#P5X Model Exporting
1 messages · Page 7 of 1
No, I know the names and identities, I saw his alt on the extracted list
I mean the bundles
Like which bundles to run in assetripper
It doesn't matter
which the specific assets im looking for are in
Just export one of them and i find that it exports the rest
But that's because i keep the models divided into their own folders with their own respective bundles
So just export all of them through assetripper?
I load the folder holding the bundles
I mean like, for the katayama example, you selected her specific bundles
And just pick one of the bundles on the assetripper list and export it all
For katayama i just exported the one with her mesh
But i could also have just exported her rig bundle
Either way I was left with the assets of all the other bundles in the folder
I just have the output for export be a folder inside the folder where the bundles are. I call it 'out' like output
What I mean, is I don't know which bundles I should export
And I thought I could find it by running all of them through assetstudio
And that for each asset, it could tell me the bundle its located in
It can
Click on the asset, right click it, and you should see an option that lets you view where the file is located
Ooooohhhh, okay
show original file, I see now
Yeah, that was my question.
Oh yeah, and one more thing?
For assetripper, do I export the rig bundle that corresponds with the mesh bundle together as a unity project so they sync up?
Atp you should read the guide
You got ahold of the bundles
@minor anchor since I saw you’re also in this server, this is the thread for P5X models. I think it's more understood now.
(For context, kirabook was interested in potentially getting model images for the MegaTen wiki)
For the gallery or something?
ive been messing with a small thing that basically doesnt matter much, but positioning when layers of the sprite do not have the same size (which doesnt happen often)
turns out, the game just stretches all the layers to the same size, the size of the base layer
Not surprised tbh
Ok, so I downloaded the latest content form the tw server
Just to be sure, do the updates just add new bundles and don't update the old bundles?
Im making sure so I don't miss anything that may be updated
I think the old ones can be updated sometimes
btw, would anyone with access to the assets from the Chinese versions be willing to look for something for me?
You can look in CN bundles without an account
Just like if you have a pirated versiom of P3R, you can still datamine stuff from it, even if it's unplayable
No offense, but imo you should've gotten CN
But if you only need the models you told me, then TW is fine
What are you looking for?
Revelation Cards and the name graphics for them (even if in Chinese).
I'm trying to make a gallery of them myself. And there's that P5X datamine Google Drive, but it doesn’t have the names, and there are also a couple cards on lufel.net that aren’t there (and vice versa)
I think
Hmmm
Do you remembering if there was any common elements in the file names of the pics
Maybe there's a keyword to go off of
qishi
Okay, that's good
Do you know how many there's supposed to be in total
see my draft here https://megatenwiki.com/wiki/User:Chubby_Bub/Sandbox_2
the ones with red links should exist in CN, the ones with NO IMAGE afaik still don't exist (but maybe they do now). so there are 14x4 = 56 types but I think 2 don't exist yet
well the numbered cards come in different colors too but for now I only need the red ones
Okay
56 gives me a better idea
I'm loading some bundles now to look
If they're not in the shared bundles, then I may have to open the whole game, which will take more time
now the google drive has most of the cards but there are two I know exist that aren't there (Ace of Swords and 9 of Disks)
so mainly I'm looking for those as well as what the names of all the missing ones are in Chinese
example of some of the files from my own dump (from global)
I'm just gonna get them all lmao
I think it'd take me more time trying to find the specific ones individually
yeah that makes sense
it's weird bc some of the unused ones exist and even have localized name graphics in global. but most don't
The game is just weird in general
in the shared bundles, looking up qishi brings up stuff related to models
welp, time to go the long way 💀
this is probably gonna take a bit, so if aaron gets to you first, cool
what are you using to look
assetstudio
you can filter by types
i say take a while because my computer still has to load the bundles
Try filtering only Texture2D
and I can only load half the game at a time
oh got it
yeah trying to load all the bundles at once made my computer run out of memory so I broke them into groups of 10
i do have a dump of Taiwan from the 2nd summer event from last year though
it took me a few days to do 💀
let me see if I can help and try to see roughly where they are in global at least
said dump is from august last year
but obviously that's not all the cards
that's 31 out of 56 revelation cards
yeah most of those are in global already anyways
yeah since global dropped in June
welp, i'm loading half the game now (0-099)
i question how a minipc with 32gb of ram can do this, considering they're lower quality than a regular setup (which i ordered yesterday)
internal part wise
lufel.net has these two (as lower quality WEBPs) which are new enough to not be in that drive ig
You can't really switch stuff out on this thing so yeah
When the parts crap out, that's that
Probably for the twins?
iirc, no other unit has been released yet
Twins use Nativity (Ace of Wands)
It's hard to say whether Pinky (Narumi the maìd girl) will introduce a new set of cards
Yup
Actually no
She's an "idol"
She's not a real one
But from what I hear, her confidant is about ||her trying to become an actual idol for her little sister||
She's supposed to be dropping on the 5th next month
ok well at least in global it seems like the card graphics are in content_0/696.assetbundle
the names must be somewhere else though
it's always reading the bundles that takes the longest 😩
loading them up doesn't take too much time
it's just the reading portion that takes more time
reading in what sense?
