Star Ocean Anamnesis Tools

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MarioSonicU
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Re: Star Ocean Anamnesis Tools

Post by MarioSonicU » Thu Jan 17, 2019 7:19 pm

dian333 wrote:when try to read .apk action but find some trouble...
is it a Bone_Matrix bug happen ?or build action in wrong way
main code

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                        Q_x = ba.readFloat()
                        Q_y = ba.readFloat()
                        Q_z = ba.readFloat()
                        Q_w = ba.readFloat()
                        Q_read = mathutils.Quaternion((Q_w,Q_x,Q_y,Q_z))
                        bpy.data.objects[BONE_hierarchy_name].pose.bones[bonename].rotation_quaternion = Q_read.inverted()
some simple pose works,like :
charater "ネル ダガー"(cp0305_b01a) Motion: viewer_Daggercp0305_b01a
home_t_stance (T-Pose)
but a lot of action is just look like the gameplay,inaccurate
here is a spin action
Image
====
edit:fix the W-xyz,Thank akderebur.
edit2:fix read location_XYZ move,:the reading way mark by "03 05 04",now it's active.and fix the Blender .iqe plugin(2012-12-2),sorry to author "Tor Andersson".directly,ban "has_v0" (about curmesh) in line633

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has_v0 = False#len(iqmodel.meshes[0].v0) > 0
now some .iqe model don't make bug when import into Blender,like cp0005_b01a(ベルダ,gunner),cp0108_b01a(フィア) ...etc
sadly,find more problems:1.Bone_Matrix bug,all Bead user character,like cp0110_b01a, the bone "R:at_W08Be" use 2 bone_matrix
reading Bone way marking "FF 07 02 02" ?(not sure) have some
A.location[0,-90.86,0] scale[1,1,1]
B.

Code: Select all

[0.93457,0,0,    0]
[0,0.93457,0,     -2.3]
[0,0,0.93457,        0]
when use animation,the bone use location[0,-90.86/0.93457,0] as origin_point,in another word=copy parent_bone "R:POS_Pad2" bone_matrix.check in action"viewer_Beadscp0110_b01a_unpack" (character:マーヴェル)and "viewer_BeadsFemale_unpack"
pic up later ==
cp005,bone of lash or bone of eye may lack of some animation
Image
cp0110,マーヴェル
NOT SSR female character who use bead(magic_ball) as weapon have a default action"viewer_BeadsFemale_unpack" .
if.not fix bone"R:at_W08Be"
Image
change it's bone_matrix = it's parent_bone's bone_matrix
Image
cp0110's action in view_room
Image
(have fix reading euler_rotation way marking"02 07 08", one of the skirt bone,"R:XD_SLska_01" use it )
=====
edit3:fix location_move marking"03 00 01", "03 00 02","03 00 03"
(mainly be used in bone[R:POS_ROOT] to control charater's X,Z. in bone[R:Hips] to control Y ,example:FemaleKnuckle_unpack xxx.aaf)
fix euler_rotation way marking"03 05 08"
and,In default, euler_rotation data translate to quternion "WXYZ". it's convenient for Blender NLA_editor .
now,majority RUSH action('s location_moving) should be worked,except for some action use 6 byte/Frame rotation data.
How did you import the animation apks? Whrn I try to import them, It comes out looking messy.

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Re: Star Ocean Anamnesis Tools

Post by einherjar007 » Fri Jan 18, 2019 12:49 am

Probably, your procedure is not wrong. If it is wrong, it can not be imported.
Not all animations are processed correctly, only partly.

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Re: Star Ocean Anamnesis Tools

Post by MarioSonicU » Fri Jan 18, 2019 3:48 pm

einherjar007 wrote:Probably, your procedure is not wrong. If it is wrong, it can not be imported.
Not all animations are processed correctly, only partly.
Well the thing is I tried this tutorial
dian333 wrote: change the object.name "cp0513_b01a_unpack.amt" to "cp0002_b01a_unpack.amt" match the code
pose_reset("cp0002_b01a_unpack.amt") ,and loadAqm_NIFL(...,"cp0002_b01a_unpack.amt")
or change the code default_Object_name
str_apk="...." also will be rewrite to match your PC data filepath ,
loadAqm_NIFL(str_apk+...) input the name of animation file.
battle animation file usually have 20 action,like "win_LOOP.aaf" and RUSH action ,you can change "i_aaf = .." to read Specific one.Or just add a # before "trackback()" then find it in blender action_editor .
different character's have a lot of same action,maybe it is a little boring.i only check the character who feed up in my box...
But I am a bit confused with this procedure. It would be best to create a Noesis plugin.

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Re: Star Ocean Anamnesis Tools

Post by akderebur » Fri Jan 18, 2019 4:27 pm

MarioSonicU wrote:It would be best to create a Noesis plugin.
Using dian333's research, I am planning to add animation support to the tool. There is one data type that got figured out recently, and I haven't implemented it in code yet. I will release an update after I implement that too.

