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View Code? Open in Web Editor NEWModel viewer and command-line tools for extracting models from various GCN/3DS/PC games en-masse.
License: GNU General Public License v3.0
Model viewer and command-line tools for extracting models from various GCN/3DS/PC games en-masse.
License: GNU General Public License v3.0
I need help so I install the hacking tool kit exe before doing this. I'm currenty doing luigis mansion 3ds.
I put the cia rom in the cili/roms folder and after that I run the batch file that is used for it then I get this error
After that I close the application and I checked out the hakingtoolkit exe filder and the files that got extracted in the hackingtoolkit directory and not in the out folder thats in cili. All the files are bin files.
So I thought that since the files are there in that folder I went back to the cili main folder and clicked on the launch ui bat this error message shows up now and then the universal model extractor opens up and no models show up
Even moving the bin files that are in the hackingtoolkit folder into the out folder didn't fix this problem and then I get same error that is displayed in that picture there. What am I doing wrong? I followed the steps again and did this for majoras mask 3d and yet I keep getting the same errors and problems just like with luigis mansion 3d. The roms I got were from different sites but I ran citra to check to see that if they are cia files and they are.
Would be nice to add a move up and move down mapped to "e" and "q" respectively. Would also be nice to have an auto center camera on object via the f key. Zoom in/zoom out via scroll wheel would also be nice. The current camera starting position should probably be in a someone isometric position, not at 0,0,0, too.
Mainly with Olimar and the Pikmins, some animations are missing or corrupted, exept for the blue pikmin. I extracted the files from the gamecube US 1.0 version of the game.
A lot of models appear to be lit totally flatly, looking as though they're not actually lit at all. Need to investigate what's going on
.bck animations load up perfectly fine, but when exporting a model with animations from Twilight Princess on the gamecube, the export never finishes writing. It forever stays writing to a .tmp.glb file. I am trying to export as fbx for reference.
can you see if you can add an option to add light in the model viewer? the models from majoras mask and oot 3d are all dark and hard to see i will post a picture later
EDIT: i fixed it by reinstalling with the code i have some errors for double dash but as you said in your video its not perfect so i dont mind also should i send in the errors?
Hey man I first didn't see that i could report some stuff also great tool by the way
So im basically having an issue for the directory oft bmd2fbx.
I tried extracting the contents of pikmin 2 but this always happened
I cant put an exact code in here because my system translates it to german because i am german but i can just say it because its simple,
it's just saying that it couldnt find the directory for bmd2fbx i tried reinstalling it but for some reason everytime i do the process the bmd2fbx.exe file gets deleted.
I tried turning off my antivirus but it still didnt work and i dont know why neither the less im just putting a code in here
also sorry if there is a misunderstanding for the code i tried my best to translate it:
Processing piki_p2_black w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe"" is either misspelled or could not be found
Processing piki_p2_blue w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe""is either misspelled or could not be found
Processing piki_p2_red w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe""is either misspelled or could not be found
Processing piki_p2_white w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe""is either misspelled or could not be found
Processing piki_p2_yellow w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe"" is either misspelled or could not be found
Processing orima1 w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe"" is either misspelled or could not be found
Processing orima3 w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe""is either misspelled or could not be found
Processing syatyou w/ manual inputs...
The command ""C:\Users\sonja\OneDrive\Desktop\FinModelUtility-main\cli\tools\bmd2fbx\bmd2fbx.exe""is either misspelled or could not be found
the system could not find the specified path.
Checking for previously extracted archives.
Done
press any key . . .
I imported a few models that use vertex colors exclusively, and the colors are messed up. the best example i can give is the bulborb larva model, it's supposed to have yellow vertex colors, and it's a pink color instead
When dragging my .bmd file onto bmd2fbx.exe this error appears in the command line
ERROR(S):
Verb 'C:\Users(My Name)\Downloads\Frikmin 2\Exported\Piki\orima1.bmd' is not recognized.
--help Display this help screen.
--version Display version information.
Unhandled exception. System.Exception: Exception of type 'System.Exception' was thrown.
at bmd.cli.Args.PopulateFromArgs(String[] args) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\Bmd2Fbx\src\cli\Args.cs:line 152
at bmd.cli.Cli.Main(String[] args) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\Bmd2Fbx\src\cli\Cli.cs:line 9
I have the latest update downloaded (from the zip download under green code button) at the time of making this message.
Thanks in advance.
