Hello. I'd like to get some models from this game.
I tried to open the .ab file using UnityStudio and was able to open the .ab file.
The problem is, some of the exported .fbx file are lacking T-Pose, like example below.
How do I fix it? Is there any way to get the model in T-pose with UnityStudio?
Thank you.
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Kamen Rider: Climax Scramble Zi-O .ab
Re: Kamen Rider: Climax Scramble Zi-O .ab
when i imported it into 3ds max i was able to get some in t-pose by selecting the animation list and selecting no animation
not sure if you could do the same in blender
not sure if you could do the same in blender
Re: Kamen Rider: Climax Scramble Zi-O .ab
Can you help me specifically with this file?
https://drive.google.com/open?id=10fD5L ... b4TlD0a5vY
This is one of the files containing models that isn't in T-pose initially.
Also, how do I select "No Animation"?
I apologize for not familiar with 3ds Max interface
https://drive.google.com/open?id=10fD5L ... b4TlD0a5vY
This is one of the files containing models that isn't in T-pose initially.
Also, how do I select "No Animation"?
I apologize for not familiar with 3ds Max interface
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Re: Kamen Rider: Climax Scramble Zi-O .ab
How? Tried Unity Studio v0.5.1b3 but nothing was loaded.kaiser21 wrote:I tried to open the .ab file using UnityStudio and was able to open the .ab file.
However AssetStudio by Perfare does work though.
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Re: Kamen Rider: Climax Scramble Zi-O .ab
I used UnityStudio v0.9.0 https://github.com/Perfare/AssetStudio/ ... tag/v0.9.0
And yeah, while the initial model is in T-pose and can be extracted as .obj,
I haven't be able to export the models into .fbx with T-pose.
The exported .fbx will have the model pre-posed not in T-pose, which resulting in some parts disappearing.
And yeah, while the initial model is in T-pose and can be extracted as .obj,
I haven't be able to export the models into .fbx with T-pose.
The exported .fbx will have the model pre-posed not in T-pose, which resulting in some parts disappearing.
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Re: Kamen Rider: Climax Scramble Zi-O .ab
You can delete the armature in Max (or any app you're using) to restore the T-pose, but you'll lose the skeleton of course. No way to keep them both. But if you try to export it from the fbx with Noesis, the initial info will be lost.kaiser21 wrote:The exported .fbx will have the model pre-posed not in T-pose
Like what?kaiser21 wrote:which resulting in some parts disappearing.
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- An Imitable Workflow for Reverse Engineering a Game Model
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- Reverse Model Wireframe
Re: Kamen Rider: Climax Scramble Zi-O .ab
The model has two wrist parts for each hand, the "closed fist" and "open palm".Bigchillghost wrote:Like what?kaiser21 wrote:which resulting in some parts disappearing.
If I export the model from.ab file to .fbx as it is, the "open palm" hand part will disappear because it is scaled to 0 in its initial pose.
But, if I export it as .obj, that hand part will still exist.
You can see from your pic above as example.
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Re: Kamen Rider: Climax Scramble Zi-O .ab
I see. That's because this static frame needs to show only the desired part. You can replace all these lineskaiser21 wrote:If I export the model from.ab file to .fbx as it is, the "open palm" hand part will disappear because it is scaled to 0 in its initial pose.
Code: Select all
P: "Lcl Scaling", "Lcl Scaling", "", "A",0,0,0
Code: Select all
P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
As for the T-pose issue, I'm afraid there's no better solution than copying the skeleton from its other costume variants.
Might need some corrections though, or you can use the transfromation info from the fbx file directly, which however will require some programing knowledge. BTW shouldn't there be another model with T-pose if the game needs more than just a show-case?
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- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
Re: Kamen Rider: Climax Scramble Zi-O .ab
Thanks. I'll try it later.Bigchillghost wrote:I see. That's because this static frame needs to show only the desired part. You can replace all these linesin the fbx file withCode: Select all
P: "Lcl Scaling", "Lcl Scaling", "", "A",0,0,0
using Notepad++ to retrieve their visibility.Code: Select all
P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
Well, the only models who had problem like this are Build (except Build Genius), and Cross-Z has similiar problem but only for the feet.Bigchillghost wrote:As for the T-pose issue, I'm afraid there's no better solution than copying the skeleton from its other costume variants.
Might need some corrections though, or you can use the transfromation info from the fbx file directly, which however will require some programing knowledge. BTW shouldn't there be another model with T-pose if the game needs more than just a show-case?
As far as I know, other Rider models had their models in T-pose, without having bugs like Build does.
I think, Build model is missing the "information" about its initial T-pose, or something like that.
Re: Kamen Rider: Climax Scramble Zi-O .ab
Okay.
So apparently, I can "return" the pose of the model back to its initial T-pose
By using Blender, then select the armature, then in Pose Mode, press Alt+G, then Alt+R, and finally Alt+S
Then export again as .fbx.
Except there is this one model that I can't load into Blender because it has this error.
So apparently, I can "return" the pose of the model back to its initial T-pose
By using Blender, then select the armature, then in Pose Mode, press Alt+G, then Alt+R, and finally Alt+S
Then export again as .fbx.
Except there is this one model that I can't load into Blender because it has this error.
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