Pokémon Model Ripping Project - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: Pokémon Model Ripping Project (/thread-25872.html) Pages:
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RE: Pokémon Model Ripping Project - Lilothestitch - 01-19-2023 Look what I have imported into Super Smash Bros. Brawl as Stage Elements for my upcoming Spear Pillar Remake. 480 - Uxie 481 - Mesprit 482 - Azelf 483 - Dialga 484 - Palkia 487 - Giratina 488 - Cresselia 491 - Darkrai 493 - Arceus RE: Pokémon Model Ripping Project - bittermelon - 01-19-2023 Any ideas on how to tackle baking the layer maps on eyes that aren't their own object? The eyes on the Clauncher model are attached to the body mesh and when I try to make its own UV map, the texture goes out of whack RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-20-2023 Anyone else had issues importing Regieleki (SV one) into Blender using the .trmdl tool? Gives some sort of Python error and then imports the skeleton without the mesh. Able to import it into 3DS Max fine, but then when I import the exported .fbx into Blender the .smd animations I export no longer fit and it comes out funky. Like I can line up the skeletons EXACTLY, but the skeleton for the .smd file looks like it has smaller bones than the .trmdl file put into 3DS Max then exported to .fbx RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-21-2023 Also, what are the meshes/textures/materials for the different terastralizing forms and where are they found? RE: Pokémon Model Ripping Project - Radical Charizard - 01-22-2023 (01-04-2023, 11:11 PM)RetroMB Wrote:If possible could you do this with Legends Arceus animations? I've been dying to get my hands on the animations for Kadabra and Alakazam but I can't get a rom to rip them myself due to having a new Switch.(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? RE: Pokémon Model Ripping Project - Zeeltix - 01-24-2023 (01-22-2023, 01:08 AM)Radical Charizard Wrote:Wondering this aswell but for legend arceus player animations, is it possible to get the trainer animations or maybe link a tutorial of how to rip them? Thanks!(01-04-2023, 11:11 PM)RetroMB Wrote:If possible could you do this with Legends Arceus animations? I've been dying to get my hands on the animations for Kadabra and Alakazam but I can't get a rom to rip them myself due to having a new Switch.(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? RE: Pokémon Model Ripping Project - xavieER - 01-24-2023 Posting this here for a bit of space, I may have found a starting point for the eyes in blender, but I haven't figured out how to get the eyes to move around to focus on a subject. Using the mix nodes in blender, I can set the individual layers of the eye to be the factor input telling the nodes what colors go where and the mix nodes to replace the individual layers of white to their appropriate locations. I have linked the blend file for anyone to play with below. I have a few ideas to use the separate RGB nodes to automate the process, but I will need to do some more experimenting to make sure it works on more than one Pokemon. In the files for the SV models on the site there is a txt file that has details on what textures to use and where. On here, the layers and order of operations for the eyes are detailed. Each layer for the eyes has a corresponding RGB value that matches the each layer. Plunging this into a mix node allows the RGB value to replace what ever value is used for each layer. https://drive.google.com/drive/folders/1kotn-pi0tSr0wlzEmb62P8se2Gd27oM3?usp=share_link RE: Pokémon Model Ripping Project - ThePhantomX64 - 01-25-2023 (01-24-2023, 11:52 AM)xavieER Wrote: Posting this here for a bit of space, I may have found a starting point for the eyes in blender, but I haven't figured out how to get the eyes to move around to focus on a subject. Using the mix nodes in blender, I can set the individual layers of the eye to be the factor input telling the nodes what colors go where and the mix nodes to replace the individual layers of white to their appropriate locations. I have linked the blend file for anyone to play with below. I have a few ideas to use the separate RGB nodes to automate the process, but I will need to do some more experimenting to make sure it works on more than one Pokemon. The image is exterminly blurry and kinda hard to tell what it is saying for some of the nodes. RE: Pokémon Model Ripping Project - xavieER - 01-26-2023 (01-25-2023, 12:47 PM)ThePhantomX64 Wrote:(01-24-2023, 11:52 AM)xavieER Wrote: Posting this here for a bit of space, I may have found a starting point for the eyes in blender, but I haven't figured out how to get the eyes to move around to focus on a subject. Using the mix nodes in blender, I can set the individual layers of the eye to be the factor input telling the nodes what colors go where and the mix nodes to replace the individual layers of white to their appropriate locations. I have linked the blend file for anyone to play with below. I have a few ideas to use the separate RGB nodes to automate the process, but I will need to do some more experimenting to make sure it works on more than one Pokemon. I included the blend file in the folder too for easier reference. Here is a cleaner view. RE: Pokémon Model Ripping Project - pokefunny123945 - 01-27-2023 is there a dump of the map files from ORAS? the link in the OP only has trainers and pokemon RE: Pokémon Model Ripping Project - Weirdkid_12 - 01-28-2023 (01-17-2023, 01:25 AM)Weirdkid_12 Wrote: Hello, I've sifted through the latest few pages and have not seen this issue answered or brought up. Has anyone else experienced this? Am I alone in this issue? Sorry to bump my post like this, but I am really clueless and would appreciate assistance lol RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-29-2023 (01-28-2023, 08:36 PM)Weirdkid_12 Wrote:(01-17-2023, 01:25 AM)Weirdkid_12 Wrote: Hello, I've sifted through the latest few pages and have not seen this issue answered or brought up. The only error I've had so far was when I tried to import Regieleki using the the Blender script for .trmdl and it said it had too many bones or something like that 3DS Max was able to import and export the model, but made it have bigger bones and the animations no longer fit properly on it RE: Pokémon Model Ripping Project - Random Talking Bush - 01-29-2023 (01-29-2023, 02:59 PM)Amalgam Wildcard Wrote: 3DS Max was able to import and export the model, but made it have bigger bones and the animations no longer fit properly on itUncheck the "Scale to LG/SwSw models?" option before importing it. The script has that enabled by default to make them match the scaling used for the first two Switch games, and unchecking that will revert it back to the original size, which should make it work with the animations. RE: Pokémon Model Ripping Project - Amalgam Wildcard - 01-30-2023 (01-29-2023, 03:33 PM)Random Talking Bush Wrote:(01-29-2023, 02:59 PM)Amalgam Wildcard Wrote: 3DS Max was able to import and export the model, but made it have bigger bones and the animations no longer fit properly on itUncheck the "Scale to LG/SwSw models?" option before importing it. The script has that enabled by default to make them match the scaling used for the first two Switch games, and unchecking that will revert it back to the original size, which should make it work with the animations. Oooh... I'll definitely have to try that! Thanks! RE: Pokémon Model Ripping Project - bittermelon - 02-01-2023 Slowly getting there |