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Pokemon Binary Importer Package - Directly import and translate binary 3DS files into Unity

License: MIT License

C# 99.81% HLSL 0.19%

pokemon3dstounity's Introduction

chx

Compatibility:

Installation:

  • Note: This plugin only works with the Universal Render Pipeline at the moment.

  • If you have a git account, add this project as a dependency in Packages/manifest.json in the root your your project "com.opeious.pokemon3dstounity": "https://github.com/opeious/Pokemon3DStoUnity.git",

  • If you don't have git setup, download and put the entire project into your Assets Folder

Usage:

2021-02-27 22_53_24-Pokemon3DStoUnity - SampleScene - PC, Mac   Linux Standalone - Unity 2019 4 18f1

  • From the top bar click 3DStoUnity and hit import
  • Place your 3DS files in Assets/Bin3DS that would've been created
  • Hit import again
  • Exported files and prefabs get added to Assets/Exported

For a step-by-step guide / more info: https://gbatemp.net/threads/tutorial-export-your-pokemon-animated-models-from-3ds-to-unity-engine-3d.532962/

Troubleshooting:

If you face any issues or just looking for a community of likeminded developers: https://discord.gg/pYBWwAa (Discord Server)

Contributions:

If you would like to contribute to this project, I would recommend going through the TODOs at the top of PokemonImporter.cs in the main branch: https://github.com/opeious/Pokemon3DStoUnity/blob/main/Editor/PokemonImporter.cs

Settings to change for Fire to work:

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  • Add two new layers called "FireCore" and "FireMask"

  • Either create a new ForwardRenderer (sample attached in root of this repo), or select your existing ForwardRenderer

  • The default ForwardRenderer will be with URP settings in Assets/Setting

  • In the ForwardRenderer: From Opaque Layer Mask remove FireCore and FireMask.

  • Add two render objects one for each layer, for their individual settings refer the image below

  • In your project settings. (URP Renderer Settings) If you created a new ForwardRenderer, set the new one as default

2021-03-10 23_58_49-NVIDIA GeForce Overlay

What does the package do at the moment:

  • Open the Binary using SPICA's H3D parser
  • Translate the 3D model to Unity Mesh system and skinned mesh renderers
  • Generate material files from the textures
  • Automatically copy over some of the shader settings to the newly created materials
  • Skins and generates the skeleton for the mesh
  • Generates skeletal animations from the binaries
  • Generate material / vis animations and append them to skeletal animations
  • Renames animations, skips repeated animations
  • Saves the translated mon as prefab
  • Supports bulk processing

Updating:

  • Unity package manager doesn't currently support version of git packages, for now just remove the project as a dependency and add it again

ChangeLog:

  • v2.1: Ability to override animation controller during import, List fix (2019.1 and below)
  • v2.0: Added option to generate and apply shiny materials
  • v1.9: Fix (Changed parser to allow reading of Binaries that are set to read only.)
  • v1.8: Fixes, delete settings to regenerate defaults, custom shader support for material animations
  • v1.7: Fire Shader
  • v1.6: Full material / vis animation support, bunch of fixes related to animations and skipping corrupt files etc.
  • v1.5: Added Visiblity animations, fixed iris/body shaders, Material aniamtions (preview)
  • v1.4: Added UI, made the plugin customizable, animation renaming, etc
  • v1.3: Skeletal animation generation
  • v1.2: Skinning and rigging fixes
  • v1.1: sample toon shader, asset creation
  • v1: basic skeleton, model, texture generation

2021-02-27 22_43_19-NVIDIA GeForce Overlay 2021-02-27 23_07_57-PokeUnity - SampleScene - PC, Mac   Linux Standalone - Unity 2019 4 8f1 Personalsyl2

pokemon3dstounity's People

Contributors

batonapiton avatar manurocker95 avatar opeious avatar triggeredge avatar

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pokemon3dstounity's Issues

multhread support?

I used a batch script to assign all the corresponding folders and then build them, and it took me several hours to complete the task

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