Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to Smeargle's Studio! Please be sure to review the studio rules. Feel also free to check out our hub to learn more about this place!
Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
DJTHED, forgive me if this rushes or disrespects you, I really didn’t mean it. But I just wanna ask, how is the progress for Wave 10? Or has the project been abandoned?
For now, I've stopped working on it. considering I've yet to have been reached out to regarding the renders I've spent a lot of time regarding their implementation into showdown, it's just been harder to justify putting aside time to finish it right now. Not sure if it's the lack of interest from Smogon or Showdown staff, or whatever else, I don't really know for sure, but this is a lot of work for something that doesn't really appear to interest people higher up, given that a while back I asked if any Smogon or Showdown staff wanted to reach out to me about getting zips of already completed rendered gifs to implement now, and no one ended up reaching out... So that was kind of a bit of a de-motivator (that offer is still open by the way). I don't want to say it's completely abandoned, but yeah, not being worked on for the time being.
DJTHED
For all of you guys who make custom animations, I have a question:
Where do you download the models from? I only know the model resource.
And I want to know if you just use the rigging they have when you download it or if you rig it yourself. I want to try and do something too.
DJTHED
For all of you guys who make custom animations, I have a question:
Where do you download the models from? I only know the model resource.
And I want to know if you just use the rigging they have when you download it or if you rig it yourself. I want to try and do something too.
I have 2 ways, the easy way from https://www.models-resource.com/, where are the most pokemon ripped models from X/Y games, and the hard way, ripping by myself the moddels from the original roms, this way is more effective because the roms have all the pokemon models and the animations too, and Model-Resource (I think I remember) there arent the pokemons from galar. Now, how to use the hard way. I made a 'tutorial' on this forum, is this, isnt perfect and my english is bad but i think you can do something using it.
I hope this helps.
Edit: Proof of all the 8gen pokemons Model-Resource has:
And i said: "Yeah, why not, i have the day free", soo, here is, my version (not complete yet) of the Spiky-Eared Pichu:
----->
----->
----->
----->
Isnt perfect (by far), but i have no idea about this so im happy and very pround with the result, anyway always all the feedback is welcome, and happy new year for all!
And the next i will do is Reshiram:
Isnt perfect (by far), but i have no idea about this so im happy and very pround with the result, anyway always all the feedback is welcome, and happy new year for all!
And the next i will do is Reshiram:
Yeah, i know Reshiram is on the "Never touch list", but i think that animation its better than:
Happy New Year and f*ck off 2020, and i wish this thread still alive the next year. Bye
Edit: Finally i finished the shinys (or shinies how you want to call it) sprites.
Pichu's lookin' fairly good. But of course I can provide feedback as you've requested.
-Animation is fairly close to the original, and the loop looks seemless, though the arms are moving way further down than the original. It's a bit distracting.
-The main problem that's worth addressing is the camera positioning overall for both the front and back sprite. One, there's a bit of an inconsistency how far away the front camera is compared to how far away the back camera is. Or it seems like it is. The back sprite looks larger than the front sprite. Make sure the cameras for both angles have the same exact distance apart from Pichu's origin point, and also make sure the camera settings are identical (focal length, resolution). The other problem with the camera positioning is more apparent in the front view. It looks like the camera might be too close with too wide of a focal length, meaning the FOV is too wide. Bring the camera back, and zoom it in so it takes about as much of the frame as it did before, but it will distort a bit less. The camera also appears to be a little bit too far down..? It almost feels like your render has Pichu somewhat towering over the camera. Generally this doesn't happen with the Pokedex render rips even with larger Pokemon, and certainly not for something Pichu's size. This could also be partially blamed by the camera being too close (or perhaps, even Pichu's head is rotated too far up), but still, consider lifting the camera up a bit and point it back down towards Pichu. Don't over-correct, just get rid of the problem at hand.
Pichu's lookin' fairly good. But of course I can provide feedback as you've requested.
-Animation is fairly close to the original, and the loop looks seemless, though the arms are moving way further down than the original. It's a bit distracting.