You know how assetstudio says loading bundle -> reading bundles -> building asset tree
Loading the bundles doesn't take that long
But for some reason the reading part takes longer
my computer is about to die so I can't look myself anymore for a moment
I'd say just load the one bundle I found but knowing this game it's entirely possible some of the cards are somewhere else entirely
"This game is weird" case in point
Ayaka and Akechi are long-lost twins!?!?
lmao
there may be duplicates of the card that ties the 4 cards together since i can't be bothered to sort by rarity
alrighty, that's half the game down, one more half to go
i made sure to grab the card text as well
hmmm
I found 55 text
but only 34 red cards
and 20 of those cards that tie sets together
there also is no bundle called 696 in CN
there are bundles with 696 in the name, but none of them hold card stuff
In 100-199, there were assets of the minor arcana with no background
and a background that a gold rarity card had
i didn't stop to count though
Thanks! I really appreciate it.
I'll credit you when uploading to the wiki- how should I? Neoia?
I actually do gotta credit per wiki guidelines :)
Oh okay haha
Then yeah, Neoia
On the wiki i see 20 something of the red was datamined, but I found 31 i believe?
So it's already more, unless that 56 number was the red + the tie in cards
I uploaded the others now and checked the Chinese names. So there are still those 2 that don't exist but this gallery looks pretty nice now. I'll probably put it with the other tarot cards
https://megatenwiki.com/wiki/User:Chubby_Bub/Sandbox_2
Oh, well that's definitely more than what used to be there
whats missing?
Ah, excellent timing, aaron
8 of wands (swiftness) and 7 of disks (failure)
I was thankfully able to find most of what was missing
Except those 2, unless they don't exist yet at all
Interesting
Well, we'll see in a week or so whether Narumi's release brings any new cards
I doubt it, but we'll see
yeah not even the card names exist in the files for these 2
Then i guess I did get the remaining cards
yeah they're all in one bundle i think
I opened up both halves of the game for nothing 
Bub said a bundle call 696.bundle
But i literally found that nowhere
uitex_shi-card5f4ae816.bundle
I had a suspicion is was a ui thing but wasn't 100% sure
Well, in the end I retrieved it (the remaining cards)
and card name imgs are in uitex_ard-name266c7379.bundle
Yeah, I nabbed the names too
They all have qishi in the name, which is how i found them
even tho in this case it happened to be in a apt bundle name, assets usually arent so
oh in uitex_llection5f627f40.bundle theres imgs of just the card art
not one for every card tho
I think the tool I used to extract the bundles is probably different from yours bc all of mine are just numbers
what are you using
a python script someone in the wiki server made
oh they probably just extract the file content instead of using the file index
deathchaos's tool works great for files in bin https://github.com/DeathChaos25/P5X_vFileContentExtract/releases/tag/1.0.1
theres also OuterPackage which has hotfixed bundles, these need to be deobfuscated (if it has a bundle you need)
technically the bundles in bin are also obfuscated but the tool deobfuscates them automatically
Wasn't most of the content moved to OuterPackage with the new client though?
on CN/TW/KR, yes.
Hmmm
Sonething curious I noticed
The latest up to date version of your script wasn't working correctly in unity
Remember? You were saying compilation or script error
Yet a prior version works
hmm
And also that more stuff has been added to the script folder when assetripper rips the bundles
the current one works for me in a new project
Hmmm
I'll have to try that then sometime
deathchaos also has a bundle deobfuscator for outerpackage bundles https://github.com/DeathChaos25/P5XBundleDeobfuscate/releases/tag/1.0.0
I'll have a good excuse to, considering with the new comp I'm getting that I think I'll start ripping the major character models + notable npcs (aran, merope, side quest characters)
Like...an archive and such
Xelandis has sort of been doing this, but for public use
So they're in XPS with renamed bones
Somehow he managed to export shadow katayama so her head bone wasn't in her chest 
10 of wands
look inside
8 wands
maybe they will fix this if they add the actual 8 of wands
Lmao
Wait I just realized with this new comp i'm gonna have to re-set up powershell and stuff
Oh well, the help i got for my current comp is still sitting in chat log over in the p5x server i'm in
its odd to me how joker's mask also uses the same shader that faces do, with the same shadow map. idk if any other mask does that
Maybe because he's an old model (ie model from early versions of the game)
And i don't mean betas
If it ain't broke, don't fix it
Seiji sure needs an eye texture upgrade tho
iirc winds masks do too
Hey aaron, how do you preserve the color attribute on a model when you export? When I export, it's hit or miss and I wonder if there's something you're doing that I'm not
why is the graphic for Nativity's name the wrong font
I even loaded the game and it looks fine there. so... the real graphic is somewhere else? idk
this?
this was in uitex_ard-name1d5d45ab.bundle, named qishi-teshu-dansheng-i18n_EN.png
^
is your game out of date?
no. I even checked to update it...
and like I said I opened the game and it looked fine
when did you extract your game files
now because I just re-did it with that tool you guys shared from DeathChaos
hm
this is the same bundle you found it in, or which bundle did you use
yes it's that bundle
oh i see the issue
its one of the bundles thats been hotfixed.
the correct version is in OuterPackage, not in bin
unused P5X panther body model compared to used one, unused one is missing materials and textures.
