WebGL ripping of a model from sketchfab

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Szkaradek123
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Re: WebGL ripping of a model from sketchfab

Post by Szkaradek123 » Fri Oct 12, 2018 5:39 pm

Nice addon for Blender 279b:

https://sketchfab.com/importers
https://github.com/sketchfab/glTF-Blend ... /tag/1.0.0


If problems try clear folder:

"C:\Users\YOUR_USER_NAME\AppData\Local\Temp\sketchfab_downloads"

glTF assets you can view too by Windows 10 3D Builder
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Re: WebGL ripping of a model from sketchfab

Post by Andrakann » Sun Oct 14, 2018 10:48 am

Szkaradek123 wrote:Nice addon for Blender 279b:
Nice, but only for "downloadable" models, if you search in Blender and search on sketchfab site with "Downloadable" checkbox active - you got the same results (+ paid ones on the site).
And I'm not sure if this converted models is better then ones in "original format" you can download manually.


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Re: WebGL ripping of a model from sketchfab

Post by Wave78 » Fri Oct 19, 2018 1:16 pm

Hi I'm trying to extract this model for study UV Mapping, but only got the textures, can you help me?
https://sketchfab.com/models/8b9b8c7619 ... c9194d06d8
:) thanks.

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Re: WebGL ripping of a model from sketchfab

Post by bardia68 » Fri Oct 19, 2018 1:56 pm

Hi I'm trying to extract this model for study UV Mapping, but only got the textures, can you help me?
https://sketchfab.com/models/8b9b8c7619 ... c9194d06d8
:) thanks.
Hi! I am trying to extract models from sketchfab. I managed to extract textures using Ninja Ripper but when I want to extract the model It turns out like this:

how did you get the textures?

I also find out that two component out of three components of each vertices are some how correct. (some times x,y is correct; sometimes y,z; sometimes x,z).

the question is how does Graphics card knows how to render the 3d model correctly if Ninja Ripper can not?
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Wave78
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Re: WebGL ripping of a model from sketchfab

Post by Wave78 » Fri Oct 19, 2018 3:12 pm

bardia68 wrote:
how did you get the textures?
I use this old method - http://cgig.ru/en/2017/01/ninja-ripper- ... ipping-en/
and
Ninja Ripper (last version 1.7.1)
Google Chrome (last version)
Settings - Intruder Inject, Forced .

It only works with textures :( .
My 3d mesh looks smashed like yours.
Image

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Re: WebGL ripping of a model from sketchfab

Post by M0fD » Fri Oct 19, 2018 10:27 pm

I repeat myself but Ninja Ripper doesn't work with sketchfab anymore.
1. Ninja Ripper doesn't work with Sketchfab

2. Don't distribute the extraction method

3. Three models only

4. No buyable models


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Re: WebGL ripping of a model from sketchfab

Post by bardia68 » Sat Oct 20, 2018 9:47 am

M0fD wrote:I repeat myself but Ninja Ripper doesn't work with sketchfab anymore.
why? how does browser know how to draw model correctly but Ninja ripper can not figure it out?
how does Ninja ripper work? shouldn't it capture the graphic card exactly as is?

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Re: WebGL ripping of a model from sketchfab

Post by M0fD » Sat Oct 20, 2018 12:07 pm

What doet the geaphic card had to do with that ?

Well the browser read the information given by sketchfab and ninja ripper is supposed to rip the viewed model at it is, but SURPRISE ! Ripping is illegal and sketchfab made a script who don't allow ninja ripper to work correctly.

Incredible right ? Must be magic or some vodoo trick lol

Anyway, please read the thread first before asking that kind of questions.
1. Ninja Ripper doesn't work with Sketchfab

2. Don't distribute the extraction method

3. Three models only

4. No buyable models


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Re: WebGL ripping of a model from sketchfab

Post by medwed » Sat Oct 20, 2018 3:54 pm

The blender only loads the bones :( The model is in low poly but has animation.Help me please :) https://sketchfab.com/models/d646bc9710 ... 91ff60bcbf

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Re: WebGL ripping of a model from sketchfab

Post by episoder » Sat Oct 20, 2018 4:08 pm

bardia68 wrote:
M0fD wrote:I repeat myself but Ninja Ripper doesn't work with sketchfab anymore.
why? how does browser know how to draw model correctly but Ninja ripper can not figure it out?
how does Ninja ripper work? shouldn't it capture the graphic card exactly as is?
was discussed before. i gotta repeat the technicalities?

ninja ripper intercepts the raw polygon data before it is transformed into the coordinate space you see on screen. i'm not sure if the data is stored deformed (since the python thingy is cryptic math and outputs correct), but i'd guess, from what i observed and not tested, you'd have to run that lil bit of their viewer's shader code to 'fix' the ripped data, which could only be done if you hijack/rip the (per drawcall) vertex shader constant buffer with it, to get the parameters for this 'anti-deformation' function, i think it is.
Last edited by episoder on Sat Oct 20, 2018 8:20 pm, edited 1 time in total.
I don't rip for private requests. Ask in the forum or forget about it. :]

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Re: WebGL ripping of a model from sketchfab

Post by episoder » Sat Oct 20, 2018 4:36 pm

medwed wrote:The blender only loads the bones :( The model is in low poly but has animation.Help me please :) https://sketchfab.com/models/d646bc9710 ... 91ff60bcbf
i'm not sure what you did wrong. https://www.mediafire.com/file/gt9hheky ... /tanya.rar again tho... steps are...

at the top set BINDPOSE 0 before executing the iscript. when imported, rename and attach the correct ref skelly to the mesh via adding the modifier in the buttons window (this can be hard to figure out if you're new to it and blender). test the bone deformation. when applied correct you can export. ofc you gotta export a format (i recommend fbx) that is capable of storing all of the skelly data and stuff (and have everything selected or remove the pose skelly and export scene objects).

depending on the capabilities of your modelling tool's importer you may then have to convert the export to a binary or recent format.

the thing that is not working is the hierarchy of the skeleton, which you have to setup yourself. but... that's what you get for free and fair even.
I don't rip for private requests. Ask in the forum or forget about it. :]

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Re: WebGL ripping of a model from sketchfab

Post by medwed » Sat Oct 20, 2018 4:47 pm

episoder wrote:
medwed wrote:The blender only loads the bones :( The model is in low poly but has animation.Help me please :) https://sketchfab.com/models/d646bc9710 ... 91ff60bcbf
i'm not sure what you did wrong. https://www.mediafire.com/file/gt9hheky ... /tanya.rar again tho... steps are...

set BINDPOSE 0. rename and attach the correct ref skelly to the mesh via adding the modifier in the buttons window (this can be hard to figure out if you're new to it and blender). test the bone deformation. then export. ofc you gotta export a format (i recommend fbx) that is capable of storing all of the skelly and stuff, and have everything selected or remove the pose skelly and export scene objects.

depending on the capabilities of your modelling tool's importer you may then have to convert it to a binary or recent format.

the thing that is not working is the hierarchy of the skeleton, which you have to setup yourself. but... that's what you get for free and fair even.
Thank You for It! Thank you with your time ! Blender is for me Black Magic. ... I have no idea where to find it ----> rename and attach the correct ref skelly to the mesh via adding the modifier in the buttons window.

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Re: WebGL ripping of a model from sketchfab

Post by ricardomilos » Fri Oct 26, 2018 8:35 pm



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