The VG Resource
Viva Pinata: Party Animals (X360) Model Ripping (With OG Rigging Progress - 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: Ripping Help (https://www.vg-resource.com/forum-115.html)
+---- Thread: Viva Pinata: Party Animals (X360) Model Ripping (With OG Rigging Progress (/thread-40539.html)



Viva Pinata: Party Animals (X360) Model Ripping (With OG Rigging Progress - Shadowluigi - 04-23-2022

I and 2 other people I've gotten help from in the Return To Paradise Discord Server have been getting some progress on this, though we need stuff like the skeleton hierarchy and the rotation and scale for bones. Anybody wanna give some advice on this, especially from those who're more familiar with model ripping from Krome Studios games?
[Image: Yut4bpE]
Here's what one of the buddies I'm working on this with had to say.

"Ive only been able to get the location of the bones, the hierarchy and rotation/ scale isnt converted
C1 D9 6A 1E 42 74 02 DE 41 87 D4 DB 02 49 35 74
00 00 17 AC 00 10 00 1E 00 02 00 00 00 00 15 68
First 12 bytes are 3 floats for xyz, 2 shorts at 20 (dec) I believe are parent bone indexes.

Which means the rotational data is either calculated with 8 bytes, or for some ungodly reason it's split into 2 sets of 8 either side of the indexes.

To me that's not enough data, but I don't know what to look for so I might be overlooking something"