-The main problem that's worth addressing is the camera positioning overall for both the front and back sprite. One, there's a bit of an inconsistency how far away the front camera is compared to how far away the back camera is. Or it seems like it is. The back sprite looks larger than the front sprite. Make sure the cameras for both angles have the same exact distance apart from Pichu's origin point, and also make sure the camera settings are identical (focal length, resolution). The other problem with the camera positioning is more apparent in the front view. It looks like the camera might be too close with too wide of a focal length, meaning the FOV is too wide. Bring the camera back, and zoom it in so it takes about as much of the frame as it did before, but it will distort a bit less. The camera also appears to be a little bit too far down..? It almost feels like your render has Pichu somewhat towering over the camera. Generally this doesn't happen with the Pokedex render rips even with larger Pokemon, and certainly not for something Pichu's size. This could also be partially blamed by the camera being too close (or perhaps, even Pichu's head is rotated too far up), but still, consider lifting the camera up a bit and point it back down towards Pichu. Don't over-correct, just get rid of the problem at hand.
Thanks for the feedback! About the animation, its ripped directly from USUM, but yeah, for some reason its a bit broken on the arms, on the big render you can see clearly something is wrong on the armpits.
And about the camera, yes, im getting a lot of problems with that, i tried a lot but i can found never the perfect point, but thanks for the tips, i will try it. Now im working on reshiram but its more of the same.
Anyway thanks, this always helps, and more coming from you. Thanks!
Noticed that the renders I've completed so far is finally on showdown! But with that now comes with a couple hotfixes regarding the scale of some of them.
Cinderace:
Old
--> New
Inteleon:
Old
--> New
Not always easy to get the scale right given scaling is already fairly inconsistent for existing 3DS-style gifs and all that. Oh well.
Also a specific issue that's still kind of present with Cinderace... There is so much detail on its face that the 3DS style shading this far zoomed out makes it hard to read. I could try and bring back some filtering for the textures (which isn't normally present for 3DS style renders) to help that. We'll see.
Still a bit too busy to resume where I left off, but hopefully later in the year time will open up for me to finish it all up.
Please if you (or you notice someone else) notice any problems with any of the other 3DS-style renders that are now up on Showdown for about half of the Gen 8 mons, please let me know in this thread! Still open to do more hot-fixes if necessary.
For now, I've stopped working on it. considering I've yet to have been reached out to regarding the renders I've spent a lot of time regarding their implementation into showdown, it's just been harder to justify putting aside time to finish it right now. Not sure if it's the lack of interest from Smogon or Showdown staff, or whatever else, I don't really know for sure, but this is a lot of work for something that doesn't really appear to interest people higher up, given that a while back I asked if any Smogon or Showdown staff wanted to reach out to me about getting zips of already completed rendered gifs to implement now, and no one ended up reaching out... So that was kind of a bit of a de-motivator (that offer is still open by the way). I don't want to say it's completely abandoned, but yeah, not being worked on for the time being.
Noticed that the renders I've completed so far is finally on showdown! But with that now comes with a couple hotfixes regarding the scale of some of them.
Not always easy to get the scale right given scaling is already fairly inconsistent for existing 3DS-style gifs and all that. Oh well.
Also a specific issue that's still kind of present with Cinderace... There is so much detail on its face that the 3DS style shading this far zoomed out makes it hard to read. I could try and bring back some filtering for the textures (which isn't normally present for 3DS style renders) to help that. We'll see.
Still a bit too busy to resume where I left off, but hopefully later in the year time will open up for me to finish it all up.
Please if you (or you notice someone else) notice any problems with any of the other 3DS-style renders that are now up on Showdown for about half of the Gen 8 mons, please let me know in this thread! Still open to do more hot-fixes if necessary.
I know this thread is about 3DS animations but does anyone know how to recreate the Sword and Shield style in Blender? I've been looking into it and trying to do it for months and can't really get close.
I know this thread is about 3DS animations but does anyone know how to recreate the Sword and Shield style in Blender? I've been looking into it and trying to do it for months and can't really get close.
