How did you import the animation apks? Whrn I try to import them, It comes out looking messy.dian333 wrote:when try to read .apk action but find some trouble...
is it a Bone_Matrix bug happen ?or build action in wrong way
main codesome simple pose works,like :Code: Select all
Q_x = ba.readFloat() Q_y = ba.readFloat() Q_z = ba.readFloat() Q_w = ba.readFloat() Q_read = mathutils.Quaternion((Q_w,Q_x,Q_y,Q_z)) bpy.data.objects[BONE_hierarchy_name].pose.bones[bonename].rotation_quaternion = Q_read.inverted()
charater "ネル ダガー"(cp0305_b01a) Motion: viewer_Daggercp0305_b01a
home_t_stance (T-Pose)
but a lot of action is just look like the gameplay,inaccurate
here is a spin action
====
edit:fix the W-xyz,Thank akderebur.
edit2:fix read location_XYZ move,:the reading way mark by "03 05 04",now it's active.and fix the Blender .iqe plugin(2012-12-2),sorry to author "Tor Andersson".directly,ban "has_v0" (about curmesh) in line633now some .iqe model don't make bug when import into Blender,like cp0005_b01a(ベルダ,gunner),cp0108_b01a(フィア) ...etcCode: Select all
has_v0 = False#len(iqmodel.meshes[0].v0) > 0
sadly,find more problems:1.Bone_Matrix bug,all Bead user character,like cp0110_b01a, the bone "R:at_W08Be" use 2 bone_matrix
reading Bone way marking "FF 07 02 02" ?(not sure) have some
A.location[0,-90.86,0] scale[1,1,1]
B.when use animation,the bone use location[0,-90.86/0.93457,0] as origin_point,in another word=copy parent_bone "R:POS_Pad2" bone_matrix.check in action"viewer_Beadscp0110_b01a_unpack" (character:マーヴェル)and "viewer_BeadsFemale_unpack"Code: Select all
[0.93457,0,0, 0] [0,0.93457,0, -2.3] [0,0,0.93457, 0]
pic up later ==
cp005,bone of lash or bone of eye may lack of some animation
cp0110,マーヴェル
NOT SSR female character who use bead(magic_ball) as weapon have a default action"viewer_BeadsFemale_unpack" .
if.not fix bone"R:at_W08Be"
change it's bone_matrix = it's parent_bone's bone_matrix
cp0110's action in view_room
(have fix reading euler_rotation way marking"02 07 08", one of the skirt bone,"R:XD_SLska_01" use it )
=====
edit3:fix location_move marking"03 00 01", "03 00 02","03 00 03"
(mainly be used in bone[R:POS_ROOT] to control charater's X,Z. in bone[R:Hips] to control Y ,example:FemaleKnuckle_unpack xxx.aaf)
fix euler_rotation way marking"03 05 08"
and,In default, euler_rotation data translate to quternion "WXYZ". it's convenient for Blender NLA_editor .
now,majority RUSH action('s location_moving) should be worked,except for some action use 6 byte/Frame rotation data.
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Star Ocean Anamnesis Tools
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Re: Star Ocean Anamnesis Tools
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Re: Star Ocean Anamnesis Tools
Probably, your procedure is not wrong. If it is wrong, it can not be imported.
Not all animations are processed correctly, only partly.
Not all animations are processed correctly, only partly.
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Re: Star Ocean Anamnesis Tools
Well the thing is I tried this tutorialeinherjar007 wrote:Probably, your procedure is not wrong. If it is wrong, it can not be imported.
Not all animations are processed correctly, only partly.
But I am a bit confused with this procedure. It would be best to create a Noesis plugin.dian333 wrote: change the object.name "cp0513_b01a_unpack.amt" to "cp0002_b01a_unpack.amt" match the code
pose_reset("cp0002_b01a_unpack.amt") ,and loadAqm_NIFL(...,"cp0002_b01a_unpack.amt")
or change the code default_Object_name
str_apk="...." also will be rewrite to match your PC data filepath ,
loadAqm_NIFL(str_apk+...) input the name of animation file.
battle animation file usually have 20 action,like "win_LOOP.aaf" and RUSH action ,you can change "i_aaf = .." to read Specific one.Or just add a # before "trackback()" then find it in blender action_editor .
different character's have a lot of same action,maybe it is a little boring.i only check the character who feed up in my box...
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Re: Star Ocean Anamnesis Tools
Using dian333's research, I am planning to add animation support to the tool. There is one data type that got figured out recently, and I haven't implemented it in code yet. I will release an update after I implement that too.MarioSonicU wrote:It would be best to create a Noesis plugin.
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Re: Star Ocean Anamnesis Tools
I agree that the replacement procedure is troublesome.MarioSonicU wrote:It would be best to create a Noesis plugin.