Describe the bug
When trying to export models in any format, it gives missing method error. Also upon importing .BMD the model is black now, previous versions would load materials properly.
System.MissingMethodException: Attempted to access a missing method.
at fin.model.io.exporters.assimp.indirect.AssimpIndirectModelExporter.ExportFormats(IModelExporterParams modelExporterParams, IReadOnlyList1 exportedFormats, Boolean exportAllTextures) at uni.games.ExporterUtil.Export[T](T threeDFileBundle, Func
1 loaderHandler, ISystemDirectory outputDirectory, IReadOnlyList`1 formats, Boolean overwriteExistingFile, String overrideName) in C:\Users\Ryan\Documents\CSharpWorkspace\FinModelUtility\FinModelUtility\UniversalAssetTool\UniversalAssetTool\src\games\ExporterUtil.cs:line 268
hi, sorry if i'm being dumb or anything, this is all extremely new territory for me and i am so very head of empty. i was trying to use your super cool program to extract luke's animations from the crossover but not only is there not a luke in the list like there are other characters, any files that are named luke throw an error (which im assuming is expected). i think i figured out which one is supposed to be luke (c103) but not only does he have substantially less options, half of them are empty and the others throw errors.
i would really appreciate your help as i would love to be able to use lukes silly panic dance for things
primary game that i want to extract:- LEGO Legends of Chima Lavals Journey (USA) Decrypted
Hi, noticed while exporting models using your old OoT3D importer Blender plugin and your new Fin Model Utility, the latter seems to be exporting with some issues.
Here's a few screenshots to help illustrate what I'm on about:
Here it looks like Mido's mido_walk_loop
has 14 frames of animation, but when exported (The format doesn't really matter all that much), it appears as though it exports only 11 of those frames (0-1 appear to be identical).
Below is the same .zar imported using your old importer:
Now I'm not sure if this is just Blender, but it looks like the frames of animation don't line up in orthographic.
In any case, please see the full animation export from both utilities:
The one exported from Fin Model Utility doesn't seem like it's looping correctly.
It doesn't seem to start at frame 0, either, instead starting at one before animating proper, although I'm unsure if this means anything.
I hope this helps, I'm trying to be as descriptive as I can.
By the way, this doesn't just apply to this one animation. It looks like zelda_hintstone
exports with 44 of 55 frames (0-1 seem to be identical again).
I dumped the models of Pikmin 1 with the batch file and viewed both the .fbx and .glb of models such as the Pikmin and Olimar and they don't seem to have any vertex and/or material colors
Did I do something wrong? Is this something you couldn't figure out?
I downloaded the latest repository from the source code
As the title says I'm getting an Unhandled Exception when ever I try to extract Majora's Mask, I've got the hacking toolkit which auto installed in my c drive for some reason and I've also tried coping the files from that folder in the c drive, into the HackingToolkit9DSv12 folder that's inside FniModelUtilitie's tools folder, both give me the same issue
I've got my majora's mask rom in the correct folder and named correctly too "majoras_mask_3d.cia"
I can paste the Unhandled Exception log when I get the Unhandled Exception if that's helpful
Hi there! I'm new to this tool, and really excited to try it out. I get this error while trying to rip MKDD though:
FinModelUtility\cli>tools\universal_model_extractor\universal_model_extractor.exe mario_kart_double_dash
Unhandled exception. System.InvalidOperationException: Sequence contains no matching element
at System.Linq.ThrowHelper.ThrowNoMatchException()
at fin.io.FileHierarchy.FileHierarchyDirectory.GetSubdirImpl_(IEnumerable`1 subdirs)
at fin.io.FileHierarchy.FileHierarchyDirectory.TryToGetSubdir(String relativePath)
at uni.games.mario_kart_double_dash.MarioKartDoubleDashFileGatherer.ExtractDrivers_(FileBundleDirectory`1 rootModelDirectory, IFileHierarchy fileHierarchy)
at uni.games.mario_kart_double_dash.MarioKartDoubleDashFileGatherer.GatherFileBundles(Boolean assert)
at uni.games.ExtractorUtil.ExtractAll[T](IFileBundleGatherer`1 gatherer, IModelLoader`1 loader)
at uni.games.mario_kart_double_dash.MarioKartDoubleDashExtractor.ExtractAll()
at uni.cli.Cli.<>c.<Main>b__0_8(MarioKartDoubleDashOptions _)
at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult`1 result, Action`1 action)
at uni.cli.Cli.Main(String[] args)
It produces no files before the error. I am using an ISO file that I renamed to "mario_kart_double_dash.gcm", and placed it in the cli/roms folder. I verified that Dolphin can run that file "mario_kart_double_dash.gcm" just fine.