AssetStudio is giving me an error if I try to open this one, do you know what the problem is?
its obfuscated
lovely
so can it be de-obfuscated
okey, thanks
these deobfuscate the entire outerpackage folder, the second makes a copy, im not sure abt the first
I used the first, it just rewrote everything (so uh good thing I did it with a copy I made beforehand)
now isn't that nice
the one titled "The Self" is odd, its completely unused, even in CN
has a full description tho, but no effects set
The Self
Your voice echoes alone through the dense fog. Away from the clamor of the world outside, uncover your inner truths, and your heart will come to know its true form.
Yeah it's weird how some of them are localized but aren’t even released in CN, and then some only exist in CN (unused or not)
There's also one that is unused in global and the EN name graphic is still in Chinese
Where is the game text, actually?
game text is in the configs
which are encrypted SQLite dbs
and a bit of text is directly sent from the server when you login (related to Activitys and also Lufel's Plan)
I'm not even gonna bother with that now, but I was curious.
Do any of the other unused cards have descriptions? (which I forgot existed in the first place lol)
this is the english translation file for card suits
and the db for card suits from cn, the text is in chinese here.
Oh, some of these do have localizations then.
Well, Return is at the end. That’s the Ace of Disks, which is still unused in CN, right? But seems like some of the others are missing
Hmm interesting... there's an entry in the Chinese one for 反思 or fansi, eg qishi-new-tz-fansi.png, but there aren't any images for that in what Neoia sent me. Do they exist at all, or are they just referenced despite not being in the actual released build?
(CN csv is still missing one more card, in theory, there are 35 regular cards and so there is one more nonexistent card)
the images dont seem to exist
they reference assets that dont exist in these DBs alot, especially in Global
i.e these dbs reference models and sprites for Violet in global that arent in the game files yet
Probably unused because of the collar? The one on the right has a small collar
The game still runs with the bundles deobfuscated ¯_(ツ)_/¯ so you aren't damaging anything
it runs but does it actually load the hotfix right?
Not sure since I datamine CN and can't exactly play CN
So one would have to test that
Does it have uvs
it does
the mapping is not compatibile with her normal textures
its entirely different
could be wrong but i remember seeing some adv panther textures in cbt 1 could be wrong tho but ill check when i wake up tmr
🤔
Interesting
I have the beta as well, so i can search
Actually i think i'll just pack up all the betas into one zip
1 folder for each beta
I'm still gonna look for Ann texture but yeah
After that I'll compress the betas and upload it
oof, it looks like I never backed up the betas off my old, barely working portable drive 💀
but i did salvage beta 1
i'll get beta 2 and 3 in a few days tho
@random hornet
from beta 1
i would check 2 and 3 but i can't
my portable drive is unstable and when i tried to copy over the files for beta 2 it randomly disconnected itself
so i'm waiting a few days for my new computer and friend to get back to me
this doesnt match the mapping of the adv model either
why is vs copilot speaking chinese
yeah i have cbt1 and not even that has the materials or textures for this mesh
im surprised how similar cbt works internally to current
it really makes me wonder if there really isnt any other games BW made
stuff like the fashion system is entirely the same
well, slightly diff
im p sure the p5 thief models in cbt1 are just straight from p5
the adv model does seem to match up with that model better tho
i.e in the newer panther model, her ears and back of head are a part of her body model for some reason. this was not the case in P5
so few chars in cbt1
Yup
1141 my beloved
So either A. It's in CBT2 or 3 or B. It shrimply doesn't exist, as you mentioned
@random hornet do you know where the whale from the trailer is
i don't
damn
i'll keep looking then
hmmm, i think it may not be here, like how white mask wasn't
we see it in one anime cutscene and in the trailer you can see it splashing out of the water in Akashi's palace, but i'm pretty sure that cutscene is pre-rendered
and according to my friend, it doesn't show up in chapter 4
interesting
dunno where this is
they're called Combined Mesh (root_scene) and each have a number after it (2.3. 4. etc)
kamoshida's palace from the cross fate
ahhh
most maps do have combined meshes
but they're kinda a pain in the ass to work with from asset studio
and plus they don't contain everything even if you grab every combiend mesh peice
finally, after a week, I have all three betas
@random hornet
@icy silo @torn kindle could either of you pin this
it's all three of the closed betas
Done
I didn’t realize I had that perm lol
pretty sure any of the special boy modders can do that
Yeah
iirc, Brawler gave modders permission to pin stuff in this thread
Morty had the 1st beta while I got the 2nd and 3rd from a friend of mine who's been datamining since the beta and still does it now
They don't go as deep as aaron does (the config file and all that), but they post graphical assets, audio, trailers, story summaries, and host a drive of P5X models (albeit unrigged)
If you ever need a name or link to credit for the 2nd and 3rd beta, here:
https://p5x-theories.tumblr.com/?source=share
@random hornet so a user on bilibili made some P5X animations
But they featured maps of the school, subway, shibuya, and the antagonist's apartment
I don't think I can post the videos in this thread due to them being pure meme shitposting, but I'll send them in DMs
I'm seeing if Alexandra can reach out to this person, as she has a bilibili account
They have accounts on YT and Twitter, but it appears Bilibili is where they are most active
The last time they posted on those two accounts i mentioned was 2-3 years ago
Omg the dude is on this server
I sent them a message
Not sure if they'll respond, but I can try
I linked back to this thread here and explained + asked questions
extracting environments is one of the things thats pretty much the same process as any other unity game
That doesn't tell me much 
asset ripper the scene bundle with all its dependencies, then open the scene in unity
The question is, is which bundle do we know is a scene bundle
Does anyone happen to know where to find these outfits or what they might be called? I've been hunting for a while and only managed to find the pants of the first one and the shoes of the second one and nothing else.
