Tutorial  Updated

Export Pokémon Let's Go Trainer models and Rig them with Mixamo

Hey, I am making this tutorial in case someone is in the same boat as me and need animations for Let's Go trainers but can't open animation files (If anyone knows how to open gfbanm files, please, leave a comment explaining the process). For now, we will use Mixamo.

What do you need?

- Pokémon Lets Go Eevee/Pikachu decrypted
- Switch Toolbox: https://github.com/KillzXGaming/Switch-Toolbox
- 3DS Max (I will use 2019 for this tutorial)
- This 3DS Max Script: Download
- Blender
- (Optional) Unity Engine

Step 1: Prepare your game

- Get the desired game (In this case Pokémon Let's Go Pikachu)
- Decrypt the game with your favourite method.
I recommend taking a look to these tutorials if you don't know how to do it: https://gbatemp.net/threads/decrypt...backup-loading-ryujinx-yuzu-in-1-click.506954 or https://gbatemp.net/threads/extract-nsp-nca-xci-update-all-in-one-tool-for-layeredfs.511156/


NOTE: (You can download the models directly from VG Resources, if so, just go to STEP 5)

Step 2: Get the desired model

- Go to DecryptedFolder/bin/archive/chara/data/tr and get your desired .gfpak
- Copy it to an easy access folder.

Step 3: Export all model files

- Open Switch Toolbox
- Click on File > Open.
- Look for the trainer gfpak you saved in step 2.
- Right Click on the shown folder > Export All > export all.

upload_2019-8-31_14-17-19.png


- You will have all the resources for your model. For now (as we don't know how to rip .gfbanm files), we will focus on the file .gbmdl.


Switch Toolbox can export easily the .dae models with all textures and rigging. If you do so, you can skip Step 4.


Step 4: Export the FBX

-
Download the script.
- Unzip the script anywhere in your computer.
- Run 3DS Max.
- In the toolbar, click on Scripting > Run Script > Open the script
- A new window will appear.

upload_2019-8-31_14-22-39.png


- Click on Import *.GFBMDL > Look for the GFBMDL file exported in step 3 and open it.
- The model will load.

upload_2019-8-31_14-23-30.png


- As 3DS Max sucks, just export the model as normal in fbx format (File > Export > Game Exporter) and run Blender.

Step 5: Blender

- Blender is black magic, so run it.
- open the exported FBX (File > Import > FBX)

upload_2019-8-31_14-26-54.png


- Delete the armature by right clicking on it in the hierarchy list > Delete. We won't need it.
- Export the non-rigged model (File > Export > FBX).

Step 6: Mixamo

- Go to mixamo.com and register / login.
- Click on Upload Character and select the non-rigged model we exported in step 5.

upload_2019-8-31_14-30-22.png


- Configure the bones (it is ez pz)

upload_2019-8-31_14-31-14.png


- Mixamo will autorig the model. Now, you can select an animation and see how it looks.
- Click on download to download the model fully rigged + the desired animation.
- Download as many animations as you need. All of them have the same rigging, so you can use them with any mode.

upload_2019-8-31_14-33-20.png


Step 7: Unity Engine (optional):

- Download and Open Unity Engine
- Import the downloaded files and do the character setup.
- Enjoy.

LtarfLT.png


NOTE: If you need the textures, they are in .bntx format. Just export them with Switch Toolbox.

I need the Monsters models. What can I do?

Instead of using Let's Go ones, use 3DS models, which are the same.

You can check my tutorial about how to export them from Sun / Moon: https://gbatemp.net/threads/tutoria...ed-models-from-3ds-to-unity-engine-3d.532962/


I need help with shaders

Take a look at this discussion thread: https://gbatemp.net/threads/tutorials-discussion-how-to-make-pokemon-shaders.547875/

I want Pokémon Sword and Shield Pokémon Models and Animate them with old animations

Check this thread: https://gbatemp.net/threads/tutoria...them-with-3ds-animations.552486/#post-8865727

Credits:

- @KillzXGaming: Switch Toolbox
- @Demothene: Huge help

- @PRAGMA: Romfs decrypting tutorial
- @huma_dawii: Other decrypting tutorial
- @Random Talking Bush: 3DS Max Exporter Script
 

Attachments

  • upload_2019-8-31_14-12-49.png
    upload_2019-8-31_14-12-49.png
    17.7 KB · Views: 558
Last edited by Manurocker95,

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
Mind telling me how to do that (the not-mixamo-method)?
I'd like to use the original skeleton :D

EDIT: Using the 3DSMax Script and the PokemonSword, importing the .gfbmdl does nothing.
I've used 3DSMax 2019 => Run Script => Import *.gfmdl => nothing happens (can't click on import again, but nothing gets imported)


Mind sharing your modified 3ds-importer Script (is you use a modified version von Sword/Shield Models)?
Let's Go Models can be imported with the one you linked, Sword/Shield ones cannot

it seems the 3ds max script doesn’t work for SWSH models but toolbox does, so use this method for now. Animation export is not supported atm, but when it is, I will post it.
 

