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Pokémon Model Ripping Project
(01-08-2017, 12:12 AM)Random Talking Bush Wrote:
(01-07-2017, 11:11 PM)JohnTravolski Wrote: I see, thank you for that; I didn't realize that animations were included since that wasn't made clear by the first post.  But I'm not sure how to make use of the BIN files to actually animate a model.
Import both the model and animation BIN files using Ohana3DS, and then export the animations as SMDs. Then just import one of the models on the site already, and then one of the animations afterwards. As long as they're exported correctly, it'll work (and yes, the X/Y/OR/AS models should be compatible with 'em, too), but you might need to rotate the root bone afterwards.

I'm having a slight issue with textures.
I used Ohana3DS to export Pokémon Sun and Moon Pokémon Models, Textures, and animations for use in Unreal Engine 4.  Here's my step-by-step method:
I imported Pokemon models into Ohana Rebirth, followed by textures and animations for a specific Pokémon.  Everything looks and plays great in Ohana.
I exported the model into SMD format.
I exported the animations into SMD format.
I opened the SMD model in Blender.
I imported the SMD animations into Blender.
The model is exported in .FBX format and imported into Unreal Engine 4.
The textures exported directly from Ohana rebirth are applied to the model in UE4.

The textures are not mapped correctly to the Pokémon, and I'm not sure why.  Here is a screenshot:
[Image: Capture.png]
Any help would be appreciated.  Thanks.
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Thanks RTB, I got the animations to work correctly based on the SMD files you told me to export, but...

I am also having a texture mapping issue when I import fbx Pokemon models into UE4. I'm basically doing exactly the same stuff as both posts above, and I don't know why the textures exported directly from Ohana don't align correctly to the model.

Hopefully there's an easy fix, because exporting models directly out of Ohana guarantees that I have access to all models, since not all models are uploaded on this site.
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Can someone help me? When I try to open the SMD or FBX file from the Trainer model I downloaded, Ohana3DS says it doesn't support it. Is there something else that can open them?

The same thing also happens when I try to open up the BCH and .bin files.
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Hmm I found a solution of the UV problem.

Some textures are not really good exported from Ohana, she needs to be "duplicated" like that two differents exemples :
[Image: 4975ef8bbf694f49a6376cc24c79f07c.png]


Pending the update of Ohana or a better solution, I'v made a little software for quickly make this modifictions :


[Image: ad4abc41b4344d6b9a88ff6bc397680e.png]
[Image: 95e91ca9ed6141208d233732a740c6ee.png]

I'm sure you dont really need a tutorial for that software.
(He just need the .Net 4.5)

http://ahri.fr/PokemonUVMapTools.exe

TotalVirus link
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Is there any word on Ripping Nihilego and the ultrabeasts? To be honest, I just need the rip ij the .3ds file like all of the other files on the site. There are plenty of people I know who can convert and rig them for the program I want. That was not the issue. The issue is, the model is unavailible at the moment. My school project is coming deadly close to being due, and i would rather not have to re-write my entire animation script because of one model. My partners/voice actors would likely be displeased as well.
"Ya'll are stupid!"
~Guzma, 2016
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(01-09-2017, 07:20 PM)tactimonluver Wrote: Is there any word on Ripping Nihilego and the ultrabeasts? To be honest, I just need the rip ij the .3ds file like all of the other files on the site. There are plenty of people I know who can convert and rig them for the program I want. That was not the issue. The issue is, the model is unavailible at the moment. My school project is coming deadly close to being due, and i would rather not have to re-write my entire animation script because of one model. My partners/voice actors would likely be displeased as well.

If no ones gona rip it, rip it yourself. Theres no point in trying to "request", as this is what it obviously is. Sorry to dissapoint, but people have lives too, and are doing this on a voluntary basis. I dont know what struggle youre going through, but if it was really that big of an issue, you'd do it yourself, as theres plenty of tutorials on how to do so.
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@Pingul 

There are multiple problems with doing the Rips myself besides the fact I have no clue what I am doing.

For one, A user had said several weeks ago that they would be happy to do the rip for me, but they got caught up in the file that i needed it converted to. I havent heard a word on the subject since then.

Secondly, I have tried ripping before. The result was a virus. I had no clue what I was doing Nor did I have anyone to help me. I simply had confusing written instructions and a video stating it was dangerous to do. And being that I was young and foolish, I did it anyways and borked my computer, having to spend nearly $500 USD to fix it properly.

