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Pokémon Model Ripping Project - Printable Version

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+---- Thread: Pokémon Model Ripping Project (/thread-25872.html)



RE: Pokémon Model Ripping Project - Random Talking Bush - 01-10-2023

(01-10-2023, 04:29 PM)bittermelon Wrote: Can someone explain what the textures are supposed to correspond? This is for Chewtle. Trying to get it into Cinema 4D/Redshift
ALB
AO
LYM
MSK
NRM
ALB = Albedo
AO = Ambient Occlusion
LYM = Layer Masks (this is mainly used for material colouring)
MSK = Mask (used for various purposes, most are blank in S/V)
NRM = Normal


RE: Pokémon Model Ripping Project - BillepBillep - 01-11-2023

Actually, I've been meaning to ask this:

When comes to submitting player characters whose custom parts are more than just color swaps like with these recent pokemon games (or the human villager in ACNH), is there proper or preferred method of submitting those rips? Do we have submit all the separate parts as their own separate .dae files or do they all need to be combined in one files?


RE: Pokémon Model Ripping Project - wr1jeffey - 01-12-2023

I seem to be having a problem extracting BDSP Spinda. Received the file form the resource and I'm trying to extract the textures at the least.

But comparing what I have to other post, I must be doing something wrong. Non of the assets I see are not what I am looking for, and extracting the model leaves me with a practically blank .FGX file.
Am I just not seeing something?
[Image: AS.PNG]


RE: Pokémon Model Ripping Project - VanstySanic - 01-12-2023

Hi, does anyone know how to open .trpak files correctly?
I opened it in toolbox, but only Textures were valid Ouch!
   


RE: Pokémon Model Ripping Project - Grocci - 01-12-2023

How do I import the animation (*.tranim) of the SV version into 3ds max?


RE: Pokémon Model Ripping Project - bittermelon - 01-12-2023

Something about the eyes always gets mistranslated on its way to Cinema 4D. I'm trying to look at the node editor in Blender but I have no idea. What should I be doing to utilize the Layer masks?


RE: Pokémon Model Ripping Project - Boolerex - 01-13-2023

(12-30-2022, 01:06 AM)Amalgam Wildcard Wrote: I will LITERALLY PayPal someone some money if they can show me how to properly export the SV animations haha

And I know Switch Toolbox has been brought up, but I have the latest version and I can't figure it out (since I've never really needed to use it before).

(12-29-2022, 09:29 PM)sum1 Wrote: Why are all bones in blender oriented strangely? They look to be positioned alright in 3dsMax.

Also, how do you get the animations into 3DSMax? There isn't any .smd support & converting to .fbx with Noesis didn't seem to help.

Blender has an addon with .smd support
There was a image tutorial that was posted a while ago here that show how to export to .smd, once you have that you can just import with blender source tool if ur using that:[Image: 1c36Qwo.png]


RE: Pokémon Model Ripping Project - bittermelon - 01-14-2023

(12-18-2022, 02:19 PM)Sneakyerz Wrote: Hi! I'm trying to port Pokémon SV Models such as Charcadet and it's evolutions into other programs/games, but there's some problem that hinders me from doing it. It's the colors that uses LYM texture. How can I apply the colors from importing the model to the Albedo with LYM texture in a good way? (I'm using Photoshop mainly, but I do have GIMP installed)

All "body*" materials are using different colors with LYM texture on the Albedo, so I had to make 5 different Albedo textures thanks to the LYM Texture. Is there any simplier method from making 5 textures to just into 1?(Check the imgur link)
Could you explain what you did by baking the textures?  Trying to do this in Cinema 4D so I'm basically having to translate everything I see here in C4D


https://imgur.com/a/Ola2exW

And how can I edit the Eye's LYM RGBA channels,-

-to look like this? (I made a crappy edit of it, but I want to know how to make the texture as good as possible without the "white lines".):


Here's the result of how Charcadet looks like with the 5 Albedo textures and the Eye texture for Charcadet to look like this:


This is how it normally imports the model with the textures:


I am not satisfied with the result of my work. I want the textures to resemble just like how it looks like in the game. Any help would be so much appreciated!

Edit: Nvm, I got it sorted out. Just had to Bake the textures!
Could you explain what you did by baking the textures?  Trying to do this in Cinema 4D so I'm basically having to translate everything I see here in C4D


RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-16-2023

(01-13-2023, 06:46 AM)Boolerex Wrote:
(12-30-2022, 01:06 AM)Amalgam Wildcard Wrote: I will LITERALLY PayPal someone some money if they can show me how to properly export the SV animations haha

And I know Switch Toolbox has been brought up, but I have the latest version and I can't figure it out (since I've never really needed to use it before).

(12-29-2022, 09:29 PM)sum1 Wrote: Why are all bones in blender oriented strangely? They look to be positioned alright in 3dsMax.

Also, how do you get the animations into 3DSMax? There isn't any .smd support & converting to .fbx with Noesis didn't seem to help.

Blender has an addon with .smd support
There was a image tutorial that was posted a while ago here that show how to export to .smd, once you have that you can just import with blender source tool if ur using that: *image*

Will that work if I don't have a .gfpak to open, though? I'm just using the files supplied on this thread


RE: Pokémon Model Ripping Project - Weirdkid_12 - 01-17-2023

Hello, I've sifted through the latest few pages and have not seen this issue answered or brought up.
Using the blender script linked in the initial post, I could import several player assets from RTB's Mega link. But for some reason, I receive an error when importing the player base model. I'm unsure if I've done something wrong, if this is an error with the script, or if it's the model itself.
Blender returns this error:
Quote:Python: Traceback (most recent call last):
  File "C:\Users\*****\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\PokemonSwitch.py", line 85, in execute
    from_trmdlsv(directory, f, self.rare, self.loadlods)
  File "C:\Users\*****\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\PokemonSwitch.py", line 340, in from_trmdlsv
    if chara_check == "Rei" or chara_check == "Akari":
UnboundLocalError: local variable 'chara_check' referenced before assignment
NPCs seem to work just fine, too. It is only the player's base that returns this error. I'd appreciate any help resolving the issue.


