
http://i.imgur.com/TN0j9bT.png

At the same time, I want also ragdoll the ears, but I am not quite sure on how to approach this.

Other than that, I have been working for the past few days, trying to figuring how to move the tuff down, so it matches up with the preview image here.
http://www.models-resource.com/3ds/pokem...odel/9363/
So far this is what I have.
http://i.imgur.com/t2POifl.png
I have tried manually moving the tuff in attempt to move into the correct position, but I can't tell if this is right position due to the lack of Buneary references.
Am I doing this right or is there is a better way to move the tuff?
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Have you tried using the align tool (hit Alt+A) to match it to the end of that ear bone chain / the nub bone? I have no idea if that will look right but they may have done something similar in game with the animation system.
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(08-09-2015, 02:02 PM)The 100 Mega Shock! Wrote: Have you tried using the align tool (hit Alt+A) to match it to the end of that ear bone chain / the nub bone? I have no idea if that will look right but they may have done something similar in game with the animation system.

I tried using the align tool. It actually makes the moving process a lot easier. However, I am not too sure if this looks right, but this is the best I can do.
http://i.imgur.com/mbJmjy6.png
However, the normals in the ears are broken and even putting edit normals doesn't work.
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I'm baaaaaaaaaack....

I though I was a goner for good, for my mistake of upgrading my 3DS sysnand... but I got another 3DS and I was able to install RX-tools... just I need an SD card for decrypt 3DS roms and convert them to CIAs... (Of course, before converting the roms into CIAs, I will first extract as many raw model files as I can from them and try to upload them here for further examination. Big Grin)
but it's the easiest step... Cute

PS: RTB, thanks for the models... I wanted Sandshrew and Sandslash so badly... Cute
Even... after a little time of thinking I had downloaded ALL the models from that post... Big Grin
***Since the marine headquarters has been destroyed by unknown forces, we had decided to temporarily replace the actual rewards for a newer one... We are looking
for new criminals or updated rewards from the previous ones... meanwhile here will be no reward posting for some time.

if someone knows some important info of who is behind the attack on our headquarters, please contact one of our officials by den den mushi and will get rep+ and added as buddy, thanks for your contribution***

Akainu Sakazuki
fleet admiral from Marine Headquarters.

PS: I didn't lost my data for virus or hacker... it's just a funny joke... the truth is that my HD got damaged physically...  Cry
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First half of the currently-selected batch of requests done, will definitely get the second half done before the week's over.

#059 Arcanine
#059 Arcanine
#063 Abra
#063 Abra
#064 Kadabra
#064 Kadabra
#129 Magikarp
#129 Magikarp
#130 Gyarados
#130 Gyarados
#147 Dratini
#147 Dratini
#148 Dragonair
#148 Dragonair
#149 Dragonite
#149 Dragonite
#273 Seedot
#273 Seedot
#274 Nuzleaf
#274 Nuzleaf
#275 Shiftry
#275 Shiftry
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(08-12-2015, 06:58 PM)Random Talking Bush Wrote: First half of the currently-selected batch of requests done, will definitely get the second half done before the week's over.

#059 Arcanine
#059 Arcanine
#063 Abra
#063 Abra
#064 Kadabra
#064 Kadabra
#129 Magikarp
#129 Magikarp
#130 Gyarados
#130 Gyarados
#147 Dratini
#147 Dratini
#148 Dragonair
#148 Dragonair
#149 Dragonite
#149 Dragonite
#273 Seedot
#273 Seedot
#274 Nuzleaf
#274 Nuzleaf
#275 Shiftry
#275 Shiftry

I'm not sure if it's just me, but the eyes for Gyarados, Dragonite, Seedot, Nuzleaf, and Arcanine aren't properly working.
[Image: VwIgPDc.png]

also curious why all these new models have so many empties with them unlike all the past ones.
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(08-12-2015, 09:17 PM)Hallowpape Wrote:
(08-12-2015, 06:58 PM)Random Talking Bush Wrote: First half of the currently-selected batch of requests done, will definitely get the second half done before the week's over.

#059 Arcanine
#059 Arcanine
#063 Abra
#063 Abra
#064 Kadabra
#064 Kadabra
#129 Magikarp
#129 Magikarp
#130 Gyarados
#130 Gyarados
#147 Dratini
#147 Dratini
#148 Dragonair
#148 Dragonair
#149 Dragonite
#149 Dragonite
#273 Seedot
#273 Seedot
#274 Nuzleaf
#274 Nuzleaf
#275 Shiftry
#275 Shiftry

I'm not sure if it's just me, but the eyes for Gyarados, Dragonite, Seedot, Nuzleaf, and Arcanine aren't properly working.
[Image: VwIgPDc.png]

also curious why all these new models have so many empties with them unlike all the past ones.

I think it has something to do with were you're putting the eyes texture on, that's where pupils go. You can remove them though.

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It's probably not just you. Were you using the .DAE files to import them? One thing I just noticed now is that 3DS Max didn't set up the texture paths properly when I saved the models to my external hard drive (which is where I've got the rest stored), so I'm gonna have to change the folder I export 'em back to the way I had it before, on my primary drive.

But I've fixed all of the .DAE files for my newest submissions so they should be reading the textures properly now, since the paths weren't set up to be relative -- the weird eye texturing is because those layers should be used for the pupil textures, with the eye textures being on the layer behind them... and what exactly do you mean by "empties"?
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(08-12-2015, 10:00 PM)Random Talking Bush Wrote: It's probably not just you. Were you using the .DAE files to import them? One thing I just noticed now is that 3DS Max didn't set up the texture paths properly when I saved the models to my external hard drive (which is where I've got the rest stored), so I'm gonna have to change the folder I export 'em back to the way I had it before, on my primary drive.

But I've fixed all of the .DAE files for my newest submissions so they should be reading the textures properly now, since the paths weren't set up to be relative -- the weird eye texturing is because those layers should be used for the pupil textures, with the eye textures being on the layer behind them... and what exactly do you mean by "empties"?

I was using the .DAE files, and the empties just might be something with blender's parsing of the models they also have some random armatures with empties too. [Image: MSBodGi.png]
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