I have obj versions of them someone on tumblr ripped and tried to use the file names as a clue, but unfortunately those file names don't match up (wrong number, etc.). Actually, in Asset Studio I'm missing numerous texture and mesh files compared to what's in the ripped folder I downloaded, though atm I'm mostly just looking for these ones 🤔 Are they named oddly or in a different file?
I'm using global, if that makes any difference.
I'm gonna be honest
You should datamine CN instead
But aside from that
From what I can tell, the easiest way to weed them out is just type 'wonder' and filter by mesh and texture
Some of wonder's outfits have multiple textures (ex the panda pjs) because they can be different colors
It also depends on what exactly you're loading
A specific type of bundle or a few folders at a time?
Yeah, I might switch over to that version since it has a few other outfits I wanna snag too 🤔 Searching for Wonder was how I was able to find the pants and shoes. Is OuterPackage the folder I'm supposed to be looking in? I loaded all of the files from there.
I'm not sure if global is built like CN in regards as to whether the majority of the game's files are in OuterPackage or not
But I honestly suggest getting CN and downloading all the files in the settings so you have access to EVERYTHING, necessary or not
And regarding the clothing, aaron mentioned before that all of wonder's outfits just his the rig from his uniform model
Good call! I was seeing some people saying you need an ID/phone number to use the CN version but I assume I could still download and access everything okay even if I didn't have that?
Also oh, that's great to know about the rig! I was having a hard time finding the one that went to other outfits so that explains it. Thanks ^^
Yeah
You don't need an ID or phone number to datamine
Just to play it
You can download the other game assets from the settings gear on the title screen
Oh sick, thanks for the help! I'll swap over right now. Hopefully it will be easier to look through that version ^^
I think it should be
Considering you'll have access to every outfit
Internal IDs don't change between game versions
I was still able to find akashi in global using the same ID he is in CN files
the wonder model in these videos seems to be the beta one which is interesting
Interesting
Clearly Akashi isn't LOL
Kiuchi....
They never upgraded his textures LMAO
They upgraded Miyazawa's once
yeah you can tell when they have an older model/textures because it has the gradient on the face, like p5 models do
It's so ugly without a shader, too
I wonder why they bothered to upgrade miyazawa but not kiuchi
According to the friend who gave me beta 2 and 3, beta 3 ended with Shun's awakening
because he's already perfect
Funnily enough, that scene and the calling card were later additions
Dunno when tho
@random hornet bumping this since you didn't elaborate and i wanna know to see if i can find a map
well i look at the DBs, like confscene_en has the english names and id, then i lookup id in confscene, and that has the .unity file name
Hmmm
I remember there was that listing for the plaza for Katayama's part of the palace, but I only found propss and misc stuff under that those initials indicating what palace it belongs to
Idek how to get ahold of confscene
I know you posted the confscene for CN here tho
But not EN
Can you post the one for EN
You posted the one for CN but I want both so I can compare them
I suspect the scene order is the same as CN, so I should be able to grab ||Shimotsuna's|| stuff from where EN leaves off
ConfScene has the asset filename without ".unity" in the "asset" column
the first column is the id ("sn"). find map in EN, copy id, find entry in confscene
@icy silo can you please pin
so i made an oopsie with the beta posting
beta 1 is fine
but because I had to do a restore of beta 2 and 3, i have some issues
thankfully I kept the untouched zips for beta 3, so all i have to do is delete the unpacked ones and then unpack the zip
unfortunately, the same can not be said about beta 2
in the process of restoring files, it named the copy files in an annoying way
because instead of naming it with (1) or 'copy' in the name, it goes 'bundlename 1.bundle'
which is...tricky because of the bundle names ending with numbers
I have to be careful, too, because if I'm not, i could accidentally delete a bundle I wasn't supposed to
i'll work on it regardless though and when I finish i'll rezip everything and re-upload
i'll change the link on the pinned comment so the link is up to date
me when for some reason they change the name of the card in the newest update so I have to go find the image in the outerpackage
so, good news
i got access to a drive
it has more beta stuff, i think
so I'll download that and zip it up
then edit the pinned post with a new link
but not right this second, as it's 1am over here
@random hornet do you have or know the assets for status screen?
