02-28-2017, 01:52 AM
Can Victini be added in, too, please?
Pokémon Model Ripping Project
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02-28-2017, 01:52 AM
Can Victini be added in, too, please?
02-28-2017, 02:17 PM
(02-11-2017, 11:51 PM)jugol Wrote:(01-29-2017, 05:26 PM)magikstar Wrote: Can someone upload the map models, or where i can find the files for them? Can you send me the files. I don't want to hack my 3ds or homebrew it. Or could you find a place where I can download the files?
03-04-2017, 11:38 PM
Been checking the first post of the project, but I noticed that my current request, Victini, isn't listed yet.
(03-04-2017, 11:38 PM)LDEJRuff Wrote: Been checking the first post of the project, but I noticed that my current request, Victini, isn't listed yet. I've been working on exporting a couple pokemon for my own entertainment and I've successfully exported all the starters and legendaries, I'll soon upload them to the main website! (at least the missing ones, that is) And yes, they are animated! (or at least I did include the animations in a sub-folder) (the outlines were added in post via photoshop, it's actually kinda hard to do them in 3DSMax) A little bonus (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail) Thanked by: Yunpol, Lilothestitch, Nitwitsworld
03-05-2017, 05:07 PM
(03-05-2017, 12:51 PM)TehSe7en Wrote:(03-04-2017, 11:38 PM)LDEJRuff Wrote: Been checking the first post of the project, but I noticed that my current request, Victini, isn't listed yet. How did you do the starry face of Solgaleo and Lunala? Thanked by: Lilothestitch
(03-05-2017, 05:07 PM)magikstar Wrote: How did you do the starry face of Solgaleo and Lunala? It's a texture scrolling upwards, nothing too fancy, not sure how to do it in blender, but in 3DSMax all I did was apply the star texture to one of the head glass thingy models (it has several if I recall correctly) and animate it scrolling along, like so: They were really feint, so I increased the brightness by about 500% (yes they were really transparent and would come out nearly invisible on the renders) Clicky for a better and lightweight video instead of a very heavy gif Thanked by: Yunpol
03-05-2017, 06:48 PM
(03-05-2017, 05:41 PM)TehSe7en Wrote:(03-05-2017, 05:07 PM)magikstar Wrote: How did you do the starry face of Solgaleo and Lunala? Thanks, I just thought those were just pure black textures that were useless. Thanks man!
03-05-2017, 07:02 PM
(03-05-2017, 06:48 PM)magikstar Wrote:(03-05-2017, 05:41 PM)TehSe7en Wrote:(03-05-2017, 05:07 PM)magikstar Wrote: How did you do the starry face of Solgaleo and Lunala? No problem, always a pleasure to help!
03-05-2017, 09:04 PM
(03-05-2017, 12:51 PM)TehSe7en Wrote: A little bonus (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell. Thanked by: TehSe7en, Nitwitsworld
(03-05-2017, 09:04 PM)gdkchan Wrote:(03-05-2017, 12:51 PM)TehSe7en Wrote: A little bonus (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell. Yeah I had to use some workarounds, I did export the animations using SPICA to DAE and used a software called Neosis to convert to FBX, from there I can import the models exported as SMD to Max and just update the animation using FBX (it doesn't crash this way, it still does crash if I import the DAE directly), it's a not so clever trick, but it works! hehe, thanks for everything tho, both SPICA and Ohana3ds are excelent programs! I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAE, FBX is ok tho, but since I usually work with the Source engine, and SMD is such a versatile format, it's mostly my go to format for both models and animations. It just so happened that I didn't know how to get the DAE files to work with 3DSMax, so for that solgaleo I used a very old Ohana3ds version, but even with the latest commit the animations are still somewhat jerky venusaur's jerky legs and it's totally fixed in SPICA, even tho the camera is a little hard to maneuver, but no big deal! (03-06-2017, 03:31 AM)TehSe7en Wrote:Where do you find SPICA?(03-05-2017, 09:04 PM)gdkchan Wrote:(03-05-2017, 12:51 PM)TehSe7en Wrote: A little bonus (solgaleo was exported using Ohana3DS, as SPICA didn't have animation export, and it's a lot more jerky, specially the legs and tail)Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell. (11-22-2016, 03:14 PM)gdkchan Wrote: I've been working on a new tool to view/export and (at some point) import models from/to all the 3ds Pokémon model formats. It is already better than Ohana3DS in some parts (more accurate rendering, material animation support for Sun/Moon, more smooth animations, and other issues are fixed aswell). Can you make a tutorial on how to use SPICA? or link me to one (03-06-2017, 05:21 AM)magikstar Wrote:(03-06-2017, 03:31 AM)TehSe7en Wrote:Where do you find SPICA?(03-05-2017, 09:04 PM)gdkchan Wrote: Well if you elaborate on the problems you had, I'm always working to improve the software. In fact it can export animations to DAE (through someone said it doesn't work on Max, no idea if this is still the case), and if by jerky you mean that the animation was slow/lagging this was fixed recently aswell. It's pretty much explained on the github (SPICA's github) how to compile it, although some codding skills may be required because some of the components needed are not widely available, such as openTK (which is broken on the nuget package control), I'm not so sure I can link the compile version, as it's gdkchan's program. Mega Rayquaza, cus this mega fug is just soo damn awesome (it's funny to compare my renders to the real deal hehe)
03-06-2017, 10:14 AM
(03-06-2017, 03:31 AM)TehSe7en Wrote: I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAEWhile I do plan to add a option to export the animations as SMD aswell, SMD doesn't support Scale animation so some animations wouldn't look totally correct with it (through most animations doesn't change Scales, I think...) I still don't know why it doesn't work with Max and Maya, and the only way to fix would be installing the program myself and trying to figure out by trial and error, the major issue is that it's a paid program, through maybe they offer some free trial that I could use, I'll take a look later. (03-06-2017, 06:56 AM)TehSe7en Wrote: I'm not so sure I can link the compile version, as it's gdkchan's program.Well I don't mind, that's why I added a public domain equivalent license to the project, which pretty much allow source/binary modifications and distribution without restriction. So if you want to share binaries feel free (03-06-2017, 10:14 AM)gdkchan Wrote:(03-06-2017, 03:31 AM)TehSe7en Wrote: I'd say the best next step would be to export the animations from SPICA as SMD, 3DSMax really doesn't like DAEWhile I do plan to add a option to export the animations as SMD aswell, SMD doesn't support Scale animation so some animations wouldn't look totally correct with it (through most animations doesn't change Scales, I think...) You're awesome! That's all haha, yeah smd doesn't support scaling, which is easily recreated with simple enough animations, alternatively, fbx, which is very versatile as well and works regardless of which program you use, unlike smd, which either requires wallworms's crude implementation of an smd script (which still handles vertex welding and smoothing groups poorly) or a very old 3dsmax version that has smd plugins (which work flawlessly) btw, here's a SPICA build from today (2017-06-03): https://drive.google.com/uc?id=0BwZMeX3t...lY3c1V3WnM Thanked by: crueldude100,
03-07-2017, 01:45 PM
What exactly are the tex models?
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