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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 06, 2017 1:48 am 
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faza380 wrote:
Please help me rip and convert model
https://www.shapeways.com/product/2HLNA ... arketplace

I hope for your help....

Sorry but that 3d view is just pictures, it isn't actually running the model through the browser

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 06, 2017 8:52 am 
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Jaydenthetank wrote:
faza380 wrote:
Please help me rip and convert model
https://www.shapeways.com/product/2HLNA ... arketplace

I hope for your help....

Sorry but that 3d view is just pictures, it isn't actually running the model through the browser


Clearly, it is necessary to view the entire screen was ... :-(
But this model can be downloaded from here ...?
https://sketchfab.com/models/8f0d75f68e ... c5e3856cc6


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Oct 19, 2017 10:53 pm 
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It seems that sketchfab rolled out another update.

Image

Mesh at the bottom I ripped few days ago. At the top I made today

Can anyone confirm this?


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 20, 2017 9:51 am 
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refraction wrote:
It seems that sketchfab rolled out another update.

Mesh at the bottom I ripped few days ago. At the top I made today

Can anyone confirm this?


I can confirm


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Oct 21, 2017 4:53 am 
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Crap that sucks, I was just starting to rip a set of models I needed...now what???

I thought it was my system and reinstalled everything...at least I now know why it was not working anymore.

I hope someone smart is able to figure out how to fix the Sketchfab ripping :(


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Oct 26, 2017 9:52 pm 
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I made a check whith this scary Pennywise model:
https://sketchfab.com/models/7a25c4f245 ... d637/embed

looks like ripped mesh vertex position now are flattened whith some weird angle/perspective on up to 2 (?) cube faces for some reason..
Looking at the wireframe of the mesh I can still see some sort of silouhette (vertex are not totally random) and from what I see UV information still use to be ok in the ripped models...


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sun Oct 29, 2017 12:47 pm 
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want help getting this model https://sketchfab.com/models/7w7pAfrCfj ... eRFLGw5SXS i would really appreciate it thx


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Nov 02, 2017 4:00 pm 
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kaspar wrote:
I made a check whith this scary Pennywise model:
https://sketchfab.com/models/7a25c4f245 ... d637/embed

looks like ripped mesh vertex position now are flattened whith some weird angle/perspective on up to 2 (?) cube faces for some reason..
Looking at the wireframe of the mesh I can still see some sort of silouhette (vertex are not totally random) and from what I see UV information still use to be ok in the ripped models...


Are you sure? I tested sketchfab ripping now too and noticed all models I managed to rip were broken, so I gave it up so far. But if UV coordinates are intact, maybe there is a way to recreate vertices positions according to the UV positions? Some time ago I found one trick in Mudbox guide called Flatten to UV Space, which allows to create a flattened copy of any mesh (literally "A flattened copy of the selected model is created with vertex positions that are identical to the UV texture coordinates on the original model. The model appears unfolded exactly like its associated UVs, generally in multiple flattened pieces"). Look here what I mean - http://download.autodesk.com/global/docs/mudbox2014/en_us/files/Adjust_UV_positions_in_2D.htm. And the same mesh can be unflattened to the original state. The similar option is in Zbrush (Morph to UV) and even in 3D sewing software like Marvelous Designer. I cannot remember exactly whether it is in 3Ds Max, but it should be there too. So if there are smart guys, I hope somebody is able to think up a plugin or any tool to do this trick with brokensketchfab models (I mean recreating flattened copy of the mesh based on UVs and then turn it to original unflattened condition.) I am unable to do it by myself, so I can only suggest the idea. If it's silly or impossible to realize, sorry for bothering you.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Nov 02, 2017 7:06 pm 
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yeh. they definetely do something to the data before they transform the position to camera space.