which ones?
this one?
the ones on the screen there
that make up the party status the character slots don't matter
yeah
that and the other stuff
ok this demonstrates something that was perplexing me…
why are the persona and shadow icons mirrored in global now
if I can pull a model i'm planning off, i'm gonna pull a joke
I can’t actually tell which way is correct anyways because some of the personas who are asymmetrical look wrong facing left and some look wrong facing right
All I know is the party icons definitely are supposed to face left
what version is this screenshot from
Probably old then. I just took mine
I know they changed it at some point
I hafta go but I will look more into this because it is so confusing
the tex is facing this way
all the stuff on the status screen in that screen shot
if I pull this model off with a fake status screen, it'll be fun to see the reactions
hence why I want the assets that aren't the character models
idk if that thing that says Minami is premade or a font
also do you know if that's og P5 font or P5R
it's a good thing i have both on my comp
yeah, i have a few of the red ones to edit
i mean the one on top of the box saying what the character's irl name is
oh, thats text rendered by the game
damn
HMMMMM
I'll have to take screenshots and lump them together into one then
unfortunately the drive in worldwide has no english assets RIP
for some reason there are some english/jp names for 1.0 chars but i think they're unused, i.e
completely different from how the game displays them
interesting
i'll have to hodge podge the word 'techno'
shouldn't be too hard
I think
wait no that's the codename
the actual is Kei, which is easier lmao
I know they’re unused because they still call Lufel "Lefaye" (though there was a 2.X update that also accidentally did that on the Synergy screen and then undid it next patch)
hmm well i found the magnifying glass 
found the game font
found another
looks like overall the letters and icons are in the ui_font bundles
found the CN font
no clue what this one is for
https://www.mediafire.com/file/c2u5zsduu4veo35/P5X+Fonts.zip/file
I forgot i have a TW dump with all of them already lmao
Some people may have no use for it, but why not
made a fair amount of progress
@random hornet does the game generate that color effect on the mask and background for character score?
still trying to find the black trim + color on character thumbnails
that weird red and black ui underneath said thumbnails
and that little 5 star rainbow color behind the persona
i found some maps but i'm not sure
also kinda curious if the black gradient on the status screen is generated...
i just recreated it in another layer
I had some files dumped from like July and they definitely mirrored the icons but also they changed 3/4 Mitamas artwork entirely... despite it being wrong?? what is going on here
who knows 🥴
i'm just melting into a puddle trying to put pieces together on this mockup
it must be annoying you can't mod the actual game for that
to replace the textures
idk I just thought it risks a ban
it seems like for some reason they decided to make the battle order and Persona icons all left-facing in like 1.2 or 1.3 (global)
the Mitama icons were incorrect originally except Saki Mitama, when they mirrored all of them then 3/4 of them were correct. In a later update (idk which) they seem to have fixed Saki Mitama but then they made new artwork for the other three that's incorrect again...
what is it you’re looking for exactly? I can try to help…
.
The boxes that show the persona name, level, etc is killing me the most
There's tilted boxes everywhere in the files, but I am just not finding the correct one
These are some maps i found
Finding the mask in the character score isn't difficult, as I found them
I can't find the back icon circle and have no clue if the color there is a texture or generated
I know where the character thumbnails are, but not the little black part on it
Or that border trim directly underneath them
it's a mess
it's funny how they ripped off the BOND skill images from Strikers
@restive basalt is this one of them
There's also one with a little bold line for 4 stars
I'm very grateful for these tho 
I can put character thumbnails in with this
I have no clue what's up with the slanted black box tho
unfortunately I don't know exactly where these are because they were just in a giant sprite dump I did but the keyword is "pinzhi"
Hmmm
Interesting
Those are all menu relsted assets (what you posted)
So perhaps that's a hint
If worse comes to absolute worse...i'll trace the box 
After that would just be these two, this weird ass trim underneath the character thumbnails, and if you can find it also the circle backing to this
I'm unsure if the color is a texture or not
But that's up to you
I'm just grateful for the help after going through 3-4 different keywords 😭
It's weird i couldn't find those two from the upper bar though
I found the others easy
Thankfully i already found all the role and element icons
As well as awareness
Oh and fun thing for you, aaron, and morty
The new beta dumps i got were significantly bigger
So more content
I got the first beta uploaded
I could've started the 2nd, but too big
So i'm saving that and 3 for tomorrow and then update the link
some stuff related to that screen is called guaidao
these are those circles right?
this might be some of it?