I remember seeing something here in smogon, with others like the Pokedex Style, i will search it, but I cant promise you anything
Edit: I found it, isnt for blender, its more like in general, but this is the post, its from Create-A-Pokemon 3D Modeling Project, its good, they have some others tutorials, here is the index.
I remember seeing something here in smogon, with others like the Pokedex Style, i will search it, but I cant promise you anything
Edit: I found it, isnt for blender, its more like in general, but this is the post, its from Create-A-Pokemon 3D Modeling Project, its good, they have some others tutorials, here is the index.
1. "The crypted models"
In the dump files there be a folder called "a", then "0/9/", there open the PK3DS, you must go to tools>Misc>(Un)Pack BCLM. Drag a/0/9/4 to the top box. Hold Ctrl while you do this. Now you get the 4_g folder.
2. "Export the models"
Open the Ohana3DS, go to "Open" and go to the 4_g folder and open the bin files, this is the list of the pokemons:
File 1: Model
File 2: Texture
File 3: Shiny Texture
File 4: Greyscale Texture
File 5: Battle Animations
File 6: Refresh Animations
File 7: Idle, Walk and Run Animations
File 8: Lip Animations
File 9: Empty
Then export it like SMD, the animation and the model.
3. "Importing them to blender"
Install the SMD Addon to blender (Say me you know how), open blender, go to Import>SMD>Open the model, then repeat with the animation.
And this is the finish. All feedback is always appreciated.
1. "The crypted models"
In the dump files there be a folder called "bin", then "archives/pokemon/a/0/9/", there open the PK3DS, you must go to tools>Misc>(Un)Pack BCLM. Drag "4.bin" to the top box. Hold Ctrl while you do this. Now you get the 4_g folder.
2. "Export the model"
Open Toolbox Switch, open the pokemon (This list):
"_##_31" - Galarian Form
"_81_00" - Gigantamax Form
Then export it like SMD, the animation and the model.
3. "Importing them to blender"
Install the SMD Addon to blender (Say me you know how), open blender, go to Import>SMD>Open the model, then repeat with the animation.
And this is the finish. All feedback is always appreciated.
First of all you will have the model ready, then the animation file should be ".smd", like "idle.smd", if you got that you need the Blender Source Tools Addon, you only install it and go to import, import Source Engine, that should work.
If you need to delve (delve is correct?) into anything ask me.
First of all you will have the model ready, then the animation file should be ".smd", like "idle.smd", if you got that you need the Blender Source Tools Addon, you only install it and go to import, import Source Engine, that should work.
If you need to delve (delve is correct?) into anything ask me.
Ok, the problem is sometimes the SwSh models doesnt work with the SwSh anim, what we do in that case is use simply the 3DS model, more like the 3DS Sketeton, but Snom is from the 8th gen right? In that case i will be truth, i have no idea, i will try something but i cant promise you anything, sorry.
Im back, and i finally figured out how to import animations, i cant explaint it all right now, but wait for me, i will be worth it, i think, isnt perfect, but is my best result, this is my sneak peak:
(Its broken, yes, im still working on that, but its my best result, sorry)
Ok, finally how to anim the 8th gen's pokemons.
I picked a random pokemon from the 8th gen because i didnt play SwSh yet, I choose this penguin, who i called Pingu,
I think its funny, and with him a random anim, which is pingu slaping, complete hilarious, yes
Ok, then with the model complete set up, import the .dae import, but on the parameters change "Append to target" to "Make new armature", and then you only put the armature to the model.
And thats all i have discovered, sorry, but this works very well, but isnt perfect. I hope this helps
Hey, well im still getting troubles with the camera, and I really want to keep making the sprites, I have ideas for altaria and things like that, without saying im still owe Reshiram, so I come here, I need help with the camera to make the renders more close to the originals. So anyone knows how do i can get closer, please.
Current state:
The mine is darker and thinner, any idea of why?
Edit: I "solved" the light problem touching the shader, but im still getting troubles with the size.
Well... It seems that this project will be revived!!! I managed to use game files and rip animations, and me and Tomomon(ondiscord) are working on the renders. Hope it works!