If you have any insight if this is user error or a new bug, that would be much appreciated!
Cannot dump Battalion Wars 2 anymore this shows when trying to dump it, newest version of this software downloaded
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidOperationException: Sequence contains no matching element
at System.Linq.ThrowHelper.ThrowNoMatchException()
at fin.io.FileHierarchy.FileHierarchyDirectory.GetExistingSubdir(String relativePath)
at uni.games.halo_wars.HaloWarsModelFileGatherer.GatherFileBundles(Boolean assert)+MoveNext()
at System.Linq.Enumerable.SelectEnumerableIterator2.MoveNext() at System.Linq.Enumerable.SelectManySingleSelectorIterator
2.MoveNext()
at uni.util.io.FileBundleHierarchyOrganizer.Organize(IEnumerable`1 fileBundles)
at uni.games.RootModelFileGatherer.GatherAllModelFiles()
at uni.ui.UniversalModelExtractorForm.UniversalModelExtractorForm_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, WM msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
The following exception is being thrown when I attempt to extract Ocarina of Time 3D files using the latest source code:
I was going to attempt to debug the issue myself but I'm getting the following errors when building the solution (it has been a while since I've worked in VS/C# so it's possible I'm being dumb here):
(Despite the issues I just want to take the opportunity to thank you for the impressive work you've done on this project.)
console thing says this when trying to rip pikmin 2 stuff
C:\Users\calvi\Documents\pikmin2hacking\FinModelUtility-main\FinModelUtility-main\cli>tools\universal_model_extractor\universal_model_extractor.exe pikmin_2
Unhandled exception. System.NullReferenceException: Object reference not set to an instance of an object.
at uni.games.ExtractorUtil.ExtractAll[T](IFileBundleGatherer1 gatherer, IModelLoader
1 loader)
at uni.games.pikmin_2.Pikmin2Extractor.ExtractAll()
at uni.cli.Cli.<>c.
1 result, Action
1 action)C:\Users\calvi\Documents\pikmin2hacking\FinModelUtility-main\FinModelUtility-main\cli>pause
Press any key to continue . . .
How to fix??? Why do these things never work ughh
hi I'm currently trying to extract models from super mario sunshine,
or any other gamecube games, but i get this following error, on the Command Prompt,
F:\NINTENDO MODELS EXTRACTION TOOLS\FinModelUtility-main\cli>tools\universal_model_extractor\universal_model_extractor.exe super_mario_sunshine
Unhandled exception. System.NullReferenceException: Object reference not set to an instance of an object.
at uni.games.ExtractorUtil.ExtractAll[T](IFileBundleGatherer1 gatherer, IModelLoader
1 loader)
at uni.games.super_mario_sunshine.SuperMarioSunshineExtractor.ExtractAll()
at uni.cli.Cli.<>c.
1 result, Action
1 action)F:\NINTENDO MODELS EXTRACTION TOOLS\FinModelUtility-main\cli>pause
Press any key to continue . . .
plus I'm using the newest release of the program,
Thanks,
i have been trying to get the stuff from luigi's mansion but even with the hacking tool installed i get this even though it is installed
C:\Users\rhowa\OneDrive\Desktop\FinModelUtility-main\cli>tools\universal_model_extractor\universal_model_extractor.exe luigis_mansion_3d
Dumping ROM C:\Users\rhowa\OneDrive\Desktop\FinModelUtility-main\cli\roms\luigis_mansion_3d.cia...