xXDungeon_CrawlerXx

Well-Known Member
Member
Joined
Jul 29, 2015
Messages
2,092
Trophies
1
Age
28
Location
Liverpool
XP
3,720
Country
Mind telling me how to do that (the not-mixamo-method)?
I'd like to use the original skeleton :D
it seems the 3ds max script doesn’t work for SWSH models but toolbox does, so use this method for now. Animation export is not supported atm, but when it is, I will post it.
Okay, I've got the "bones" with a more recent version of Switch Toolbox.
But somehow, the bones are shown as "dummies" in 3DSMax/Blender.
I've tried to import the .dae with 3dsmax without luck.
Even this option didn't help:
upload_2019-11-14_8-8-1.png
 

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
Okay, I've got the "bones" with a more recent version of Switch Toolbox.
But somehow, the bones are shown as "dummies" in 3DSMax/Blender.
I've tried to import the .dae with 3dsmax without luck.
Even this option didn't help:
View attachment 186440

If you are exporting the pokemon models instead of the trainers, use the pokemon sun ones as they are the same but with the right animations. The latest commit from toolbox fixes the bone issues and the vertex color not displayed correctly
 

xXDungeon_CrawlerXx

Well-Known Member
Member
Joined
Jul 29, 2015
Messages
2,092
Trophies
1
Age
28
Location
Liverpool
XP
3,720
Country
If you are exporting the pokemon models instead of the trainers, use the pokemon sun ones as they are the same but with the right animations. The latest commit from toolbox fixes the bone issues and the vertex color not displayed correctly
Well, I'm trying to get Trainer models from Sword/Shield.
I tried the Toolbox build from yesterday.
The model and the bones are exported, but the bones are shown as dummys (can't use them to deform the model in Blender, 3dsmax, unity)

upload_2019-11-14_9-51-58.png

upload_2019-11-14_9-56-9.png

Usually bones should look like this in blender:
upload_2019-11-14_9-59-22.png
 

Attachments

  • upload_2019-11-14_9-58-45.png
    upload_2019-11-14_9-58-45.png
    650.3 KB · Views: 202
Last edited by xXDungeon_CrawlerXx,

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
Well, I'm trying to get Trainer models from Sword/Shield.
I tried the Toolbox build from yesterday.
The model and the bones are exported, but the bones are shown as dummys (can't use them to deform the model in Blender, 3dsmax, unity)


Usually bones should look like this in blender:

Did you build toolbox yourself? Because the latest release is from march iirc. Until animations are fully supported I would delete the entire skeleton and rig them from scratch or using mixamo
 

xXDungeon_CrawlerXx

Well-Known Member
Member
Joined
Jul 29, 2015
Messages
2,092
Trophies
1
Age
28
Location
Liverpool
XP
3,720
Country
Did you build toolbox yourself? Because the latest release is from march iirc. Until animations are fully supported I would delete the entire skeleton and rig them from scratch or using mixamo
I'd tried the latest release from 14.11.2019, 01:22 now.

The Github shows that the last build was the one from march, but the Zip itself seems to get updated everytime.

upload_2019-11-14_13-7-49.png

You tried to export a NPC with its bones, right? because it doesn't seem to work correctly for me.
It gets exported with its "bones", but the bones aren't bones but weightless dummies in 3DSMax/Blender.

I've made bad experiences with mixamo, I usually use the original bones of every model I export (Final Fantasy XIV for example).

Could you send me a converted version (FBX with Bones) of
\romfs\bin\archive\chara\data\tr\mdl\tr0003_01_assistant.gfpak
if this works, I know I really failed somewhere.

would be really nice
 
Last edited by xXDungeon_CrawlerXx,

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
I'd tried the latest release from 14.11.2019, 01:22 now.

The Github shows that the last build was the one from march, but the Zip itself seems to get updated everytime.


You tried to export a NPC with its bones, right? because it doesn't seem to work correctly for me.
It gets exported with its "bones", but the bones aren't bones but weightless dummies in 3DSMax/Blender.

I've made bad experiences with mixamo, I usually use the original bones of every model I export (Final Fantasy XIV for example).

Could you send me a converted version (FBX with Bones) of
\romfs\bin\archive\chara\data\tr\mdl\tr0003_01_assistant.gfpak
if this works, I know I really failed somewhere.

would be really nice

upload_2019-11-14_15-14-7.png


Hmm, it seems bones are not exported correctly. I'll make a request on discord :)

--------------------- MERGED ---------------------------

I'd tried the latest release from 14.11.2019, 01:22 now.

The Github shows that the last build was the one from march, but the Zip itself seems to get updated everytime.


You tried to export a NPC with its bones, right? because it doesn't seem to work correctly for me.
It gets exported with its "bones", but the bones aren't bones but weightless dummies in 3DSMax/Blender.

I've made bad experiences with mixamo, I usually use the original bones of every model I export (Final Fantasy XIV for example).

