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 X/Y/OR/AS Model Ripping Project - nobody231 - 07-30-2015 (07-30-2015, 02:03 PM)JustKillingTime Wrote:(07-30-2015, 01:26 PM)nobody231 Wrote:(07-30-2015, 12:30 PM)JustKillingTime Wrote: How does one go about making animations/Poses? is there a Animation library where I can download them? Okay, good. Do you know how to move the bones, and rotate them? RE: Pokémon X/Y/OR/AS Model Ripping Project - MandL27 - 07-30-2015 (07-30-2015, 01:47 AM)Random Talking Bush Wrote:So has the code for cry modulation been pinpointed and/or replicated yet?(07-30-2015, 01:40 AM)Ribbon-Kitten Wrote:The Pokémon-amie sound variations are all modulated in-game, there aren't any unique sound files for those.(07-30-2015, 01:30 AM)Random Talking Bush Wrote: I've never really bothered to read into animation formats, particularly because I have no idea how I'd go about writing an importer for 'em. RE: Pokémon X/Y/OR/AS Model Ripping Project - Farlavor - 07-31-2015 I learned how to rig both on 3DS Max and Cinema 4D, But I rather prefer C4D above 3DS Max, since Joints can also stretch as well as rotate, making my character being able to do "Gomu Gomu no pistoru" if I want. also, the Child/Parent system on C4D is much easier than on 3DS max, making weapon wielding characters an easy job by just drag and drop. anyway... the only drawback of C4D is that some imported models don't support subdivision (Hypernurbs). making them looking like having holes on every vertex of their polys... It doesn't affect to RTB Pokemon exports, I dunno why. so I cannot make them looking like high poly. but about motion capture, I have no idea of how to make it to animate quadrupeds by myself... I know there must be a way to do so, but all I saw is that people motion captures dogs and cats when using a camera... but for complex animations of quadrupeds, I think Cats and dogs cannot perform such actions, so there must be a way to make it possible for a person like me, if I ever have to perform like a Quadruped, even with some limitations. it seems iClone 6 can be used for motion capture and even supports Cinema 4D... but I dunno if it has the feature or the plugin I can use for the purpose I am thinking, Becuz I wanna animate an Eevee to perform a kind of DBZ battle against a bunch of ninjas. More precisely like this... https://www.youtube.com/watch?v=z0oO86-MgZc (Battle scene at 11:13 to 13:25) Just with the details that the Eevee will perform the battle stand in Quadruped, with some Takedowns, paw swipes and even using the tail to deal damage (Iron tail attack?). The only Biped stance is when using the KI attack, and it will not be a Kamehameha or neither will be a KI version of a known pokemon movement (Shadow ball or something), but just a Rainbow Beam... (TASTE THE RAINBOW MOTHER*censored*!!!. LOL ) and the bonus track at the ending, when the Eevee licks it's paws clean after the victory... of course, I will try to perform all the animations, even I had made the Eevee's fandub (In Spanish, due becuz that Eevee was able to talk like Meowth does in the anime, LOL) Scaling Problem (Using 3DS Max 2012) - Yunpol - 07-31-2015 EDIT: Disregard this post. I have already fixed the issue. Sorry to pop in unannounced, but I am having this scaling issue with the Lopunny model I am working on. --snip-- (Notice how the Lopunny model on the left is way too big compared to the Mewtwo and Blaziken. The end result I want is shown on the Lopunny model on the right which I used Ragdoll Resizer to achieve the effect.) I really want to know how people are able to scale these Pokemon models without causing the bone weights to go bork. http://i.imgur.com/nRqGJVI.png http://i.imgur.com/Kp1CZOy.png (I just going to link pictures from now because it's clogging up space. Anyways, notice how in the first picture, the model is a lot larger, but in the second picture, the model is scaled with no problems whatsoever.) However, I can't seem to figure out a way on how to scale a model using 3DS Max without ending messing up the bone weights of the model. http://i.imgur.com/nTEQQer.png What I am doing wrong? Did I miss a step or something? P.S: Is there a better place to put issues like this? Because I probably shouldn't be derailing this thread again. RE: Pokémon X/Y/OR/AS Model Ripping Project - nobody231 - 07-31-2015 (07-31-2015, 02:01 PM)Farlavor Wrote: I learned how to rig both on 3DS Max and Cinema 4D, But I rather prefer C4D above 3DS Max, since Joints can also stretch About hypernurbs... Some edges are split, so that's why it happens. If C4D has a "remove doubles" function for vertices, use it! Otherwise, use Blender for that, and reimport it back into C4D RE: Pokémon X/Y/OR/AS Model Ripping Project - supersmashball - 07-31-2015 Is there a Noesis script for these, yet? RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 08-01-2015 (07-31-2015, 09:48 PM)Lopunny Wrote: Sorry to pop in unannounced, but I am having this scaling issue with the Lopunny model I am working on.My thread, so it's fine by me. Anyway, if you didn't scale down the model in 3DS Max, then just simply put $scale 0.425 in the QC and recompile, that'll put them to the sizing of the models that have been ported so far. RE: Pokémon X/Y/OR/AS Model Ripping Project - supersmashball - 08-01-2015 Can you tell me if there is one for Noesis, RTB? Because Smash 3DS uses the same on trophies and whatnot. RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 08-01-2015 (07-31-2015, 11:15 PM)supersmashball Wrote: Is there a Noesis script for these, yet?Nope, only a somehow-working MaxScript to be utilized by 3DS Max. The BCH format is a real BCH to work with, if you know what I mean. RE: Pokémon X/Y/OR/AS Model Ripping Project - supersmashball - 08-01-2015 It's good that you told me, RTB. Also, I got the joke. RE: Pokémon X/Y/OR/AS Model Ripping Project - Farlavor - 08-01-2015 (07-31-2015, 11:09 PM)nobody231 Wrote: About hypernurbs... Some edges are split, so that's why it happens. If C4D has a "remove doubles" function for vertices, use it! Otherwise, use Blender for that, and reimport it back into C4D thanks... I had really big problems with that, and my only choice was to wield the vertices on 3DS Max, but the changes are kept only on 3DS Max, and the vertices stays split on C4D, so, if that's the only way to fix the problem definitely, I will give it a shot. Thanks for Green Light and Help - Yunpol - 08-01-2015 (08-01-2015, 12:16 AM)Random Talking Bush Wrote:(07-31-2015, 09:48 PM)Lopunny Wrote: Sorry to pop in unannounced, but I am having this scaling issue with the Lopunny model I am working on.My thread, so it's fine by me. Thanks for giving the green light and the help. But I have already resolved the issue. Although I did tried to use $scale 0.425 first, it ended up squashing the model though. Anyways, I will still try to keep these kind of posts to a minimum. RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 08-01-2015 (08-01-2015, 02:08 PM)Lopunny Wrote: Thanks for giving the green light and the help. But I have already resolved the issue.You'll need to put that up at the top of the QC for it to work properly, for whatever reason. RE: Pokémon X/Y/OR/AS Model Ripping Project - Sparrows - 08-01-2015 Any update on those Pokémon-Amie Poképuff models? Just curious. Also, anyone know why all the models I import into Blender (trying to convert 'em for MMD use) are absolutely freakin' huge? I want to scale them down, but I'm never sure what size they need to be scaled down to or how to do it properly so that the armature also scales. Question - Yunpol - 08-01-2015 (08-01-2015, 04:24 PM)Random Talking Bush Wrote: You'll need to put that up at the top of the QC for it to work properly, for whatever reason.I tried that out. Although, it did work. I still prefer using 3DS Max to do scaling. 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. |