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Pokémon Model Ripping Project
(12-13-2022, 03:12 PM)RetroMB Wrote: Here is a 1 hour long uncut video of me ripping Meowscarada's 3d model and animations.




Great video! I followed it and successfully ripped a Fluttermane with textures.
   

I tried exporting it out as FBX with textures (Path mode = copy, clicked on embed textures) but when I tried importing to other softwares like Zbrush, the textures did not load in. But when I downloaded the Sprigatito model from Model-resource and imported the FBX file to Zbrush, the textures loaded automatically. Am I exporting it wrongly from blender?
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Hey rookief.

I don't know much about how Random Talking Bush and others do their fbx exports. You're gonna have to ask them instead. Sorry.

But if I had to take a guess as to why your fbx exports don't work, it's because if you open your shader editor and check one of the materials, you'll see a really complex web of nodes (see the attached picture). This is just how the python script sets them up in Blender, I guess.
An fbx can have embedded textures, but it can't really just take a complex material like this from Blender and just send it over to ZBrush. ZBrush wouldn't know what to do with it, since different softwares have their own ways of handling materials differently.

So why does the Sprigatito fbx you downloaded from this site can be imported to both Blender and ZBrush? Well if you check its materials (see the attached picture), you'll see that the complex web has been reduced down to simple shaders with some textures. When a material is this simple, they're easy to import to just about any software.


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Hi! I'm trying to port Pokémon SV Models such as Charcadet and it's evolutions into other programs/games, but there's some problem that hinders me from doing it. It's the colors that uses LYM texture. How can I apply the colors from importing the model to the Albedo with LYM texture in a good way? (I'm using Photoshop mainly, but I do have GIMP installed)

All "body*" materials are using different colors with LYM texture on the Albedo, so I had to make 5 different Albedo textures thanks to the LYM Texture. Is there any simplier method from making 5 textures to just into 1?(Check the imgur link)
   
   
   
https://imgur.com/a/Ola2exW

And how can I edit the Eye's LYM RGBA channels,-
   
-to look like this? (I made a crappy edit of it, but I want to know how to make the texture as good as possible without the "white lines".):
   

Here's the result of how Charcadet looks like with the 5 Albedo textures and the Eye texture for Charcadet to look like this:
   

This is how it normally imports the model with the textures:
   

I am not satisfied with the result of my work. I want the textures to resemble just like how it looks like in the game. Any help would be so much appreciated!

Edit: Nvm, I got it sorted out. Just had to Bake the textures!
[Image: e443865a53d3768e749c3da5c2a1d5550e51a3ed_full.jpg]
Always Blazing
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(12-11-2022, 06:08 PM)Boolerex Wrote:
(12-08-2022, 03:28 PM)YeraySL Wrote:
(12-08-2022, 01:17 PM)Boolerex Wrote: Have the terastal hat model been uploaded anywhere?

I assume the effect around terastallized pokemon is a shader or something, although if someone know how to imitate it in blender, It would be helpful for me, their additional "hat" for each type seem like it own model for me.
they are in Effects folder they're ptcl, toolbox can export them

The hat model or the shader? Either way I don't have the game ripped myself, I just downloaded the SV stuff that RTB uploaded in mega but they don't seem to have those, so if someone else could upload them for me to download that would be very helpful ^^

I gave in and bothered getting the game file myself, not exactly sure at what extension to export for use for blender afterward though

Not sure it where the terastal hat model are too neither, if they exist that way.
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hey RTB. i need your help.

For whatever reason, the eyebrow/eyelash texture is missing whenever I import models using your 3ds Maxscript. Like the Poppy model for example. This happened with Nemona and Iono too.

I kept the textures from the "SV-TrainersSharedTex" in the same folder as the models, so now just about all of Poppy's textures show up (like her eyes and stuff). Everything except her eyelashes/eyebrows though.

Any ideas on why this is happening? https://files.catbox.moe/hncwvr.webm

[Image: 2we777.jpg]
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(12-17-2022, 09:14 AM)C-Y Wrote:
(12-17-2022, 04:07 AM)lumiet Wrote: Hi! Big thank you to RTB and Blender script creators for all the work they've done.

I've been working with importing SV animations, and one small contribution I wanted to make was a simple bash script for renaming .TRANM files to .GFBANM so that you don't have to rename every single file individually.

Code:
#!/usr/bin/env bash

for file in *.tranm; do
    mv -- "$file" "${file%.tranm}.gfbanm"
done

Using a Linux/MacOS/WSL terminal, you can use this by creating the file "touch filename", paste it in with editor of choice, and run it with "bash filename", making sure you're in your directory with the .TRANM files.

You'll still have to go through the same process with importing into Toolbox and exporting as .SMD, but I thought this might help expedite things a little bit.

Been having a lot of fun messing around with the models and animations and hope to use them in personal projects in the future!
[Image: kJN7qDE.gif]


Latest ToolBox can handle .tranm, so no need to rename to .gfbanm now btw

https://github.com/KillzXGaming/Switch-T...ad294398ec
I'm using the latest version of Toolbox, but it still doesn't recognize .tranm
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Hey ya'll, I am new here to this thread!