Unhandled exception. fin.util.asserts.AssertionException: Failed to find expected HackingToolkit9ds directory:
C:\Users\rhowa\OneDrive\Desktop\FinModelUtility-main\cli\tools\HackingToolkit9DSv12\ExtractedRomFS
This is most likely due to not pre-installing HackingToolkit9ds via the installer:
cli/tools/HackingToolkit9DSv12/SetupUS.exe
at uni.platforms.threeDs.tools.HackingToolkit9ds.Run(IFile romFile, IFileHierarchy& hierarchy)
at uni.platforms.threeDs.ThreeDsFileHierarchyExtractor.ExtractFromRom(IFile romFile, ISet1 junkTerms) at uni.games.luigis_mansion_3d.LuigisMansion3dModelFileGatherer.GatherFileBundles(Boolean assert) at uni.games.ExtractorUtil.ExtractAll[T](IFileBundleGatherer
1 gatherer, IModelLoader1 loader) at uni.games.luigis_mansion_3d.LuigisMansion3dExtractor.ExtractAll() at uni.cli.Cli.<>c.<Main>b__0_1(IExtractorOptions extractorOptions) at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult
1 result, Action`1 action)
at uni.cli.Cli.Main(String[] args)
When attempting to run the provided "rip_majoras_mask_3d.bat" located in "FinModelUtility-main\cli", the following error is returned:
Copyright (C) 2023 universal_model_extractor
ERROR(S):
Verb 'majoras_mask_3d' is not recognized.
--help Display this help screen.
--version Display version information.
Unhandled exception. System.Exception: Exception of type 'System.Exception' was thrown.
at uni.cli.Cli.Main(String[] args)```
Hi. Would it be possible to add support for Telltale's The Walking Dead Games including Season 1, 400 Days, Season 2, Michonne, Season 3 A New Frontier, Season 4, The Walking Dead Collection and The Walking Dead The Telltale Definitive Series? The file format uses d3dmesh for models that include skl which are their skeleton, .anm are their animations and d3dtx are their textures.
I am struggling to find where the Geometry data is for Kokiri Forest.
I'm attempting to convert the BMD models of the Pikmin's buds and flowers from Pikmin 2, but FinModelUtility isn't converting their vertex colors properly, as seen below. For reference, the green should be a different shade, and the pink should be yellow.
I was informed a bug like this was supposedly fixed recently, but today I have downloaded the latest source code of FinModelUtility from this GitHub repository, and the bug still occurs.
This bug also occurs with an older version of FinModelUtility that I downloaded 3 days ago, on April 12th.
Howdy, I got a US Mario Sunshine rom in the roms folder with the correct name and format and I get the following error when trying to run the rip_super_mario_sunshine batch file, I've tried with both builds from the releases tab and from the code button.
**G:\Programs\FinModelUtility v0.2>tools\universal_model_extractor\universal_model_extractor.exe super_mario_sunshine
Unhandled exception. System.TypeInitializationException: The type initializer for 'uni.platforms.DirectoryConstants' threw an exception.
---> System.InvalidOperationException: Sequence contains no elements
at System.Linq.ThrowHelper.ThrowNoElementsException()
at System.Linq.Enumerable.Single[TSource](IEnumerable1 source) at uni.platforms.DirectoryConstants..cctor() in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\platforms\DirectoryConstants.cs:line 8 --- End of inner exception stack trace --- at uni.games.super_mario_sunshine.SuperMarioSunshineExtractor.ExtractAll() in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\games\super_mario_sunshine\SuperMarioSunshineExtractor.cs:line 22 at uni.cli.Cli.<>c.<Main>b__0_11(SuperMarioSunshineOptions _) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\cli\Cli.cs:line 77 at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult
1 result, Action`1 action)
at uni.cli.Cli.Main(String[] args) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\cli\Cli.cs:line 26
G:\Programs\FinModelUtility v0.2>pause**
How difficult would it be to make a linux fork? Many tools like SuperBMD seem to work fine, but I get a few errors with running this on Debian.
Wine spits out this error for rip_pikmin_2.bat
backtrace.txt
rip_pikmin_2_legacy.bat gets into an error log loop
A feature request. I noticed that Ever Oasis is another game developed by Grezzo like OoT3D and MM3D. I was curious if it would be possible to incorporate this game into the list of supported games? It uses .gar files which inside contain cmb and other similar formats to their other games.
I've not gotten terribly far with the tools at the moment, best I've gotten was the gar files extracted down to cmb/csab/cidb via Kuriimu2, but would be curious if they could be converted using this toolset to glb & fbx?
Thanks for a moment of your time.
Just tested the stalchild from oot 3ds and the export was MASSIVE. Fbx seems to be off by 50x, but that's been consistent with all oot 3ds rips I've tested, so that could be an artifact of whatever they authored stuff in. GLTF export is definitely super huge though, you can import to blender and even if I zoom all the way out I only see a foot from the character.
GLTF scale seems to be off by 5000x, but again that's taking into account the usual oot scale.
