ok. I found out that there are beautiful physical bones and they are highlighted inside the red circle
Is it possible to solve this?
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Bloodborne
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Re: Bloodborne
unfortunately these are NOT physical bonesdibe91 wrote:ok. I found out that there are beautiful physical bones and they are highlighted inside the red circle
Is it possible to solve this?
- TokiChan
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Re: Bloodborne
This is not fully physical bones. More of this is marker helpers bones like dummy bones 1-2-3, "fur up", "fur leg", flame effect, player catch marker and etc.dibe91 wrote:ok. I found out that there are beautiful physical bones and they are highlighted inside the red circle
Is it possible to solve this?
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
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Re: Bloodborne
Hey, so I'm new here and this might annoy some, but I've downloaded the file in the OP and would appreciate if someone could set me up with the bloodborne files so I can extract the player mesh and some armour sets with rigging?
I'm an artist working on a portfolio piece and would love to use the actual Bloodborne character to pose with it.
Here's the piece in question:
https://skfb.ly/6AKWW
Here is another piece I created, and I would love to do the Bloodborne one in the same style with animated character in various poses with my weapon I've created.
https://skfb.ly/6AKOI
https://sketchfab.com/models/4796fefcb1 ... 8f335cd276
Basically I'm just after the player model and the hunter set or something just to pose it with.
I'm an artist working on a portfolio piece and would love to use the actual Bloodborne character to pose with it.
Here's the piece in question:
https://skfb.ly/6AKWW
Here is another piece I created, and I would love to do the Bloodborne one in the same style with animated character in various poses with my weapon I've created.
https://skfb.ly/6AKOI
https://sketchfab.com/models/4796fefcb1 ... 8f335cd276
Basically I'm just after the player model and the hunter set or something just to pose it with.
- dropoff
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Re: Bloodborne
Check your p.m.SiriusTexra wrote:Hey, so I'm new here and this might annoy some, but I've downloaded the file in the OP and would appreciate if someone could set me up with the bloodborne files so I can extract the player mesh and some armour sets with rigging?
I'm an artist working on a portfolio piece and would love to use the actual Bloodborne character to pose with it.
Here's the piece in question:
https://skfb.ly/6AKWW
Here is another piece I created, and I would love to do the Bloodborne one in the same style with animated character in various poses with my weapon I've created.
https://skfb.ly/6AKOI
https://sketchfab.com/models/4796fefcb1 ... 8f335cd276
Basically I'm just after the player model and the hunter set or something just to pose it with.
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Re: Bloodborne
^ thanks for the above
However, I'm following the OP and even with various searching I can't actually figure out how to use these tools.
I've attained I need to drag .dcx files onto Bindertool to extract them, and then I drag the flver, tpfs etc onto the mesh extract exes to get those, but I can't seem to get any mesh files that I can use. It seems to output an ascii file, whereas the textures come out just fine?
I looked more and it seemed I needed XnaLara to possibly import them, but even after doing so I can't find how you actually export bones or any rigged mesh from this.
I'm working in 3DS max and so far this is more pain than I thought it would be, so any help on what I'm after would be greatly appreciated.
However, I'm following the OP and even with various searching I can't actually figure out how to use these tools.
I've attained I need to drag .dcx files onto Bindertool to extract them, and then I drag the flver, tpfs etc onto the mesh extract exes to get those, but I can't seem to get any mesh files that I can use. It seems to output an ascii file, whereas the textures come out just fine?
I looked more and it seemed I needed XnaLara to possibly import them, but even after doing so I can't find how you actually export bones or any rigged mesh from this.
I'm working in 3DS max and so far this is more pain than I thought it would be, so any help on what I'm after would be greatly appreciated.
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Re: Bloodborne
You can import these files just fine with Blender by using the following plug-in:SiriusTexra wrote:I looked more and it seemed I needed XnaLara to possibly import them
https://www.deviantart.com/johnzero7/jo ... -485668690
Since Blender can export .fbx, you could use it as a bridge to 3DS.
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Re: Bloodborne
Oh, excellent! I'll give this a try, thank you mate!Raban wrote:You can import these files just fine with Blender by using the following plug-in:SiriusTexra wrote:I looked more and it seemed I needed XnaLara to possibly import them
https://www.deviantart.com/johnzero7/jo ... -485668690
Since Blender can export .fbx, you could use it as a bridge to 3DS.
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Re: Bloodborne
Has anyone been able to decompile the hks files?
They are lua 5.1 files that control how animations are selected
aka input-animation
They also control how AI switch animation
They are lua 5.1 files that control how animations are selected
aka input-animation
They also control how AI switch animation
- dropoff
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Re: Bloodborne
Hkx is animations by itself. You can import it with havok 2014 x64,read old posts here,it was explained already.JohnHudeski wrote:Has anyone been able to decompile the hks files?
They are lua 5.1 files that control how animations are selected
aka input-animation
They also control how AI switch animation
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Re: Bloodborne
Dude I said HKS not HKXdropoff wrote:Hkx is animations by itself. You can import it with havok 2014 x64,read old posts here,it was explained already.JohnHudeski wrote:Has anyone been able to decompile the hks files?
They are lua 5.1 files that control how animations are selected
aka input-animation
They also control how AI switch animation
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- dropoff
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Re: Bloodborne
Oh,sorry. Didnt notice. Idk then.JohnHudeski wrote:Dude I said HKS not HKXdropoff wrote:Hkx is animations by itself. You can import it with havok 2014 x64,read old posts here,it was explained already.JohnHudeski wrote:Has anyone been able to decompile the hks files?
They are lua 5.1 files that control how animations are selected
aka input-animation
They also control how AI switch animation
- Snapdragons
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Re: Bloodborne
This might be irrelevant by now, but for those of you trying to figure out the animations, there was an animation conversion tool for bb released on PSXHAX not too long ago. It looks like it could be useful to you all. (Am I allowed to link to it?) I don't have the game files yet so I can't quite use the tool/give any results myself.
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Re: Bloodborne
As far as I know as long as your not going to post illegal documents from a company's SDK like Sony and such, or tools its all safe, just post the tool link here or better yet the page where explains what's going on.Snapdragons wrote:Am I allowed to link to it?
Last edited by mono24 on Mon Oct 22, 2018 4:34 pm, edited 1 time in total.
- Snapdragons
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Re: Bloodborne
Oh of course not! Just a link to a PSX page.mono24 wrote:Snapdragons wrote:Am I allowed to link to it?
As far as I know as long as your not going to post illegal documents from a company's SDK like Sony and such, or tools its all safe, just post the tool link here or better yet the page where explains what's going on.
https://www.psxhax.com/threads/bbanimco ... adsk.5998/
As I said, I can't test or post any results until I get the files, but I think you guys may get some use out of it!