@restive basalt idk where the bottom stuff is but look for "guaidao" bc most of it is under that
Ahhh
Yeah i found leader, but in one of those image maps up there
Yeah
I'm not 100% tbh
It looks like it's supposed to be two boxes stacked on top from my screen
And each end is tilted a different direction
Unless it's one whole one and the border gives us the impression it's 2
I swear i saw a border somewhere with a slit in it
I probably still have it somewhere
If not, it isn't difficult to locate
I tried following the instructions on this but for some reason 3dmigoto isn't dumping
I put the contents into the folder called P5X unless i'm supposed to leave the 3dmigoto folder lying else where like this screenshot says
But isn't 3dmigoto supposed to be in the game's directory?
Whst folder did you put yours in? And did you just put the 3dmigoto folder or the contents of the folder in
I'm trying to see if I can find the last few pieces via frame dump
same folder as P5X.exe. specifically the one in P5X\client\pc
Ohhhh that's why
I simply just put it in the folder called P5X and nothing else
interesting
black bar gone
I got a frame where the character icons aren't there though, so yay photoshop time
not unfixable tho
starting to upload the 3rd beta now
all together this is ~90-100gb worth of beta content
much more than the previous dump i got from my friend
is it just bundles or full game with configs and such
wdym
some of the textures I got back were ones I found
but i learned that the spotlight effect is it's own texture
i mean the beta
i'm not sure
also i knew it was a tex i just forgot to send it
they're zipped but i can look
since some chars have different bgs (p3r, twins, summer), every char has a list of pngs to use in the bg
...oh
it's not just the bundles
no wonder it's big
isnt that good
i mean, better research but yeah
i wasn't expecting that
but you'll have something to further research once I finish uploading beta 3
wait i just realized i did find that trim last night 😭
the game just makes it red
crazy shit
Ok, I'm conufused by what this step means.
How do I copy and paste the scripts into the assetripper rip? The wording is confusing there.
Oh nevermind it meant from the p5x research to the ripped project
my bad
However, for some of my exports in the scripts prwd muengine folder, the MUGame folder and the update setyposbybone script are missing.
Is that okay, or are they required? If so, what do I do then?
Ok, so I ran the importer script, but the model I have rn doesn't have a head cube, only hair01 and hair 02.
What do I do in this case, do I just proceed without them?
Actually, I tried adding the hair, gun, mask and weapon ones to the runner, and that seemed to have done the trick.
Although his mask, gun, and weapons are at wrong positions, I think that's supposed to happen based on other exports.
But the face is still missing, idk what to do about that. It's in the uniform version if I recall correctly
Idk how I should place it in there when the time comes.
Anyways, now I'll move on to building the project.
This is a bit different from the settings in the guide, but will they work?
GUYS, IT WORKED!!!!
Ok, so his uniform assets dont have 'head', but 'face' and hair
I'm gonna go ahead and put those in, but idk which face, maybe both
Idk which face, bs or normal is better for vrchat avatars
Bs is better
They do, primarily for mouth movement
I see.
Hmm, Imma just include both anyways just in case.
Based on the structure, I can easily just remove any one of them from the rig when it's in blender.
Hmmm, for some reason, he has an extra shoes mesh which is the same as his body but without shoes.
What should I do in that case? Which one is the officially used model? I'm assuming body is normal, but I'll just go with them all just in case, I think I can just remove what I dont need when it's in blender anyway.
Normal Uniform + gave him his face back
also, the triangles on his joints are hiji/hiza and I think are just for animation testing, I can easily remove them later I think.
aaron knows what's up with the shoes thing
Also for the uniform model - i think it's safe to assume the A-pose is correct, as the T-pose was before he was announced as a thief
Both are his a pose, but I'm going to just go with his normal body instead of the shoes
iirc the model with the toggable shoes are for situations where they aren't seen
Like sitting at a table
I'm gonna leave it at here for today but next time I'm going to need some help and advice on how to apply all the materials and textures as well as position the pt mask and items right
@icy silo @torn kindle @random hornet I updated the beta drive with the new dump
a lot more content than the previous one i got
how
how do they even stretch this out
the asset isn't even long enough and whatever 😭
why not copy paste the background stuff just from ingame ?
wdym
all this was datamined
i'm trying to figure out how the hell they stretched this out to fit the pic
like... i can stretch it
but they issue is that the dots get stretched out all funny
(don't mind the dark color, got this off a 3dmigoto rip)
@random hornet been talking with a friend who's been datamining since first beta and they brought up the name thing
You said it was generated but they said that - at least in CN - that the boxes + names are one asset
It's on one of the sheets under 'sactx'
Granted this is from beta 2, but yeah
these are still in the current version of the game, but only exist for 1.0 units and are not used anymore
huh
is it just the text that's generated?
just the character real name on the status screen is generated
so the boxes are still in the files tho
Back to my project, I'mma start asking all the questions I have
If I want them to carry an item, does it have to be in the same project for exporting as them? Like item prefabs such as the rose Luce uses in his highlight are completely empty, just like his body parts until they are run from the character importer.