I have been trying to make my own small Sinnoh remake in Unreal Engine and I've had great success with getting S/V Pokémon fully animated and functional. However, I am having a lot of trouble with the trainers as I saw some of you were also experiencing.

For the sake of this project I've decided to just use the Legends Arceus models and this also makers much more sense for a Sinnoh setting.

I checked out the very first post and looked through the model resource dump and I saw that S/V had animations but LA did not, does anyone happen to have the dumps of Legends Arceus animations? I would be extremely grateful if anyone had any info on how I could get LA animations for both trainers and Pokémon.

Thank you!
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(12-22-2022, 04:00 PM)DooglePKMN Wrote: Hey ya'll, I am new here to this thread!
I have been trying to make my own small Sinnoh remake in Unreal Engine and I've had great success with getting S/V Pokémon fully animated and functional. However, I am having a lot of trouble with the trainers as I saw some of you were also experiencing.
For the sake of this project I've decided to just use the Legends Arceus models and this also makers much more sense for a Sinnoh setting.
I checked out the very first post and looked through the model resource dump and I saw that S/V had animations but LA did not, does anyone happen to have the dumps of Legends Arceus animations? I would be extremely grateful if anyone had any info on how I could get LA animations for both trainers and Pokémon.
Thank you!

I was actually able to obtain my own copy of LA and decompressed it with yuzu. I found some pretty useful resources like the Pokémon and item icons.

However, it looks like the characters and Pokémon are all in gfpak file formats which I can open in Switch toolbox but I get this error message. I am still able to open the file but most of it is hash info. Does anyone know how to extract this information from Switch toolbox into usable material?


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Hello everyone,
Was just wondering if there was a guide or something where I could see the process of importing these models into a 3D program? I'd ideally want to use Cinema 4D but maybe I could use Blender as well.
Thanks all
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(12-22-2022, 06:54 PM)DooglePKMN Wrote:
(12-22-2022, 04:00 PM)DooglePKMN Wrote: Hey ya'll, I am new here to this thread!
I have been trying to make my own small Sinnoh remake in Unreal Engine and I've had great success with getting S/V Pokémon fully animated and functional. However, I am having a lot of trouble with the trainers as I saw some of you were also experiencing.
For the sake of this project I've decided to just use the Legends Arceus models and this also makers much more sense for a Sinnoh setting.
I checked out the very first post and looked through the model resource dump and I saw that S/V had animations but LA did not, does anyone happen to have the dumps of Legends Arceus animations? I would be extremely grateful if anyone had any info on how I could get LA animations for both trainers and Pokémon.
Thank you!

I was actually able to obtain my own copy of LA and decompressed it with yuzu. I found some pretty useful resources like the Pokémon and item icons.

However, it looks like the characters and Pokémon are all in gfpak file formats which I can open in Switch toolbox but I get this error message. I am still able to open the file but most of it is hash info. Does anyone know how to extract this information from Switch toolbox into usable material?

The error message explain everything, you have to get oo2core_6_win64.dll and put it at the same place as the switch toolbox executable, you should be able to fix it by search in google or something, otherwise some pc game come with it.
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Just wanted to say that thanks to Terasol soon we should be able to get Trainer heads with the Blender Addon, rn Faces appears and we have Shape keys (For Eyebrow...etc.) Faces we are working on it so for those who cant use 3ds max soon blender addon will be able to open trainers with the shape keys working on face base mesh
[Image: image.png]
Twitter: @ElChicoEevee
Youtube: ElChicoEevee
[Image: image.png]
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Hello I was wondering about #1012 meowscarada and if i could have the fbx of the mon I've never done this kinda thing before a dae works as well.
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(12-26-2022, 10:59 AM)YeraySL Wrote: Just wanted to say that thanks to Terasol soon we should be able to get Trainer heads with the Blender Addon, rn Faces appears and we have Shape keys (For Eyebrow...etc.) Faces we are working on it so for those who cant use 3ds max soon blender addon will be able to open trainers with the shape keys working on face base mesh

You're the best! Good luck!
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I should probably bring up that I solved the Ceruledge issue on my own and everything went well. But I wanted to bring up somethin else that went Awry shortly after installing the latest update to the blender add on. None of the textures are working, even if I set the model up like everything else. It happens to both trainers and Pokemon rn and I have no Idea what I'm doing wrong right now. Here's some screenshots of the Gible I used as an example and my folder in case anybody else can spot where I messed up-

Hassel is a whole other kind of messed up, fully transparent and not visible. Ill upload pictures of him as well. If anybody can help or point out where I messed up I would greatly appreciate it


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27/12/2022 UPDATE FOR BLENDER ADDON: SHAPE KEYS SUPPORT ADDED!!! (Thanks to Terasol for the help!!)
https://github.com/ChicoEevee/Pokemon-Sw...nSwitch.py
Twitter: @ElChicoEevee
Youtube: ElChicoEevee
[Image: image.png]
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