shader code

Quote:
mul r1.xyz, v0.wwww, v0.xyzx
mul r1.xyz, r1.xyzx, cb0[0].xyzx
mad r1.xyz, r1.xyzx, l(5.820367, 5.577238, 1.228270, 0.000000), cb0[3].xyzx
mov r1.w, l(1.000000)
dp4 r3.x, cb0[6].xyzw, r1.xyzw
dp4 r3.y, cb0[7].xyzw, r1.xyzw
dp4 r3.w, cb0[9].xyzw, r1.xyzw
dp4 r3.z, cb0[8].xyzw, r1.xyzw


red is the data that is ripped sv_pos input, blue is the camera transform. and i have no idea what's in the constant buffers. to find that out you gotta debug the browser and the gpu commands.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Nov 02, 2017 10:05 pm 
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Ditta wrote:
kaspar wrote:
I made a check whith this scary Pennywise model:
https://sketchfab.com/models/7a25c4f245 ... d637/embed

looks like ripped mesh vertex position now are flattened whith some weird angle/perspective on up to 2 (?) cube faces for some reason..
Looking at the wireframe of the mesh I can still see some sort of silouhette (vertex are not totally random) and from what I see UV information still use to be ok in the ripped models...


Are you sure? I tested sketchfab ripping now too and noticed all models I managed to rip were broken, so I gave it up so far. But if UV coordinates are intact, maybe there is a way to recreate vertices positions according to the UV positions? Some time ago I found one trick in Mudbox guide called Flatten to UV Space, which allows to create a flattened copy of any mesh (literally "A flattened copy of the selected model is created with vertex positions that are identical to the UV texture coordinates on the original model. The model appears unfolded exactly like its associated UVs, generally in multiple flattened pieces"). Look here what I mean - http://download.autodesk.com/global/docs/mudbox2014/en_us/files/Adjust_UV_positions_in_2D.htm. And the same mesh can be unflattened to the original state. The similar option is in Zbrush (Morph to UV) and even in 3D sewing software like Marvelous Designer. I cannot remember exactly whether it is in 3Ds Max, but it should be there too. So if there are smart guys, I hope somebody is able to think up a plugin or any tool to do this trick with brokensketchfab models (I mean recreating flattened copy of the mesh based on UVs and then turn it to original unflattened condition.) I am unable to do it by myself, so I can only suggest the idea. If it's silly or impossible to realize, sorry for bothering you.


I got what you mean and yes, you can flatten the UV using the uv position and then manually try to recreate the model starting from there (it's quite boring but I'm doing it whith the clown).

In 3ds max is pretty simple:
-select the ripped mesh
-open channel info (Tools-> channel info)
-right click on ID:map -> copy
-right click on ID:poly -> paste

..then you should probably collapse the stack modifier and save as soon as possible because (maybe it's just me) Max tends to crash after that (also try to convert to editable mesh and again to editable poly..I've read it helps to clean geometries somehow..).

Hope this helps until someone more skilled than me finds a solution to this new sketchfab trick [roll]

P.S.

Image

I just used it on the face but it seems like uvs are shifted down ..
on the body uv look perfect instead [roll]
maybe it's been just a rip error.. :?


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Nov 04, 2017 1:07 pm 
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Guys, help, please, to extract this model.
https://sketchfab.com/models/fc96688e6a ... e8615357a8

I can not.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Nov 08, 2017 8:24 am 
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This somehow seems like the thread for WebGL rips in general so I'll ask here if no one minds.

Is it possible to rip runtime models from 3d.nicovideo.jp? They offer WebGL and Unity support for viewing models and I was wondering if it was possible to rip them from either player.

Something like this for example: http://3d.nicovideo.jp/works/td30380

And if it is possible, is there a relatively static method for any of the runtime models on there?


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Nov 17, 2017 9:54 pm 
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So, what's going on here? Did sketchfab fix this or what? All I'm getting is this weird box and mesh.

Image


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Nov 18, 2017 9:09 am 
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If anyone does know how to rip a model from sketchfab, ping me back. I am doing a presentation/lecture and I'll make it worth your while instead of just begging for help.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sun Nov 19, 2017 4:21 am 
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phosphoro wrote:
If anyone does know how to rip a model from sketchfab, ping me back. I am doing a presentation/lecture and I'll make it worth your while instead of just begging for help.


Clearly you don’t get it, it doesn’t work anymore.



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