Could you send me a converted version (FBX with Bones) of
\romfs\bin\archive\chara\data\tr\mdl\tr0003_01_assistant.gfpak
if this works, I know I really failed somewhere.

would be really nice

however it works nice with mixamo rigging
upload_2019-11-14_15-18-29.png
 

xXDungeon_CrawlerXx

Well-Known Member
Member
Joined
Jul 29, 2015
Messages
2,092
Trophies
1
Age
28
Location
Liverpool
XP
3,720
Country
View attachment 186456

Hmm, it seems bones are not exported correctly. I'll make a request on discord :)

--------------------- MERGED ---------------------------



however it works nice with mixamo rigging View attachment 186457
Mind linking me the discord? (or invite me? => Cellenseres#0001)

As I thought, somethings not working correctly with the bone export yet.
Hope this will get fixed soon :D
I still like to work with the original bones instead of Mixamo ones, but for now, Mixamo would be a... valid alternative.
 

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
Mind linking me the discord? (or invite me? => Cellenseres#0001)

As I thought, somethings not working correctly with the bone export yet.
Hope this will get fixed soon :D
I still like to work with the original bones instead of Mixamo ones, but for now, Mixamo would be a... valid alternative.

Okay, I didn't have the latest version. The latest one has the correct bones. I added ya to Discord anyway

upload_2019-11-14_15-42-6.png
 

ZakuinaTophat

New Member
Newbie
Joined
Nov 19, 2019
Messages
1
Trophies
0
Age
28
XP
58
Country
United States
I feel like I am the only person who cant figure out how to make "switch toolbox" work. I get as far ass downloading it but that's it. and I cant find anyone to explain it to me.

--------------------- MERGED ---------------------------

I feel like I am the only person who doesn't know how to make "switch toolbox" work. I downloaded it and just cant get anything to work at all.
 

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
I feel like I am the only person who cant figure out how to make "switch toolbox" work. I get as far ass downloading it but that's it. and I cant find anyone to explain it to me.

--------------------- MERGED ---------------------------

I feel like I am the only person who doesn't know how to make "switch toolbox" work. I downloaded it and just cant get anything to work at all.

feel free to open dm to me at discord Manurocker95#6307 so I can explain it directly
 

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain

AlterZero

Active Member
Newcomer
Joined
Oct 23, 2009
Messages
34
Trophies
1
XP
327
Country
United States
How to save GFBMDL edited models for use in-game!?.

I've managed to import a GFBMDL model to 3DSMax and made all the edits I wanted but now how am I supposed to save the changes and use it in the actual game?.

I suppose I need to export the edited model in GFBMDL format but I don't know how to do that.
 
Last edited by AlterZero,

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
How to save GFBMDL edited models for use in-game!?.

I've managed to import a GFBMDL model to 3DSMax and made all the edits I wanted but now how am I supposed to save the changes and use it in the actual game?.

I suppose I need to export the edited model in GFBMDL format but I don't know how to do that.
You can't modify (YET) the original game with modified models if that's what you are asking
 

Tetsamaru

Member
Newcomer
Joined
Apr 11, 2010
Messages
7
Trophies
1
XP
266
Country
United States
How to save GFBMDL edited models for use in-game!?.

I've managed to import a GFBMDL model to 3DSMax and made all the edits I wanted but now how am I supposed to save the changes and use it in the actual game?.

I suppose I need to export the edited model in GFBMDL format but I don't know how to do that.
I asked this same question on multiple forums. From my own research. We still dont have a way to alter the actual models yet to import them yet.

Right now, this is what we can mod.
Textures (skins) for pokemon and characters.
Pokemon spawns and the usual money cheats
and it looks like just recently, we learned where the music files and sound effects are at and people are working on how to change them up.

As of now, alot of mods available are just texture skins cause we've already had that since let's go pikachu and eevee. Pokemon sword and shield is pretty much built the same way Let's go is. but for now, i havent seen any modders figuring out how to IMPORT back into the game yet.
 

NMKLXM

New Member
Newbie
Joined
Dec 4, 2019
Messages
2
Trophies
0
Age
25
XP
43
Country
United States
First time working with Blender/Mixamo and everything else. Anyways once I complete all the steps and have my Bones from Mixamo, would I have to rig facial bones myself or is there a recommended software that does the rigging for me. Very confusing stuff :wacko:
 

Manurocker95

Game Developer & Pokémon Master
OP
Member
Joined
May 29, 2016
Messages
1,511
Trophies
0
Age
29
Location
Madrid
Website
manuelrodriguezmatesanz.com
XP
2,791
Country
Spain
First time working with Blender/Mixamo and everything else. Anyways once I complete all the steps and have my Bones from Mixamo, would I have to rig facial bones myself or is there a recommended software that does the rigging for me. Very confusing stuff :wacko:
For facial animations you need to do them by hand. 3DS games just use textures and mixamo only rigs the body
 
  • Like
Reactions: NMKLXM

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    K3Nv2 @ K3Nv2: Least they got head in the end