I do not have any knowledge of the script. However, they can be relaxed somewhat by using string variable.
Let's try it later.
That's great news. I'm looking forward to the next report.akderebur wrote:Using dian333's research, I am planning to add animation support to the tool. There is one data type that got figured out recently, and I haven't implemented it in code yet. I will release an update after I implement that too.
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Re: Star Ocean Anamnesis Tools
I think you have to root your device. the file assets are under "data\data\com.square_enix.android_googleplay.StarOceanj\files\download"kurokozeref wrote:can anyone tell me where is the file asset?s
Note: this is if you have the Japanese version of the game.
Re: Star Ocean Anamnesis Tools
I am trying to get to the assets via Nox emulation (I want to try and rip the Gemini Sunrise Sakura Taisen event model before that ends) but even with root mode set up and using either the Nox browser or ES File Explorer with root on, when I navigate to that folder, there is no "download:" folder present (And I know it downloaded several gigs of data / hidden folder viewing is on).
Is there anywhere else this data could be located in the filesystem?
Is there anywhere else this data could be located in the filesystem?
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Re: Star Ocean Anamnesis Tools
UPDATE
- Vertex normals support
- Experimental animation support (research credits to dian333) : Will not work with some animation files
- New export format (.nexs)
Updated download link in the first post.
Note : You need to download this Noesis script for loading exported animations : Nexs Script
- Vertex normals support
- Experimental animation support (research credits to dian333) : Will not work with some animation files
- New export format (.nexs)
Updated download link in the first post.
Note : You need to download this Noesis script for loading exported animations : Nexs Script
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Re: Star Ocean Anamnesis Tools
Thanks for updating the tool. By the way would you mind taking a look at these animation files? It's for two of the Sakura Taisen collab characters. I take it that their animations are a bit broken. Will you be updating your program to improve motion support.akderebur wrote:UPDATE
- Vertex normals support
- Experimental animation support (research credits to dian333) : Will not work with some animation files
- New export format (.nexs)
Updated download link in the first post.
Note : You need to download this Noesis script for loading exported animations : Nexs Script
You do not have the required permissions to view the files attached to this post.
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Re: Star Ocean Anamnesis Tools
Yep, that is why I said some animations won't work, mostly the newer ones.MarioSonicU wrote:I take it that their animations are a bit broken.
I just released an update. If I was able to improve it I would have released the improved versionMarioSonicU wrote: Will you be updating your program to improve motion support.
If someone figures out more about the animation format, I would gladly implement it in my program. I am not planning to work actively on the animations though.
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Re: Star Ocean Anamnesis Tools
I guess that makes sense.akderebur wrote:Yep, that is why I said some animations won't work, mostly the newer ones.MarioSonicU wrote:I take it that their animations are a bit broken.
I just released an update. If I was able to improve it I would have released the improved versionMarioSonicU wrote: Will you be updating your program to improve motion support.
If someone figures out more about the animation format, I would gladly implement it in my program. I am not planning to work actively on the animations though.
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Re: Star Ocean Anamnesis Tools
The diffuse map will probably look dark.
There are two diffuse map textures, and good results can be obtained by synthesizing them with an appropriate effect.
not sure about hair. Everything is the odd primary color.
I pull out the transparent alpha map from the channel and adjust the color tone by myself.
Also, this game only has much smaller texture than you can see on the game.
Probably because advanced shader magic is being used, the same result can not be obtained with models and textures alone.
Tri-Ace's game features a lot of special specifications
Despite much hope, the PS2 Valkyrie Profile 2 model has not yet been extracted.
two contributors akderebur (model), and dian333 (animation).
the achievement that made it possible to extract data like this time. That's a miracle job.
There are two diffuse map textures, and good results can be obtained by synthesizing them with an appropriate effect.
not sure about hair. Everything is the odd primary color.
I pull out the transparent alpha map from the channel and adjust the color tone by myself.
Also, this game only has much smaller texture than you can see on the game.
Probably because advanced shader magic is being used, the same result can not be obtained with models and textures alone.
Tri-Ace's game features a lot of special specifications
Despite much hope, the PS2 Valkyrie Profile 2 model has not yet been extracted.
two contributors akderebur (model), and dian333 (animation).
the achievement that made it possible to extract data like this time. That's a miracle job.
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Re: Star Ocean Anamnesis Tools
I am pretty sure there is a maxscript for SO3 on the forums, which also works with Valkyrie Profile 2 and Radiata Stories. I guess there was no skeleton support though.einherjar007 wrote: Despite much hope, the PS2 Valkyrie Profile 2 model has not yet been extracted.
I was planning to make a tool for VP2 but I didn't get a chance to start, because of other games. Maybe I can do it sometime.