is there any way you would be able to get these models and textures from the game to be used in blender?
Well, considering the amount of mods I've made using Blender, I'd say it's definitely possible:is there any way you would be able to get these models and textures from the game to be used in blender?
About to update and re-release my 3DS textures to SwSh, many more already done or in progress. Few of them are heavily inspired by spin-off games and the anime. Working together with an artist expert but it still takes some time.
We also have in mind to edit the actual models in blender but that's just an idea so far and will be considered by time.
Custom Voltorb Forms 😁#PokemonModding #PokeModding pic.twitter.com/2DtH8xr1ut
— meme_man_not_ava (@eman_not_ava) June 2, 2020
Once you have extracted the romfs, they lie in the folder "romfs\bin\archive\pokemon"excuse me? how to can find the gfpak files?
NVM i was able to find the page and folders XDOk maybe im just not seeing it but where is the actual download link for the models. This all tells you the models that exsists but wheres the link to download them. @_@ cuz i don't see anything
This is a list that shows you which Pokémon uses which file for its models and textures.
As far as currently known it's not yet possible to add entirely custom pokemon to this.
I've seen Kazowar on Twitter replacing the bulbasaur model in SwSh with the one from LGPE(they're in the same format), but to actually make that work he also had to modify a registry file of some sorts.
You should use this list to find where a specific pokemon is located so you can then make texture hacks or whatever it is you'd like to do with i
Tools Needed:I just wanna know how I could export the pokemon GEN 8 animations to use for 3D softwares, can you please point me to the right direction
Unfortunately this is where my current knowledge on importing animations is limited to.Hello, I have encountered some problems. I import the model(Dae to Fbx) and amimation(SMD)into Blender according to your steps. Finally, the animation anime is right, but there seems to be some mistakes in the direction of the bones like picture1. I selected "automatic bone orientation" when importing. At this time, the direction of the bone is correct, but the imported SMD animation will become picture2
Unfortunately this is where my current knowledge on importing animations is limited to.
Automatic bone rotation fucks up the armature in some way, although it remains perfectly fine on its own, it causes animations to get fucked up.
So TL;DR:
If you want to preview animations inside of blender: don't use automatic bone rotation even if that makes the skeleton seem messy and chaotic.
If blender ever fixes this issue that occurs when importing DAEs and FBXs with automatic bone rotation, or if I ever find a workflow that imports the animation correctly on top of skeletons with automatic bone rotation then I'll be sure to post said workflow here.
Until then I'm afraid you'll have to deal with it