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Re: Star Ocean Anamnesis Tools

Post by einherjar007 » Fri Jan 18, 2019 4:41 pm

MarioSonicU wrote:It would be best to create a Noesis plugin.
I agree that the replacement procedure is troublesome.
I do not have any knowledge of the script. However, they can be relaxed somewhat by using string variable.
Let's try it later.
akderebur wrote:Using dian333's research, I am planning to add animation support to the tool. There is one data type that got figured out recently, and I haven't implemented it in code yet. I will release an update after I implement that too.
That's great news. I'm looking forward to the next report.

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Re: Star Ocean Anamnesis Tools

Post by kurokozeref » Sat Jan 19, 2019 6:54 pm

can anyone tell me where is the file asset?s

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Re: Star Ocean Anamnesis Tools

Post by MarioSonicU » Tue Jan 22, 2019 12:02 am

kurokozeref wrote:can anyone tell me where is the file asset?s
I think you have to root your device. the file assets are under "data\data\com.square_enix.android_googleplay.StarOceanj\files\download"

Note: this is if you have the Japanese version of the game.

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Re: Star Ocean Anamnesis Tools

Post by DrXadium » Thu Jan 24, 2019 5:04 am

I am trying to get to the assets via Nox emulation (I want to try and rip the Gemini Sunrise Sakura Taisen event model before that ends) but even with root mode set up and using either the Nox browser or ES File Explorer with root on, when I navigate to that folder, there is no "download:" folder present (And I know it downloaded several gigs of data / hidden folder viewing is on).

Is there anywhere else this data could be located in the filesystem?

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Re: Star Ocean Anamnesis Tools

Post by akderebur » Sat Jan 26, 2019 12:25 am

UPDATE
- Vertex normals support
- Experimental animation support (research credits to dian333) : Will not work with some animation files
- New export format (.nexs)

Updated download link in the first post.

Note : You need to download this Noesis script for loading exported animations : Nexs Script

Image

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Re: Star Ocean Anamnesis Tools

Post by MarioSonicU » Sat Jan 26, 2019 7:57 pm

akderebur wrote:UPDATE
- Vertex normals support
- Experimental animation support (research credits to dian333) : Will not work with some animation files
- New export format (.nexs)

Updated download link in the first post.

Note : You need to download this Noesis script for loading exported animations : Nexs Script

Image
Thanks for updating the tool. By the way would you mind taking a look at these animation files? It's for two of the Sakura Taisen collab characters. I take it that their animations are a bit broken. Will you be updating your program to improve motion support.
You do not have the required permissions to view the files attached to this post.

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Re: Star Ocean Anamnesis Tools

Post by akderebur » Sat Jan 26, 2019 8:11 pm

MarioSonicU wrote:I take it that their animations are a bit broken.
Yep, that is why I said some animations won't work, mostly the newer ones.
MarioSonicU wrote: Will you be updating your program to improve motion support.
I just released an update. If I was able to improve it I would have released the improved version :D

If someone figures out more about the animation format, I would gladly implement it in my program. I am not planning to work actively on the animations though.

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Re: Star Ocean Anamnesis Tools

Post by MarioSonicU » Sat Jan 26, 2019 8:35 pm

akderebur wrote:
MarioSonicU wrote:I take it that their animations are a bit broken.
Yep, that is why I said some animations won't work, mostly the newer ones.
MarioSonicU wrote: Will you be updating your program to improve motion support.
I just released an update. If I was able to improve it I would have released the improved version :D

If someone figures out more about the animation format, I would gladly implement it in my program. I am not planning to work actively on the animations though.
I guess that makes sense.

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Re: Star Ocean Anamnesis Tools

Post by MarioSonicU » Thu Jan 31, 2019 6:08 pm

How does the textures work in this game?

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Re: Star Ocean Anamnesis Tools

Post by einherjar007 » Sat Feb 02, 2019 12:04 pm

The diffuse map will probably look dark.
There are two diffuse map textures, and good results can be obtained by synthesizing them with an appropriate effect.

not sure about hair. Everything is the odd primary color.
I pull out the transparent alpha map from the channel and adjust the color tone by myself.

Also, this game only has much smaller texture than you can see on the game.
Probably because advanced shader magic is being used, the same result can not be obtained with models and textures alone.

Tri-Ace's game features a lot of special specifications :-)
Despite much hope, the PS2 Valkyrie Profile 2 model has not yet been extracted.
two contributors akderebur (model), and dian333 (animation).
the achievement that made it possible to extract data like this time. That's a miracle job.

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Re: Star Ocean Anamnesis Tools

Post by akderebur » Sat Feb 02, 2019 1:41 pm

einherjar007 wrote: Despite much hope, the PS2 Valkyrie Profile 2 model has not yet been extracted.
I am pretty sure there is a maxscript for SO3 on the forums, which also works with Valkyrie Profile 2 and Radiata Stories. I guess there was no skeleton support though.

I was planning to make a tool for VP2 but I didn't get a chance to start, because of other games. Maybe I can do it sometime.

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