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Idolmaster (DereSte) 3d site

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shingenseiji
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Re: Idolmaster (DereSte) 3d site

Post by shingenseiji »

daemon1 wrote:I decrypted The Idolm@ster Platinum stars PS4 files.

Image

Examples of polycount:

Image


Image
OH MY GOD YES!!!! Amazing job Daemon!!! Were you able to extract the textures too or did you only extract the models?
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Re: Idolmaster (DereSte) 3d site

Post by daemon1 »

This on the image above is a texture 2048x2048 in size, in BC7 format

(imgur scaled down the image)

Image
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Re: Idolmaster (DereSte) 3d site

Post by love8destiny »

Edit: Deleted (figured out the solution)
Last edited by love8destiny on Mon Aug 20, 2018 9:56 pm, edited 1 time in total.
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Re: Idolmaster (DereSte) 3d site

Post by Mrtest »

daemon1 wrote:This on the image above is a texture 2048x2048 in size, in BC7 format

(imgur scaled down the image)
Will the script be uploaded for .jxk files?
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Re: Idolmaster (DereSte) 3d site

Post by daemon1 »

Mrtest wrote:
daemon1 wrote:This on the image above is a texture 2048x2048 in size, in BC7 format

(imgur scaled down the image)
Will the script be uploaded for .jxk files?
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Re: Idolmaster (DereSte) 3d site

Post by Hoshi »

LiteCheese wrote:Probably not the most efficient way, but here is how I imported facial animations into MMD: https://imgur.com/a/XQZnV
Note when importing into blender, the model was scaled to the original tiny size to get it to work for me.

Thanks to akderebur for the original work.

PS: I named the shape key as right eye based on my right and not the model's right.

how to load fbx to blender using Bos Fbx script without error? (mine is blender v2.77)
since i can't use it, i converted it to FBX through Noesis (using the "-fbxnewexport -fbxsmoothgroups") and used the fbx script instead Bos Fbx script for model
i tried to use dae ,pmx (model was resize little big in pmx ed) & fbx (fbx make the model way to small so i don't use it because i can only see black thing ) for model and load the smd
but nothing happened when i load the smd...only triangle mesh and more bones show instead
the face doesn't change ( i tried to load wink eye)

i hope someone can help mehh ;v;
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Re: Idolmaster (DereSte) 3d site

Post by Aegis »

Fina wrote:
LiteCheese wrote:Probably not the most efficient way, but here is how I imported facial animations into MMD: https://imgur.com/a/XQZnV
Note when importing into blender, the model was scaled to the original tiny size to get it to work for me.

Thanks to akderebur for the original work.

PS: I named the shape key as right eye based on my right and not the model's right.

how to load fbx to blender using Bos Fbx script without error? (mine is blender v2.77)
since i can't use it, i converted it to FBX through Noesis (using the "-fbxnewexport -fbxsmoothgroups") and used the fbx script instead Bos Fbx script for model
i tried to use dae ,pmx (model was resize little big in pmx ed) & fbx (fbx make the model way to small so i don't use it because i can only see black thing ) for model and load the smd
but nothing happened when i load the smd...only triangle mesh and more bones show instead
the face doesn't change ( i tried to load wink eye)

i hope someone can help mehh ;v;
the only thing i do so that i can use BOS FBX, is to use an old ver of blender 2.72 to be exact then, once i converted it to PMX load it again to blender 2.77 (with mmd tools)
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Re: Idolmaster (DereSte) 3d site

Post by LiteCheese »

Aegis wrote:
Fina wrote:
LiteCheese wrote:Probably not the most efficient way, but here is how I imported facial animations into MMD: https://imgur.com/a/XQZnV
Note when importing into blender, the model was scaled to the original tiny size to get it to work for me.

Thanks to akderebur for the original work.

PS: I named the shape key as right eye based on my right and not the model's right.

how to load fbx to blender using Bos Fbx script without error? (mine is blender v2.77)
since i can't use it, i converted it to FBX through Noesis (using the "-fbxnewexport -fbxsmoothgroups") and used the fbx script instead Bos Fbx script for model
i tried to use dae ,pmx (model was resize little big in pmx ed) & fbx (fbx make the model way to small so i don't use it because i can only see black thing ) for model and load the smd
but nothing happened when i load the smd...only triangle mesh and more bones show instead
the face doesn't change ( i tried to load wink eye)

i hope someone can help mehh ;v;
the only thing i do so that i can use BOS FBX, is to use an old ver of blender 2.72 to be exact then, once i converted it to PMX load it again to blender 2.77 (with mmd tools)
Maybe? https://blender.stackexchange.com/quest ... named-umio
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Re: Idolmaster (DereSte) 3d site

Post by Supurreme »

Aegis wrote:
xion14blade wrote:The quickbms script doesn't seem to be working anymore for the latest manifest file. Anyone know a fix for it?
there's a manifest (that have no filename extension) file in the "manifest" folder inside the deresute folder in your android. well of course you will need to install the deresute app first
really? i havent seen anything like that

if thats true then thatd be a huge life saver since i cant get the fiddler method to work at all
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Re: Idolmaster (DereSte) 3d site

Post by piaze »

Help..

