XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Sat Feb 24, 2018 1:18 am

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 141 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10
Author Message
 Post subject: Re: Idolmaster (DereSte) 3d site
PostPosted: Fri Feb 09, 2018 1:52 am 
Offline
n00b

Joined: Tue Jan 02, 2018 2:32 am
Posts: 11
Has thanked: 2 times
Have thanks: 0 time

bokoboko wrote:
Hello everyone, I'm having trouble with this.

I'm able to download the manifest with Fiddler, and then download a specific asset from the manifest list using a url like:
http://storage.game.starlight-stage.jp/ ... ee562df73f for 3d_chara_body_3010.unity3d
(I right click > Save > Response > Response body)

And then I use the bms script to decompress it, found here: download/file.php?id=12952
But then when loading it into Unity Studio, it appears empty with "Finished loading 0 files with 0 exportable assets"

Anything I'm doing wrong?


Try this:
Aegis wrote:
By using CGSS_lz4 (download/file.php?id=13088) just drag the unity3d files to the cgss_lz4 exe and it will do the extraction itself (no need to select script and stuffs, a very friendly program) and you will end up with a filename.unity3d.unity3d (yep that is no typo) load that to unity studio and export the models.


You can make the ads go away by registering



Top
 Profile  
 
 Post subject: Re: Idolmaster (DereSte) 3d site
PostPosted: Fri Feb 09, 2018 2:09 am 
Offline
ultra-n00b

Joined: Wed Feb 07, 2018 6:11 am
Posts: 3
Has thanked: 0 time
Have thanks: 0 time
Already tried it, it produces same decompressed file which produces same result in Unity Studio
and I've tried with many different files in the manifest, all produce empty result.

Edit:
It appears I'm using an older version of Unity Studio (v0.5.0.0) which doesn't work but the newer version apparently should.

Edit:
To those facing this issue too, the newest version of Unity Studio is from a different fork you can find here: https://github.com/Perfare/UnityStudio/releases


I also made a tool in c# to automatically download and decompress manifest/asset files, though dunno if I can post here (and not too useful in its current state because it's just for this game, I was just too lazy to download individually through fiddler)


Top
 Profile  
 
 Post subject: Re: Idolmaster (DereSte) 3d site
PostPosted: Fri Feb 09, 2018 3:26 am 
Offline
ultra-n00b

Joined: Mon Jun 26, 2017 7:54 pm
Posts: 3
Has thanked: 0 time
Have thanks: 0 time
47no wrote:
LiteCheese wrote:
47no wrote:

Thank you! I've been using akderebur's tool too but was trying to apply the exported face pose as .dae to blender. Will try your method!

EDIT: Tried it but seem to have problems when importing the smd into blender, I get the pose upside down, backwards and at chest height, did you encounter this problem?

https://imgur.com/z8bhe1r


I had that problem too but it worked out fine for me when I scaled mine back to its original size then imported the pose. It might have to do with scaling or some rotation. Not exactly sure.


What would be the 'original size'? I imported both the head and body into blender directly from the .fbx exported by unity studio, didn't ever resize it.


I also directly exported the head and body fbx using unity studio. Then I imported to blender and then into mmd, where I rescaled it for mmd editing without face poses (this was before akderebur develop the animexport program). Some time along the way, akderebur made the program and I started experimenting it. This is when I found that when I imported my model back to blender (from pmx using mmd tools) scaled to its "original size", the imported facial poses worked. So to be honest, I'm still figuring out how to directly import face poses from the fbx exported from unity studio. I got a hunch that it has to do with the armature but I'm no expert with 3d modelling etc.

EDIT: Okay I figured it out. Just rename the Head and Neck bones to something else other than Head and Neck. Then import your pose and it should look correct.

EDIT #2: Figured out more things. Had to rename the Head, Neck AND Position bones. Here's some more pictures of how I get things to work. https://imgur.com/a/XOxnt


Last edited by LiteCheese on Thu Feb 22, 2018 3:58 am, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: Idolmaster (DereSte) 3d site
PostPosted: Fri Feb 09, 2018 1:20 pm 
Offline
beginner

Joined: Thu Dec 24, 2015 1:50 pm
Posts: 25
Has thanked: 3 times
Have thanks: 2 times
LiteCheese wrote:
I also directly exported the head and body fbx using unity studio. Then I imported to blender and then into mmd, where I rescaled it for mmd editing without face poses (this was before akderebur develop the animexport program). Some time along the way, akderebur made the program and I started experimenting it. This is when I found that when I imported my model back to blender (from pmx using mmd tools) scaled to its "original size", the imported facial poses worked. So to be honest, I'm still figuring out how to directly import face poses from the fbx exported from unity studio. I got a hunch that it has to do with the armature but I'm no expert with 3d modelling etc.


US doesn't support any animation export, neither bone-based nor Morph, till now.
The author said that he is working on it, but still in an early stage.


Top
 Profile  
 
 Post subject: Re: Idolmaster (DereSte) 3d site
PostPosted: Wed Feb 21, 2018 3:18 pm 
Offline
n00b

Joined: Mon Jan 15, 2018 5:08 am
Posts: 11
Has thanked: 1 time
Have thanks: 1 time
so uh i tried the expression importing and followed the instructions here https://imgur.com/a/XQZnV (like exporting the iqe using the animexporter, convert to sqm using iqebrowser, convert to smd using noesis then import to blender). followed the instruction of litecheese of renaming the head and neck bone to something else and what i get is a ridiculous "looks like mutated" long necked mess as seen here: https://imgur.com/a/rzGUw i know i might be doing wrong somewhere but i cant seem to find it so seeking the help of litecheese to point out where it looks like i am doing wrong.


Top
 Profile  
 
 Post subject: Re: Idolmaster (DereSte) 3d site
PostPosted: Wed Feb 21, 2018 11:05 pm 
Offline
advanced

Joined: Fri Jul 08, 2011 10:36 am
Posts: 47
Has thanked: 0 time
Have thanks: 48 times
A user contacted me saying that the animation exporter is not working for some newer files. I tested it, and it looks the clips inside the new bundles are not recognized. I don't know what the reason is atm.

Unity Studio is able to load and export the clips, but exported clips aren't really okay. There is probably a problem with keyframe interpolation, and I don't want to write a new exporter for it.

So I modified the US a bit, to dump the data of the animation clips. The dumped data can be loaded into the AnimExport afterwards. So here is how to do it.

- Download this US : http://www.mediafire.com/file/c5e1c64v0 ... USDump.rar

- Load the bundle in US, go to Assets List, select the animation clip and click Export -> Curve data in upper menu :
Image

- A file with the ".cdata" extension will be created.

- Download the new AnimExport : http://www.mediafire.com/file/w8nf1q4id ... Export.rar

- Load that cdata file in AnimExport. The animation clip will be created and added to the list.

- The rest is the same. Select your character, select the clip and export.

Hope this helps some people who wants to get the newer animations.



Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 141 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10

All times are UTC + 1 hour


Who is online

Users browsing this forum: TrumpetPro and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group