To clarify, If I get an fbx I have to make the scale .02 to be correct, for GLTF it has to be 0.0002.
Can finModelUtility have the ability to view models and play the animations from the hyrule warriors game?
I've done the setup, and first, it looked like it hung up so I canceled it, and now every time I try to decompress the CIA, it says Unhandled Exception and that it couldn't create the RomFS folder.
This is what I get when trying to run the program:
E:\ROMS\3DS\FinModelUtility-main\cli>tools\universal_model_extractor\universal_model_extractor.exe ocarina_of_time_3d
Dumping ROM E:\ROMS\3DS\FinModelUtility-main\cli\roms\ocarina_of_time_3d.cia...
Unhandled exception. fin.util.asserts.Asserts+AssertionException: Directory was not created: E:\ROMS\3DS\FinModelUtility-main\cli\tools\HackingToolkit9DSv12\ExtractedRomFS
at uni.platforms.threeDs.tools.HackingToolkit9ds.Run(IFile romFile, IFileHierarchy& hierarchy) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\platforms\threeDs\tools\HackingToolkit9ds.cs:line 49
at uni.platforms.threeDs.ThreeDsFileHierarchyExtractor.ExtractFromRom(IFile romFile, ISet`1 junkTerms) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\platforms\threeDs\ThreeDsFileHierarchyExtractor.cs:line 16
at uni.games.ocarina_of_time_3d.OcarinaOfTime3dExtractor.ExtractAll() in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\games\ocarina_of_time_3d\OcarinaOfTime3dExtractor.cs:line 114
at uni.cli.Cli.<>c.<Main>b__0_6(OcarinaOfTime3dOptions _) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\cli\Cli.cs:line 62
at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult`1 result, Action`1 action)
at uni.cli.Cli.Main(String[] args) in R:\Documents\CSharpWorkspace\Pikmin2Utility\FinModelUtility\UniversalModelExtractor\src\cli\Cli.cs:line 26
E:\ROMS\3DS\FinModelUtility-main\cli>pause
Press any key to continue . . .
I put the pikmin_2.iso into the "roms" folder as instructed, and then double click launch_ui.bat. It works well, decompiling the game until the error below occurs. If it helps I downloaded this tool via clicking the green "Code" button on the main page and then "download ZIP". I got Pikmin 2 (gamecube) from romsgames.net. (I also have it in real life so don't come at me Nintendo lol)
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidOperationException: Sequence contains no matching element
at System.Linq.ThrowHelper.ThrowNoMatchException()
at fin.io.FileHierarchy.FileHierarchyDirectory.GetExistingSubdir(String relativePath)
at uni.games.dead_space_1.DeadSpace1FileGatherer.GatherFileBundles(Boolean assert)+MoveNext()
at System.Linq.Enumerable.SelectManySingleSelectorIterator2.MoveNext() at uni.util.io.FileBundleHierarchyOrganizer.Organize(IEnumerable
1 fileBundles)
at uni.games.RootModelFileGatherer.GatherAllModelFiles()
at uni.ui.UniversalModelExtractorForm.UniversalModelExtractorForm_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, WM msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
Quite a few of the MM3D actors that have animations are not able to be exported with the said animations. I'm not 100% sure why they're not showing up, but I did confirm that Tingle has unique animations attached to him that the tool is unable to export.
Most of the other models, like the Gorons, Igos, the Great Fairies are unable to be exported with their animations. This document we created before should still be accurate on which NPCs are having issues with exporting with animations: MM3D NPC Export.
We have been using Tingle as our own benchmark for these issues, as he is not in OoT so there is no easy way to port his animations from that game. I know some NPCs re-use animations from other characters, but checking the source code and other sources shows that tingle does seem to have his own unique animations attached to his model.
As the screenshots show, the skeleton is all messed up, and there are no animations. I checked the animation folder for Tingle, and there are animations in there.
Ocarina of time's animations are completely broken, I am not sure it's me only or what, also a lot of the character for bot MM and OOT are missing and never get extracted. for example Tingle and Skull kid, Dog too and the Cucco
Hello! I'm relatively new to all of this, so I could have made a mistake, but I downloaded the code from the main page as instructed, converted my Pikmin 2's .nkit.iso to an .iso format, put it in the /roms folder, and renamed it to pikmin_2.gcm. When I ran rip_pikmin_2, this is what it told me.
