04-27-2022, 04:21 PM
(04-27-2022, 02:27 PM)Lilothestitch Wrote:I didn't. Apparently .gfbanm files from PLA are supported, but they need a model to be exported. I "bypassed" the problem by loading the skeleton from the smd model previously imported in 3ds Max with a script made by RandomTalkingBush. KillzXGaming, a SwitchToolbox developer, said that the animation is wrong because i provided to the program the skeleton without model.(04-27-2022, 02:11 PM)F0x06 Wrote: Hi guys! I'd like to share with you my reasoning to overcome the .gfbanm problem. Maybe it could be helpful for people like me who wants to put hands on PLA animations. I'd like to state that i'm a developer, but i know nothing about ripping, so my attempt could seem pretty clamsy.How did you get the Legends Arceus models loaded in the Switch Toolbox?
Basically, i tried to reverse engineer the process behind the .gfbanm exporting process.
I created a Resources folder (In SwitchToolbox Folder) containing the smd models i extracted with RandomTalkingBush TRMDL Importer MaxScript; i wanted to use them just for their skeletons.
I modified the code to get the active skeleton of a STSkeletonAnimation, loading the skeleton of the smd model i extracted previously rather than using gfbmdl, which, for now, it's not supported by Switch Toolbox.
This is an extract of the animation i exported. It seems to be in a correct format, it has the correct number of frames too, but it's broken.
Do you have any idea about where the problem is?
Thanks in advance!
"You need the parenting structure of the bones. The -1 part hence why a model is required"
Any idea?