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Idolm@ster
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Re: Idolm@ster
just need to get textures auto assigned but this will do the job
run bones 1 then bones 2 then the mesh.
I should be able to get animations also for the game.
This was made possible with the help of my friends also without them i would of never done this.
I hope to have something like this soon
http://www.youtube.com/watch?v=PHmXDfmQbsw
run bones 1 then bones 2 then the mesh.
I should be able to get animations also for the game.
This was made possible with the help of my friends also without them i would of never done this.
I hope to have something like this soon
http://www.youtube.com/watch?v=PHmXDfmQbsw
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Re: Idolm@ster
I hope do the same but with the dream c club modelschrrox wrote:just need to get textures auto assigned but this will do the job
run bones 1 then bones 2 then the mesh.
I should be able to get animations also for the game.
This was made possible with the help of my friends also without them i would of never done this.
I hope to have something like this soon
http://www.youtube.com/watch?v=PHmXDfmQbsw
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Re: Idolm@ster
hi chrrox,i look at motion anime file(not bind pose motion). i'm sure one song has multiple motion files, and, divides to three group: left(file name with letter 'l'), center(with letter 'c'), right(with letter 'r'), corresponding to 3 dancers in game: left, center, right.
each group usually has 6 files: non-loop, xxloopxx, xxHANDLxx, xxHANDRxx....
these motion files are different from bind pose motion file, a strenge format:
usually only 9 to 25 channels in a file(but bones over 200)
each keyframe only 3 short value. I think they are just rotations. no scale and translation.
Do you know how channels are set to bones? And how to convert the keyframes?
each group usually has 6 files: non-loop, xxloopxx, xxHANDLxx, xxHANDRxx....
these motion files are different from bind pose motion file, a strenge format:
usually only 9 to 25 channels in a file(but bones over 200)
each keyframe only 3 short value. I think they are just rotations. no scale and translation.
Do you know how channels are set to bones? And how to convert the keyframes?
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Re: Idolm@ster
Sorry for the necro.
In case you are still wondering, it isn't that much different from the bind pose file.
So there are 25 3-tuple.
The first 2 short tuple are all 0 (which i guess you could say if for bone 0 and 1) the next short tuple is the the position(for bone 0 or 1?)
the next 22 tuple are rotation corresponding to bone 2 to 24.
for hand its all rotation where bone 24-39 is for the right and 40-54 is for the left.
So one line is one frame, where one frame is 1/60th of a second, so there is no keyframes.
On a side note I really can't' figure out imas2, if its encrypted or compressed, cause I can't tell the difference. However the s2d (bg2d) and nub2(sounds) files seems to have some kind of a pattern.
In case you are still wondering, it isn't that much different from the bind pose file.
So there are 25 3-tuple.
The first 2 short tuple are all 0 (which i guess you could say if for bone 0 and 1) the next short tuple is the the position(for bone 0 or 1?)
the next 22 tuple are rotation corresponding to bone 2 to 24.
for hand its all rotation where bone 24-39 is for the right and 40-54 is for the left.
So one line is one frame, where one frame is 1/60th of a second, so there is no keyframes.
On a side note I really can't' figure out imas2, if its encrypted or compressed, cause I can't tell the difference. However the s2d (bg2d) and nub2(sounds) files seems to have some kind of a pattern.
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Re: Idolm@ster
they are encrypted based on file names.
best bet is to dump it from 360's ram.
that is what one guy did to extract the models and anims from it.
best bet is to dump it from 360's ram.
that is what one guy did to extract the models and anims from it.