Experimental H3D tool for serializing/deserializing BCH.
- .NET Framework 4.6.2
- OpenGL 3.3 at least
- OpenTK
- OpenTK.GLControl
- Both can be found on NuGet.
- Note: The version of OpenTK.GLControl on NuGet is broken, so it's recommended to build it yourself from source and manually add a reference to the compiled library.
- OpenTK git can be found here.
SPICA can be built on Linux/Mac using Mono.
See README.mono.md
for details.
To download the lastest automatic build for Windows, Click Here.
specifically pokemon fans, although possibly not limited to just that realm. DAE files are kind of a pain, but they are open source and easily manipulated. I needed a simple way to combine N animations into a single dae file. Spica already supported single animation exports, yet i hate blender, so prefer to create the game ready models and animations programatically.
- get a decrypted .3ds file (possible called .cia)
- visual studio 2017 community
- DotNet.3DS.Toolkit (i used 1.2.0)
- PUYOTOOLS (i built from source)
- PK3DS (build 354 - others may work)
- SPICA
- UNITY3D
- use DotNet.3DS.Toolkit to extract the already decrpyted cia/.3ds file
- (make sure outputs are placed in a diff directory)
- Open PK3DS and choose tools>Misc Tools> Un(pack)+BCLIM
- Drag the garc from a/0/9/4 in the first field while holding ctrl.
- When it's done, you'll have 0000.bin - 10422.bin
- just use the prebuilt binary!
- or build yourself
git clone [email protected]:nickworonekin/puyotools.git
- build in visual studio 2017
- run and decompress the entire directory output by the pk3ds tool
- you now have 10k files with all the pkmn data in it an uncompressed for spica
git clone [email protected]:Wambosa/SPICA.git
- build using visual studio 2017
- run
.\SPICA.CLI.exe -bin=C:/pkmn/094 -pokemon=charmander
- open spica
- select merge (folder with plus on it)
- choose the ~9 files corresponding to the pkmn you want (ctrl+click)
- here is a model index
- export textures to
.../pokemon/tex
- most (not all) textures need to be mirrored in order to work in unity*
- hit save (floppy disk) with selected animation(s) and model to store as .dae
this version of the codebase will save all the animations as a single animation on export
- import textures first into unity,
- then import .dae model
- check out the animation tab