(11-21-2022, 10:56 PM)Verainium Wrote:(11-21-2022, 09:10 PM)Random Talking Bush Wrote: Uh... There shouldn't be. It's just a bunch of assorted files, there are no executable files (infected or otherwise) included. That's the kind of thing I'd expect from Mediafire nowadays, not Mega...
Yeah I just bit the bullet and downloaded it without the firewall, looks like there's no problem with that. For whatever reason, Windows just decided to flag it and kept auto deleting it unless I unzipped it.
Got Larry imported into Blender and most of his model mesh is there, except for his face. Is that normal?
Also does anyone know how to import the textures?
It dosnt supports Shapekeys right now, so if you want full trainer model use 3DS Max, the blender addon will import materials automatically as it should if anything : P
Also if textures exists in the folder will load them directly i recommend using PNG, since i saw the other day DDS dosnt works fine lets say (cause some formats)
(11-21-2022, 10:37 PM)Random Talking Bush Wrote:(11-21-2022, 03:10 PM)YeraySL Wrote: Thanks for this update, i wanted to get trainers shape keys so badYep, went and added that to the first post now!
also wanted to tell that Scarlett/SomeKitten ported time ago your script to blender and i helped her with material part, so i wanted to ask if you could add the script to the list, it works pretty fine with Pokémon models from PLA and SV (Trainers at the moment only PLA) since some people prefer to use Blender rather than 3DSMax (literally sometimes 3ds max takes like 5 minutes to load something)
Here's the addon: https://github.com/ChicoEevee/Pokemon-Sw...r-Blender/ (only works for 3.3.x)
Also dont know if you are interested in help for try to get the blend shapes/Morphs/Shapekeys in blender, i've been trying to do it this night but literally i was failing haha, it was just that.
Thanks for your work ^^
I can try to explain the shapekeys / morphs a bit better later, but the important thing for those is that single-mesh vertex group morphs are stored as absolute positions immediately after the first (default) set, and the face groups store only the bare minimum necessary -- used vertex IDs (the "0th" set as I've dubbed it, there's one extra for the morphs count just for that purpose) and delta positions (original + difference = final position, in other words), and the names of which are stored in the TRMSH. The player trainers also apparently have additional morphs in the TRLTT file which I'm going to have to look into later.
Thanks for adding it meanwhile to the post, and the problem I have currently with the morphs i did wrote most of your Morph part of 3ds max script (Since originally Scarlett/SomeKitten did all the work, at that time i only made the materials) into python for blender but I cant get to add them as shape keys inside blender and when i write the parts only throws some error that i cant understand at all, so any help with the addon anybody who wants to try will be amazing cause my knowdlege inside blender python its really low (for not say in general) and since a lot of people its more accessible use blender (u know cause its free) maybe helping us eachother with what we can will be really good ^^
If someone wants to take a look here's a bit of what i rewrote into Python about morphs https://cdn.discordapp.com/attachments/1...nSwitch.py
and this is the error im getting in case someone knows how to manage this ;-;
uv_layer.data[loop_idx].uv = uv_array[vert_idx]
ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 2 items, not 3.