C:\Users\okaug\Desktop\Pikmin PIA\Tools\Fin Model Utility\cli>tools\universal_model_extractor\universal_model_extractor.exe pikmin_2
Unhandled exception. System.Exception: Expected to find file: 'pikmin_2.gcm' in directory 'C:\Users\okaug\Desktop\Pikmin PIA\Tools\Fin Model Utility\cli\roms'
at fin.io.FinDirectory.GetExistingFile(String path)
at fin.io.FinDirectory.PossiblyAssertExistingFile(String relativePath, Boolean assert)
at uni.games.pikmin_2.Pikmin2FileGatherer.GatherFileBundles(Boolean assert)
at uni.games.ExtractorUtil.ExtractAll[T](IFileBundleGatherer1 gatherer, IModelLoader
1 loader)
at uni.games.pikmin_2.Pikmin2Extractor.ExtractAll()
at uni.cli.Cli.<>c.
1 result, Action
1 action)When I ran launch_ui instead, it opened the universal model extractor program and my command prompt, which read
C:\Users\okaug\Desktop\Pikmin PIA\Tools\FinModelUtility-main\cli>tools\universal_model_extractor\universal_model_extractor.exe ui
It stayed like this for about twenty minutes before I had to go somewhere and I shut off my computer.
EDIT: Today, I noticed that there was an update on the github main page for this project, so I deleted my previous copy, reinstalled the program, and I moved my Pikmin 2 rom to the /roms folder. In it, the README said to name the file pkmn2.gcm instead of pikmin_2.gcm, which I have done and am currently in the same wait cycle mentioned above from running lauch_ui. I will update this when/if there is a change.
not really an issue just wondering if xbox 3d roms/isos work or if that is underway?
When attempting to export the /data/scene/mare0/map/map/map file from Super Mario Sunshine it outputs a .glb file (The .glb appears to work just fine) and throws the following error in the console:
D:\Users\Nisha\Downloads\FinModelUtility-main(3)\FinModelUtility-main\cli>tools\universal_model_extractor\universal_model_extractor.exe ui
Extracting model \data\scene\mare0\map\map\map.bmd
Writing to D:\Users\Nisha\Downloads\FinModelUtility-main(3)\FinModelUtility-main\cli\out\super_mario_sunshine\data\scene\mare0\map\map\map\map.tmp.glb...
Assimp.AssimpException: Error loading unmanaged library from path: assimp.dll
The specified module could not be found. (0x8007007E)
---> System.IO.FileNotFoundException: The specified module could not be found. (0x8007007E)
--- End of inner exception stack trace ---
at Assimp.Unmanaged.UnmanagedLibrary.UnmanagedWindowsLibraryImplementation.NativeLoadLibrary(String path)
at Assimp.Unmanaged.UnmanagedLibrary.UnmanagedLibraryImplementation.LoadLibrary(String path)
at Assimp.Unmanaged.UnmanagedLibrary.LoadLibrary(String libPath)
at Assimp.Unmanaged.UnmanagedLibrary.LoadLibrary()
at Assimp.Unmanaged.UnmanagedLibrary.LoadIfNotLoaded()
at Assimp.Unmanaged.AssimpLibrary.GetExportFormatDescriptions()
at Assimp.AssimpContext.QueryExportFormatsIfNecessary()
at Assimp.AssimpContext.GetSupportedExportFormats()
at fin.exporter.assimp.indirect.AssimpIndirectExporter.Export(IFile outputFile, String[] exportedFormats, IModel model)
at uni.games.ExtractorUtil.Extract[T](T modelFileBundle, Func`1 loaderHandler)
I am running this on Windows 11.
Used FinModelUtility from 10-25-2023 (downloaded the zip from the green "Code" button) and used pikmin_1.nkit.iso
Ran rip_pikmin_1.bat and got the following exceptions:
...
Exporting model \dataDir\bosses\slime\slime.mod
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at mod.schema.animation.DcxHelpers.AddAnimation(IBone[] bones, IAnimationManager animationManager, IDcx dcx)
at mod.api.ModModelImporter.ImportModel(ModModelFileBundle modelFileBundle)
at uni.games.ExporterUtil.<>c__DisplayClass13_01.<Export>b__0() at uni.games.ExporterUtil.Export[T](IAnnotatedFileBundle
1 annotatedModelFileBundle, Func1 loaderHandler, ISystemDirectory outputDirectory, IReadOnlyList
1 formats, Boolean overwriteExistingFile, String overrideName)
...
