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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sun Jul 29, 2018 4:14 am 
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tpcrew wrote:
Guys, read this first:
Code:
http://forum.xentax.com/viewtopic.php?f=16&t=10668&start=570


And in my case I add a rule:
From now on only 1 model per user

I'm sorry, but from now on I'll have less time to devote to this.


Thank you so much! Also thank you for being so kind given recent postings! I'd of ripped it myself had the current tools normally used aren't working. Thanks a thousand fold!

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sun Jul 29, 2018 4:31 am 
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let me ignore the ninja post there, while i was working on it.

you already got one? lucky for you dude had an animated model. i had to try how it comes out. not t-pose but rigged already.

Image

http://www.mediafire.com/file/z485pfe6egso13w/risa.rar


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 1:24 am 
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episoder wrote:
let me ignore the ninja post there, while i was working on it.

you already got one? lucky for you dude had an animated model. i had to try how it comes out. not t-pose but rigged already.

Image

http://www.mediafire.com/file/z485pfe6egso13w/risa.rar



Wanted the T-pose of this model ? I can do that if you want.

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2. Don't distribute the extraction method

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4. No buyable models


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 3:08 am 
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M0fD wrote:
Wanted the T-pose of this model ? I can do that if you want.


me? nah. i work with whatever. i'd need two of the other ark designs of the korean dude. make it lezzy threesome. :mrgreen:

Image

is it possible to rip the t-pose tho? even without the skeleton, the data seems stored in this (baked) static pose. 1st keyframe pose. the same issue as the force arena rips.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 10:14 am 
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Nice 8D
Now his is the kind of model I like.
Yes it's possible to rip the Tpose and rig it with mixamo.
Already done if you want it.

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 12:21 pm 
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M0fD wrote:
Nice 8D
Now his is the kind of model I like.
Yes it's possible to rip the Tpose and rig it with mixamo.
Already done if you want it.


got it. rigged tpose. i have no idea how this script language works. i just set line 1726 to 0. did the trick. armature on it and fbxport. :]

http://www.mediafire.com/file/ax7s0axj68lr7cg/risa2.rar

the skeleton hierarchy seems missing. potentially easy to fix tho.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 1:41 pm 
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Nicely done.
Too bad, I don't know how it works neither, I also try some things and some works, other don't.
Gonna have to teach me this trick pal ^^

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 9:06 pm 
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done xplained. i wanna and ofc should share this public too tho. no way around it. :)

when you change the bindpose line in the script you should get 2 skellies. you should rename them and hide the irrelevance, so you know which one to use. then just add the armature modifier to the meshes and use the skelly for the tpose. again, the hierarchy is missing. point is you need the armature modifier to export the fbx with the skelly and the weights 'applied' and being fbxported with it.

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Last edited by episoder on Mon Jul 30, 2018 10:43 pm, edited 2 times in total.

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 9:54 pm 
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Too bad you lose the skeleton hierarchy, even if it's not so difficult to make. Maybe another section in the script to modify ^^.

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 10:48 pm 
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M0fD wrote:
Too bad you lose the skeleton hierarchy, even if it's not so difficult to make. Maybe another section in the script to modify ^^.


maybe. but i dunno where in the script. i shouldn't and won't try to figure it out anyway. there's gotta be something to diy in those rips. always. :]


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Mon Jul 30, 2018 11:01 pm 
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episoder wrote:
M0fD wrote:
Too bad you lose the skeleton hierarchy, even if it's not so difficult to make. Maybe another section in the script to modify ^^.


maybe. but i dunno where in the script. i shouldn't and won't try to figure it out anyway. there's gotta be something to diy in those rips. always. :]


In my case I convert the bones to catbones and keep the facial rig so it's more easy to animate but I think I gonna read this script again lol

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4. No buyable models


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Aug 08, 2018 9:34 am 
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Hmmm

The above method of "if BINDPOSE==0:" fixes imports where the mesh gets deformed.

For example here, model loads fine for a second, then the mesh gets deformed weirdly. After the edit, import is alright.

This is the only model which had a problem btw.

Screenshots provided for educational purposes only:
https://imgur.com/a/cavxXN5

Btw, is there any way to load animations?


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Aug 08, 2018 1:20 pm 
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nnnobbbody wrote:
Btw, is there any way to load animations?


I don't think so. Why people keep asking about ripped animations? Just for asking sake? Imo it's not a valueable thing. In this showcase it's just demo animations? If you use the rip you gotta animate all yourself anyway. This one or two animations you're too lazy todo are not worth figuring it out. /2cent :D


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Aug 08, 2018 1:57 pm 
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Heh, I agree with episoder.

We provide you a rigged model (which was impposible with Ninja Ripper btw) and now you want also the animation ? For what ? You can do more animation than 1 or 2.

Do some work by yourself goddammit.

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4. No buyable models


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Aug 08, 2018 2:27 pm 
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episoder wrote:
Just for asking sake? Imo it's not a valueable thing. In this showcase it's just demo animations? If you use the rip you gotta animate all yourself anyway. This one or two animations you're too lazy todo are not worth figuring it out. /2cent :D

Just for completeness' sake lol, yeah.
But I can do my own, that's not a problem.

But animations aside, what about vertex colors. I've bumped into two models that don't have textures, only vertex colors.

Either I don't know how to view them (because Blender is an absolute heap of trash and I had to watch three tutorials just to figure out how to select objects, apply textures and set my weld vertices radius), or the script can't do it...



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