In that case, is running them through the characer importer the only way to get them in their original form?
And how do I do it without a rig prefab, or must there be one?
Also, does anyone know the file name for Ikenami's book he carries with himself usually?
Ok, I encountered a problem, when I export than import the hair from blender to another project, for some reason it gives the hair a slight rotation in the y axis.
How do I prevent this from happening and get it to import normally?
Well, aftee rotating it back in place the first time, did you apply all transforms
No, I only do it when all transforms besides the scale are normal.
This is when it is imported in for the first time, and it has this slight rotation even though the original export did not have this rotation.
Some models just be like that
Seiji's face is at his feet when you import him
Alright, now comes the big questions important for the next steps of this project. Firstly, how do I apply all the textures, materials, and bump maps? Secondly, how do I get the items to his hands and masks to his face?
And what is the difference between bs and mod masks? I went with bs masks
Just use the pinned shader
No clue
So, do I just leave the rotations be and just apply the transforms in that case?
or do I reset the y rotation to 0 first?
No
You fix the positioning so it's back in place where it should be and THEN apply all transforms
Oh, ok. So I do reset the rotation to 0 then
I'll just do that since the 90 rotation is not part of it then
I don't see anything about a shader in the pinned messages.
And what about the mask and items?
But anyway, I'm going to sleep now, I'm staying way up late for this rn and need to stop
No clue
I don't bother with them
I just weight the mask to the head
Alright, I'm back so ill be waiting for another person to answer the items question
But what about the textures?
@random hornet Where is the latest shader that I should use for my exported P5X models?
And how do I put the items and masks in their right places?
the items and masks just attach directly to the character bones
so if ur using like blender, you do a copy bone constraint and give the correct bone (i.e root_megane or root_mianju for masks)
Alright, sounds simple enough.
What about the textures and the materials tho? What is the latest shader to use?
assetstudio from Temu

I still await the day you release this stuff publicly
So, fun fact
Those 4 dumps of beta 1 are because of revisions
So stuff had been added or removed, like that unused motoha model called 'pitcher'
in the beta 1 i have theres references but the files not there
For what? 'pitcher'?
The prior dump i had up was a dump of the game on the last day of the beta
So revisions had already been done
While this new one posted (i updated the pinned message) has a dump of beta 1 for each revision: day 1 download, revision 1, revision 2, and final
yeah, pitcher
So the versions not labeled as cbt2 or 3 are indeed beta 1
The numbers in the name correlate to which version of beta 1 it is
0.1.0, 0.1.3, 0.1.6, 0.1.12
The prior dump (before these 4 versions) was of 0.1.12 that i got from my friend p5x-theories
all the betas in the pinned post are up to date with the new dump i secured
So i suggest redownloading
In the end, pitcher went unused and just sits there collecting dust
Okay, looking into it, so just to be specific, the root megane ones are the bones controlling the mask/item I have to drop into the head, right?
that is the bone that stuff like the PT masks and/or glasses usually are influenced by, yes
I see, so my mask is controlled by an additional root_megane bone, in that case may I just add my mask to the other one in my rig?
And stuff like t_ and bones named after prefabs are useless ones I can delete, right?
there's some option you can use at some point in the ripping process to not have any of the useless stuff when you import into Blender
I forget what it is, it's been a minute since I ripped any P5X stuff
I'm deleting these cones on the elbows and knees, just to be sure they arent important and won't affect the animation, right?
Is this supposed to be the defualt orientation for the gun? Also, both the gun and the weapon target bones are on the hand thats the opposite from the one I usually see him use.
Also for some reason his swords are parented to bone 234 which is in bip 01 prop, which I think is for when his sword is hanging from his back. In that case, what should I do to relocate the sword meshes to one of his hands?
probably. those meshes don't do anything on the P5 models either as far as I know so they're probably just like leftover testing/dev stuff or something
@random hornet found 9 of these in beta 1 ver 0.1.0
they were in a bundle with 'scn_' in the name
he looks rather noteworthy in design to just be some background npc tho
idk there are bg npcs that are also needlessly detailed
like the maid in akihabara
which scene bundle
or even an asset name would suffice
I just noticed this about his rig, why are the bones in this arm so weirdly posistioned compared to the rest?
I'm asking this because when rigging him in vrchat it ended up mangling him like this for some reason
It's kind of those 'it happens sometimes'
Exporting isn't perfect, with Makoto swimsuit model being a good example
I suggest trying to rotate the bones back into position using edit mode on the armature (and pray the arm doesn't break)
So it's an export error then, I was beginning to think the rig was just made like that
So the best option there is to reposition those bones then
P much
I've mentioned before that this stuff is still in its infancy days
It's one of those things where you cross your fingers and hope it doesn't export like ass
Got it
well the thing is bone orientations only really exist in blender, they dont really in unity
Huh
Makes much more sense now that this same arm in his pt models are positioned differently, normally and linear to it like the good arms
What are bone orientations?