Exporting model \dataDir\objects\plants\hae.mod
Writing to E:\video editing resources\Modding Resources\Pikmin Resources\FinModelUtility-main\FinModelUtility-main\cli\out\pikmin_1\dataDir\objects\plants\hae.tmp.glb...
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at System.Collections.Generic.List1.get_Item(Int32 index) at System.Collections.ObjectModel.ReadOnlyCollection
1.get_Item(Int32 index)
at fin.model.io.exporters.assimp.indirect.AssimpIndirectUvFixer.Fix(IModel model, Scene sc)
at fin.model.io.exporters.assimp.indirect.AssimpIndirectModelExporter.ExportFormats(IModelExporterParams modelExporterParams, IReadOnlyList1 exportedFormats, Boolean exportAllTextures) at uni.games.ExporterUtil.Export[T](IAnnotatedFileBundle
1 annotatedModelFileBundle, Func1 loaderHandler, ISystemDirectory outputDirectory, IReadOnlyList
1 formats, Boolean overwriteExistingFile, String overrideName)
...
Exporting model \dataDir\objects\plants\ooinu_l.mod
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at mod.schema.animation.DcxHelpers.AddAnimation(IBone[] bones, IAnimationManager animationManager, IDcx dcx)
at mod.api.ModModelImporter.ImportModel(ModModelFileBundle modelFileBundle)
at uni.games.ExporterUtil.<>c__DisplayClass13_01.<Export>b__0() at uni.games.ExporterUtil.Export[T](IAnnotatedFileBundle
1 annotatedModelFileBundle, Func1 loaderHandler, ISystemDirectory outputDirectory, IReadOnlyList
1 formats, Boolean overwriteExistingFile, String overrideName)
...
Exporting model \dataDir\tekis\miurin\miurin.mod
fin.util.asserts.AssertionException: Expected to be true.
at fin.model.impl.BoneWeightsDictionary.Create(VertexSpace vertexSpace, IBoneWeight[] weights)
at fin.model.impl.ModelImpl1.SkinImpl.CreateBoneWeights(VertexSpace vertexSpace, IBoneWeight[] weights) at mod.api.ModModelImporter.<>c__DisplayClass3_0.<ImportModel>b__0(Envelope envelope) at System.Linq.Enumerable.SelectListIterator
2.ToArray()
at System.Linq.Enumerable.ToArray[TSource](IEnumerable1 source) at mod.api.ModModelImporter.ImportModel(ModModelFileBundle modelFileBundle) at uni.games.ExporterUtil.<>c__DisplayClass13_0
1.b__0()
at uni.games.ExporterUtil.Export[T](IAnnotatedFileBundle1 annotatedModelFileBundle, Func
1 loaderHandler, ISystemDirectory outputDirectory, IReadOnlyList`1 formats, Boolean overwriteExistingFile, String overrideName)
...
Exporting model \dataDir\tekis\namazu\hip.mod
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at mod.api.ModModelImporter.AddMesh_(Mod mod, Mesh mesh, IMaterial material, ModelImpl model, IBone[] bones, IBoneWeights[] envelopeBoneWeights, FinModCache finModCache)
at mod.api.ModModelImporter.ImportModel(ModModelFileBundle modelFileBundle)
at uni.games.ExporterUtil.<>c__DisplayClass13_01.<Export>b__0() at uni.games.ExporterUtil.Export[T](IAnnotatedFileBundle
1 annotatedModelFileBundle, Func1 loaderHandler, ISystemDirectory outputDirectory, IReadOnlyList
1 formats, Boolean overwriteExistingFile, String overrideName)
Clicked on "Export As" option and got the following error:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidCastException: Specified cast is not valid.
at fin.util.asserts.Asserts.AsA[TExpected](Object instance, String message)
at uni.ui.UniversalAssetToolForm.exportAsToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.BindableComponent.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, WM msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
When trying to export some MM3D NPC actors, the tool throws an exception:
The full text of the error is:
errorLog(1).txt
Models such as Tingle, Brac, Honey and Darling, Anju, etc are unable to be exported with the skeleton and animations. There are more that are throwing errors, we have documented the ability of the tool to export these models here: MM3D NPC Export
Instead of all the animations being all inside the character model it would be easier making a folder where it can store the animations as glb. or fbx it will be more organised and easier to access.
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