Has anyone figured out (and maybe documented) the locations of SV overworld meshes in the data?
I've found a lot of indoor locations and picnic ingredients in field_graphic\common_model but would like to rip overworld maps, especially Area Zero, for a project.
Also, some models fail to import with the Blender script and I'm not sure why. This is especially common with environments.
Python: Traceback (most recent call last):
File "C:\Users\<Me>\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\PokemonSwitch.py", line 93, in execute
from_trmdlsv(directory, f, self.rare, self.loadlods, self.bonestructh)
File "C:\Users\<Me>\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\PokemonSwitch.py", line 479, in from_trmdlsv
new_bone.inherit_scale = True
TypeError: bpy_struct: item.attr = val: expected a string enum, not bool
So I've successfully got a Charizard model and it's animations into Unreal Engine 5 from Blender. But in trying to set up an animation blendspace. I realized the walk animations aren't using root motion, so it doesn't work. Anybody know how to add root motion to the walk animations or another work around for this.
09-04-2024, 06:55 PM (This post was last modified: 09-04-2024, 06:59 PM by Tenkin.)
(09-04-2024, 10:25 AM)blazedino Wrote: So I've successfully got a Charizard model and it's animations into Unreal Engine 5 from Blender. But in trying to set up an animation blendspace. I realized the walk animations aren't using root motion, so it doesn't work. Anybody know how to add root motion to the walk animations or another work around for this.
When you import the armature in Switch Toolbox, did you uncheck "use original bone" ?
you can also try to rename the "origin" bone to "root"
(09-04-2024, 10:25 AM)blazedino Wrote: So I've successfully got a Charizard model and it's animations into Unreal Engine 5 from Blender. But in trying to set up an animation blendspace. I realized the walk animations aren't using root motion, so it doesn't work. Anybody know how to add root motion to the walk animations or another work around for this.
When you import the armature in Switch Toolbox, did you uncheck "use original bone" ?
you can also try to rename the "origin" bone to "root"
Thanks friend I tried both things not sure which did it but one of them seemed to do the trick
Hello eveveryone I managed to load a model of the pokemon Squawkabilly into Blender using quickbms, neosis and the SomeKitten and ChicoEevee's Blender Script. The model loads correctly with textures as far as I can see (total noob here). Now I want to export the model with the textures in a .fbx format. I tried to just go to export -> fbx and then in the settings select copy for the path mode and select embed textures. When I then import the model, it loads without textures. I also tried to put the fbx in the same folders where the textures are located and then to import, same result. Then I tried every other possible format just to see if the textures are there, and none of them, when I import them back into Blender have there textures. Does anyone know how can I do this ? I'm using Blender 3.3.2.
Hey, RTB, question... are Galarian Ponyta and Rapidash on the agenda anywhere for adding to this wonderful archive?
the work you're doing is amazing.
Thank you for spending your time creating this archive for others to make use of.
(01-15-2024, 02:01 AM)Hbot Wrote: Ahh, that makes sense. Thanks a bunch!
Aaaand new problem: I can't properly import the skeleton model. Every time I try, I get this message:
Odd that it mentions Akari and Rei even though I'm definitely using the S/V version of the importer tool...
Is there a more agreeable copy of the model_cc_base skeleton I can get my hands on somewhere?
you will have to use 3DS Max for that, blender currently dosnt supports it
So I've managed to find a sort of workaround for this problem...
There's an addon for Blender 4.2 and newer that allows you to import 3DS data; using that I'm able to actually import the cc_base skeleton into blender, but there's still a bit of a problem...
Namely, I get this error message now when I import the skeleton and whatever meshes I import afterwards aren't weighted to the skeleton. It's better than just not being able to include the skeleton, but it's still a little frustrating...
I'm pretty new to this but I'm trying to import all original 151 pokemons and their animations into blender and eventually to unity. I will be using LGPE models and animations and have downloaded both from Models link in the first post. I am trying to open the pokemon models in switch toolbox but for each pokemon there is a mdl folder with all of the files in it. I am succesfull by going into this mdl folder and opening all of the .bntx and .gfbmdl files within this folder and finally exporting the .gfbmdl file to a dae and bring that into blender. My question is, am I doing this efficiently? is there a faster or better way of doing this or do I need to manually go in and open each file in the mdl folder and then export? There is also a .gfbpokecfg file that I can't open with switch toolbox, and I feel like this file is the key to making this a bit faster. Any insight on what it is or any suggestions are appreciated!
I've created WIP addon for .gfbanm import to Blender. However, as of now it imports incorrect bone rotation. If someone knows how to correctly convert .gfbanm rotation to valid Euler or Quaternion, please let me know. https://github.com/Shararamosh/gfbanm_importer
I downloaded the SV DLC1 Files from the MEGA link, and I tried converting Ogerpon’s models to work in Blender. Almost everything is there except for the Teal Mask’s model, at least as far as I could tell.