I know it may be faster to rip the model myself, But thanks to the fact that I have several learning disabilities, I estimate the model may be ripped sometime after the project happens to be due, most likely done incorrectly, like the last time. I struggle with long sets of written instructions, (Usually more than a small paragraph) so simply typing out what needs to be done will not suffice. Before you say "Look up a video for it" please be assured that I have. The only ones I found that even remotely helped said that this was not something for beginners to attempt.

This Is why I have resorted to requests. I am terrified I will mess up my computer, which I honestly CANNOT afford to eff up a second time in the same way. I'll be out of a home if i tried to repair it, and even if I didn't fix it right away, there are several documents on it that i need for my school, that i have to have.

Either way, my comment was not meant to sound like I was DEMANDING the model. I just wanted to know if it was available yet, Or if i had to rearrange my script. I have just enough time to do that, and I needed to know If i could afford to wait for the model i desired to finish the animation's original script.
"Ya'll are stupid!"
~Guzma, 2016
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Just need to get the PMSuMo ZIPs from the Mega folder on the first page, extract the BINs for the models, textures, and animations if you want them, and then open the model BIN with Ohana3DS, then open the Texture tab and import the Texture BIN, then open the Skeleton Animation tab and import the Animation BIN for Amie or Fight or what have you. Then export the model from the model tab, textures from texture, and animations from the animation tab. Animations are exported in SMD and you should probably export the model as SMD as well if you do that.

Here's the models and textures for the UBs. http://www45.zippyshare.com/v/lsPjO5F8/file.html
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@torridgristle

Thank you so much. After the day I've had at work and school, these models at least partially lessened the load on my shoulders. I truly appreciate this.....

Sadly, the entire first paragraph was complete gibberish to me. Many of what I think were programs that you have mentioned are foreign and alien to me. Because of the way that was written, and a combination of my exhaustion and pure confusion, I did not understand a single word of what you wrote. In all honesty, That was pure techno-babble.

As I have mentioned before, asking me to read large paragraphs filled with instructions and understand the contents is like asking a two year old to recite the famous "I have a Dream" Speech by MLK from heart. Not only will the two year old not have a clue what you're asking it to do, it happens to be severely ill equipped to accomplish the task in the first place.
"Ya'll are stupid!"
~Guzma, 2016
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Thanks for the tool, it was really helpful!  All the textures are working great now because of it.

However, does anybody know why Hoopa Unbound's animations look so messed up when viewed with Ohana 3DS?  For example, in its idle animation, it has three hands inside of its body and three hands outside, even though all six should be outsides.  Furthermore, there's a strange hoop underneath its body at all times.

[Image: 4df672c5dde84b86abfe0eebcd6e1e7d.png]

Any ideas, anyone?
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Hi all. Super useful thread and tools in here. So easy to get these things all textured and animated into UE4.
Just one slight problem. Flames don't seem to play nice when it comes to textures. In Ohana, they show up as weird monochrome textures that aren't animated.
I've tried importing them in the Material/Visibility animations, tried importing the Misc anim files in those sections too but nothing comes up. Anyone know how to get these animated and working?

[Image: 88895120cf6d4bb08c915d4a419d3ddf.png]
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Is there a slot open for Salazzle?
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Can anyone explain to me why Pokemon that have jaw bones tend to have their weighting messed up upon importing the model? Like I know it's fixable, but It's really annoying to deal with.

http://i.imgur.com/mKom1w4.png
http://i.imgur.com/zbvDIs1.png

Sometimes this problem extend to the hands, feet, and feeler bones as well. (e.g: Emolga), which I don't know why that occurs with certain Pokemon.
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I noticed that we have the trainer models from XYORAS. However, I am having issues locating the animation for them. Where are the animations for the overworld trainers in XYORAS located?
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(12-15-2016, 07:02 PM)BlackStarG5 Wrote: How do you apply the flames texture to models that have flames like Charizard or Incineroar? Please name the application and maybe a guide if someone doesn't mind.

I'm having the exact same problem on Blender, only it applies to Incineroar. I'm trying to get its belt the flame color.
The future of things to come...
NID - LDEJRuff
3DS FC - 1349-9258-6921
Switch FC - SW-6321-5752-9422
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