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IDOLM@STER One For All .pmd

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MarieRose1301
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Re: IDOLM@STER One For All .pmd

Post by MarieRose1301 »

No idea how to determine which bones use relative or absolute positions. Might be missing some info?
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Bigchillghost
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Re: IDOLM@STER One For All .pmd

Post by Bigchillghost »

MarieRose1301 wrote: Sun Oct 06, 2019 1:57 pm

Code: Select all

for i in range(0, BoneCount):
	if(i == 0):
		...
	else:
		...
This is totally unnecessary. :D

Should simply use the 4x4 matrix instead:
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Didn't care for the skin info though.
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MarieRose1301
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Re: IDOLM@STER One For All .pmd

Post by MarieRose1301 »

I've been able to make the plugin read all the textures correctly, however still cannot figure out neither triangle strip degenerate triangle elimination, nor the bone weights. The plugin attached reads the same .pmd stuff as before + .pta archives and separate .gtf files.
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MarieRose1301
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Re: IDOLM@STER One For All .pmd

Post by MarieRose1301 »

Does anyone happen to have more model samples? Leon's head would have been very nice in particular.
MarieRose1301
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Re: IDOLM@STER One For All .pmd

Post by MarieRose1301 »

Tried to parse the material section of the files but I'm not sure where exactly are materials linked with corresponding textures, does anyone have any ideas? I was thinking that the triangle strip artifact could possibly be related to the way the mesh is broken on materials, meaning that if i manage to get which vertice belongs to which material could possibly help avoiding the degenerate triangles by breaking the for cycle when the data belonging to this particular material ends?
[EDIT] Disregard the part about 304 bytes-long materials not being important, the color ones contain diffuse IDs :D
[EDIT 2] Got the diffuse, sphere and normal texture IDs from the COLOR, OUTLINE and SHADOW submaterials and it seems to be correct now. However, no clues on how does one assign the materials to correct faces.
The picture goes like: Material name, Material ID, Diffuse ID, Sphere ID and Normal ID
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