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 Post subject: Re: Bloodborne
PostPosted: Fri Jul 13, 2018 11:40 am 
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ok. I found out that there are beautiful physical bones and they are highlighted inside the red circle

Image

Is it possible to solve this?

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 Post subject: Re: Bloodborne
PostPosted: Fri Jul 13, 2018 4:15 pm 
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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?

unfortunately these are NOT physical bones


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 Post subject: Re: Bloodborne
PostPosted: Tue Jul 17, 2018 7:52 pm 
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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?


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.

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 Post subject: Re: Bloodborne
PostPosted: Thu Aug 09, 2018 2:52 pm 
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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:

Image

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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 Post subject: Re: Bloodborne
PostPosted: Thu Aug 09, 2018 7:37 pm 
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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:

Image

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.


Check your p.m.


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 Post subject: Re: Bloodborne
PostPosted: Fri Aug 10, 2018 11:14 am 
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^ 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.


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 Post subject: Re: Bloodborne
PostPosted: Sat Aug 11, 2018 4:38 pm 
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SiriusTexra wrote:
I looked more and it seemed I needed XnaLara to possibly import them


You can import these files just fine with Blender by using the following plug-in:
https://www.deviantart.com/johnzero7/journal/Blender-2-7x-XPS-Tools-1-1-485668690

Since Blender can export .fbx, you could use it as a bridge to 3DS.


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 Post subject: Re: Bloodborne
PostPosted: Sat Aug 11, 2018 10:09 pm 
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Raban wrote:
SiriusTexra wrote:
I looked more and it seemed I needed XnaLara to possibly import them


You can import these files just fine with Blender by using the following plug-in:
https://www.deviantart.com/johnzero7/journal/Blender-2-7x-XPS-Tools-1-1-485668690

Since Blender can export .fbx, you could use it as a bridge to 3DS.


Oh, excellent! I'll give this a try, thank you mate!


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 Post subject: Re: Bloodborne
PostPosted: Sun Aug 12, 2018 6:51 am 
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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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 Post subject: Re: Bloodborne
PostPosted: Tue Aug 14, 2018 4:12 am 
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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

Hkx is animations by itself. You can import it with havok 2014 x64,read old posts here,it was explained already.



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