RE: Pokémon Model Ripping Project - bittermelon - 01-17-2023

So I think I finally figured out how to translate everything into Cinema 4D but I'm wondering if that sharp-ish line on the model's chin is a texture issue or a wrapping issue or thats just how it looks? Or maybe cause C4D likes quads instead of tris?

[Image: C2ZKgFS.jpg]


RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-18-2023

(01-04-2023, 11:11 PM)RetroMB Wrote:
(01-03-2023, 06:52 PM)MarioBroz7 Wrote: I was wondering can anyone rip the animations of the player trainer and the npc trainers in scarlet in violet?

Yeah, I can rip the trainer animations. Lately, I been using this nifty tool called Trinity Mod Loader to extract literally every file from the game. This tool is generally popular for modding Scarlet/Violet, but it's also surprisingly good at exporting files (such as .tranm)
For every model folder (such as "model_uq"), there was also an animation folder along with it (such as "motion_uq"). Random Talking Bush just never bothered to upload those motion folders for some reason.

In any case, I already extracted Every file from SV and put it in a compressed 7-zip folder. It's about 22.4 GB in total when you unzip it, but I'll leave a link here if you're still interested: https://mega.nz/folder/ThEFDRRC#Mmktq72Mz-nxCethlhdAjg
---

The only downside is that I know how to turn these .tranm into usable .smd files, but the faces unfortunately stay pretty static. I honestly don't know much about how SV handles the faces and Shape Keys. https://files.catbox.moe/tlfq58.webm

*image*

You wouldn't happen to have extracted everything from SwSh & LA as well would you? I FINALLY figured out how to properly get the animations from SV from the folder you shared and was wondering if you had the other games as well


RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-18-2023

Does anyone know where the swimming animations are or what they're named? I've looked in the SV Animation folder Random Talking Bush posted and also looked through RetroMB's SV Everything folder and I'm not quite sure where they are


RE: Pokémon Model Ripping Project - bittermelon - 01-19-2023

(01-18-2023, 03:04 AM)Amalgam Wildcard Wrote:
(01-04-2023, 11:11 PM)RetroMB Wrote:
(01-03-2023, 06:52 PM)MarioBroz7 Wrote: I was wondering can anyone rip the animations of the player trainer and the npc trainers in scarlet in violet?

Yeah, I can rip the trainer animations. Lately, I been using this nifty tool called Trinity Mod Loader to extract literally every file from the game. This tool is generally popular for modding Scarlet/Violet, but it's also surprisingly good at exporting files (such as .tranm)
For every model folder (such as "model_uq"), there was also an animation folder along with it (such as "motion_uq"). Random Talking Bush just never bothered to upload those motion folders for some reason.

In any case, I already extracted Every file from SV and put it in a compressed 7-zip folder. It's about 22.4 GB in total when you unzip it, but I'll leave a link here if you're still interested: https://mega.nz/folder/ThEFDRRC#Mmktq72Mz-nxCethlhdAjg
---

The only downside is that I know how to turn these .tranm into usable .smd files, but the faces unfortunately stay pretty static. I honestly don't know much about how SV handles the faces and Shape Keys. https://files.catbox.moe/tlfq58.webm

*image*

You wouldn't happen to have extracted everything from SwSh & LA as well would you? I FINALLY figured out how to properly get the animations from SV from the folder you shared and was wondering if you had the other games as well

Not sure what happened to your response to me but thank you! I ended up figuring it out because of you.


RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-19-2023

(01-19-2023, 01:13 AM)bittermelon Wrote:
(01-18-2023, 03:04 AM)Amalgam Wildcard Wrote:
(01-04-2023, 11:11 PM)RetroMB Wrote: Yeah, I can rip the trainer animations. Lately, I been using this nifty tool called Trinity Mod Loader to extract literally every file from the game. This tool is generally popular for modding Scarlet/Violet, but it's also surprisingly good at exporting files (such as .tranm)
For every model folder (such as "model_uq"), there was also an animation folder along with it (such as "motion_uq"). Random Talking Bush just never bothered to upload those motion folders for some reason.

In any case, I already extracted Every file from SV and put it in a compressed 7-zip folder. It's about 22.4 GB in total when you unzip it, but I'll leave a link here if you're still interested: https://mega.nz/folder/ThEFDRRC#Mmktq72Mz-nxCethlhdAjg
---

The only downside is that I know how to turn these .tranm into usable .smd files, but the faces unfortunately stay pretty static. I honestly don't know much about how SV handles the faces and Shape Keys. https://files.catbox.moe/tlfq58.webm

*image*

You wouldn't happen to have extracted everything from SwSh & LA as well would you? I FINALLY figured out how to properly get the animations from SV from the folder you shared and was wondering if you had the other games as well

Not sure what happened to your response to me but thank you! I ended up figuring it out because of you.
Glad I could help! Big Grin
Might have been me trying to delete a reply to someone else, but since it was not long after I replied to you they were both under the same post and yours also got deleted