I'm having problem importing facial animations

Is it the Blender Source Tool the problem?

When Importing SMD, Making a new Armature shows well on the program with bones in the right place, but if I choose either two of the other options, the model just faces down with distortion.

Am I doing something wrong here?




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Re: Idolmaster (DereSte) 3d site

Post by Aegis »

piaze wrote:Help..

I'm having problem importing facial animations

Is it the Blender Source Tool the problem?

When Importing SMD, Making a new Armature shows well on the program with bones in the right place, but if I choose either two of the other options, the model just faces down with distortion.

Am I doing something wrong here?




Image
renaming the neck and head bone to something else corrects the position as per instructions of litecheese. but i expect you will experience the same gibberish face when loading a facial animation
Last edited by Aegis on Wed Jul 25, 2018 1:51 pm, edited 1 time in total.
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Re: Idolmaster (DereSte) 3d site

Post by Aegis »

Supurreme wrote:
Aegis wrote:
xion14blade wrote:The quickbms script doesn't seem to be working anymore for the latest manifest file. Anyone know a fix for it?
there's a manifest (that have no filename extension) file in the "manifest" folder inside the deresute folder in your android. well of course you will need to install the deresute app first
really? i havent seen anything like that

if thats true then thatd be a huge life saver since i cant get the fiddler method to work at all
see that manifest folder? there's a file inside that. rename that to imas.sqlite and do the rest of the step as usual. no need for fiddler stuffs. the good thing in this is that it is a guaranteed updated database for models and stuffs
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Re: Idolmaster (DereSte) 3d site

Post by piaze »

Aegis wrote: renaming the neck and head bone to something else corrects the position as per instructions of litecheese. but i expect you will experience the same gibberish face when loading a facial animation
I also renamed Position too following litecheese's guide (https://imgur.com/a/XOxnt). I've miss that part about renaming them, and after that It seems to work a bit not facing bottom, but the face bone still gets distorted 180 deg facing backwards.

Is there a solution to this also? Many thanks in advance
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Re: Idolmaster (DereSte) 3d site

Post by Axess »

I managed to get body and head(+cheek) model.
When I export head into fbx, the face is hidden by cheek(?).
*Using AssetStudio.x64.v0.10.0.52
Image

1. How to solve this? ↑
2. How to join the head and body perfectly?
-> Solved (Only in UnityEditor)

3. How to export apply bone and animation and use it in 3dmax/maya/etc...
For the bone & animation, I used akderebur's program. And successfully exported IQE.
-> Convert to IQM -> ...

4. In 1 set of character, which files are needed?
Here's my list
- 3d_chara_body_XXXX.unity3d
>> Cloth & Collision ScriptableObject
- 3d_chara_head_YYYY_XXXX.unity3d
>> Head part. Contains model data, animation controller, avatar, animation clip, head & cheek's texture, cloth & collision ScriptableObject
- 3d_md_bodyXXXX.unity3d
>> Body model data
- 3d_tx_bodyXXXX.unity3d
>> Body texture

5. For 1 song, which files are needed?
(I use wanglata's onegai as reference)
- 3d_cutt_ac_camera_XXXX.unity3d
- 3d_cutt_an_chr_sonXXXX_YY_legacy.unity3d
- 3d_cyalume_mZZZ.unity3d
- 3d_uvm_uv_movie_AAAA_BBB_low.unity3d
- 3d_uvm_uv_movie_free_CCC_low.unity3d
- 3d_uvm_uv_movie_musicXXXX_001_low.unity3d
- 3d_uvm_uv_movie_music1XXXX_002_low.unity3d
- sqlite << Where? I can't find it!!

Thank you.

------------

**Edited**

6. Joining model can be done in unity.
(Using gameObject.transform.position/rotation of Head/Neck = Body/Neck & Head/Head = Body/Head)
But how to export the different model data into one?

Image

7. Animation can be applied in unity too.
The body was done perfectly, but I don't know how to apply head's animation.

Image

8. Writing your own custom shader for cheek (w/ alpha texture) is not too hard, but the problem is lighting.
How to solve this?

Image
Image
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Re: Idolmaster (DereSte) 3d site

Post by Aegis »

piaze wrote:
Aegis wrote: renaming the neck and head bone to something else corrects the position as per instructions of litecheese. but i expect you will experience the same gibberish face when loading a facial animation
I also renamed Position too following litecheese's guide (https://imgur.com/a/XOxnt). I've miss that part about renaming them, and after that It seems to work a bit not facing bottom, but the face bone still gets distorted 180 deg facing backwards.

Is there a solution to this also? Many thanks in advance
sorry mate. i cant help you there. that also is my problem ever since i started learning exporting unity models for use in MMD and the guide of litecheese?, i literally followed the step accurately A-Z without any jumps but it doesn't fix the model getting twisted once you apply the facial expression/animation other than getting correct standing pose (which i guess because you renamed the head, neck and position bones, the bone coordinates did not apply)

i theorized that during IQE>IQM>SMD export (then import), there's some jumbling of data or perhaps even bone coordinates which thus resulted to SMD import plug in of blender reading it wrong which then resulted to as we know it, distorted, twisted head model every time we apply the facial expression/anim.
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