I think the way the bones are facing
Ooh, right, I think I get what Aaron means, I think I experienced this before with my previous custom avatar
Her bones were facing upwards from the arms too, but Unity still connected them in the avatar configuration as well
Same goes for her face bones, they were connected to the main face bone in unity but were separated and disjointed in blender
basically in blender bones have a head and a tail
Unity, however, just have one part
Yeah, just like in my previous avatar the bones are always directly connected to the tail of the next bone
Because of this, a bone can have multiple "heads" that are actually just connections to multiple child bones
Like the spiked shape ball at the bottom, that's actually just one bone with multiple child bones
Same went for my previous avatar
Update, fixed the frayed arm bones by copying over and mirroring the transform values of the corresponding bones on the other arm
Still a mangled mess when I apply rig, but hey, at least the arms are symmetrical now, that did something
Turns out all I had to do was hit reset, then enforce T pose. Silly me!
However, next I have to ask, what do I have to do for the facial expressions? I went with the bs face just like neoia said, but how am I supposed to animate the eyes and mouth?
Ah yes, that
Create visemes
You can use the CATS blender plugin and a tutorial and bam
Ok, another question I really need to ask, for some reason his clavicles(bones that connect the arms from the middle), are parented to his neck bone. Are all the other models like this too and it's supposed to be this way, or is it just yet another export error?
Oh, ok....
This may be bad in vr chat, because since the neck will rotate, the arms and shoulders will do so along with it, and I think it's wrong.
Is it ok if I reparent them to the upper chest instead?
Oh i remember that with Seiji and Katayama
My memory is fuzzy, but I think i just left them be
But you can reparent and see how it works
theoretically reparenting shouldnt cause any issues, but iirc blender doesnt make it easy
Blender never makes it easy lmao
Really? I did it in 12 seconds.
All it takes is Ctrl + P -> Keep Offset
Also I decided to reparent them because the arms and shoulders always moving with the neck does not make sense to me and will create incorrect animation to me
I think by not making it easy he means that while blender can re-parent the bones, in the process blender may do something that fucks something up or gets in your way?
Tested it a little, neck rotation still same, yeah I'm definitely going with this
You mean Blender bugging out? Already saved and exported it, changes still there
I know what he means, I just am not sure how to put it into words, to be more precise
What did you re-parent to what? I think i'll try that with Katayama and Akashi and see for myself
Maybe it'd make renders easier
Reparented the left and right clavicles to spine 02, aka the upper chest instead of the neck
Ok, another new problem, I realized that my materials were missing in unity and found out that the shading groups did not carry over, even if I selected copy and enabled the materials bin
How am I supposed to carry them over then if they reset even if I exported them properly?
Usually i keep the textures and model in one folder with the textures being a subfolder
To make sure the model loads with textures, I make sure the diffuse is hooked up to the default shader in blender and then export as fbx
How do I do that? I did export as fbx with the bin and copy, but they turned into defualt materials in unity and when opened in blender
Also, for the visemes, since he doesnt have a ch channel, I think the e is a good replacement for that, may i use the e instead?
I just do a regular fbx export with blender's default fbx option
Use CATS (the plugin)
Although if you're gonna ask abour vr, this isn't the place to do it
This is a modding server after all
I was installing it from the tutorial, but it didn't work, I think this one will work though, thanks!
Although my question was about the model missing the ch face key, and i was asking if i can use the e facekey in its place
That's still a vr question though, as it relates to the process of making an avatar
And to answer your question, i would've had to go into more detail, which would lead to more questions regarding avatars
I just realized that I wasn't using the latest version of blender, blender 5.0 lol
Could that be why the materials didnt export properly?
Tried it in 5.0, still didn't work
I don't understand why the materials arent exporting correctly in the fbx.
I did everything I was supposed to
Also about the eyes, how do I move then properly? They start clipping into the white part if i rotate them a certain amount
From what I've seen online it's because unity doesn't understand blenders node system
So has anyone properly exported the test shader here to unity? If so how?
Uhhhh no, but the friend who helped me make the katayama and seiji avatar helped figure out settings with the poiyomi toon shader
But Alexandra, again, this is not the place to be asking avatar related questions 😅
What are you doing?
Trying to make shoki a vrchat avarar
But this is a modding server, so i told alexandra she shouldn't start asking questions related to avatar creation since this isn't the place
In that case I upload P5X Vrchat avatars chat with me I can answer your questions try and keep this on topic here @lofty wolf
Hmmm, ok! Can we talk about it in dms then?
Yes
i just discovered this so figured it might be worth sharing, once you have your character in the scene you can go into their meshes and scroll to the bottom, then change the error shader to standard. when you export the model it'll also export with textures applied
Hi pinky
@random hornet do you think you can lob me the sd_xiajinming_tonghua model with the throne
For some reason i can't find sd_xianjinming_dizuo
should be sd_xiajinming_dizuo
I did look it up though 
Unless it's in a shared bundle
I don't think i saw the animator for tonghua either
I don't remember
check thse bundles ```
└─ role_398371ac.bundle
├─ anim_playable7763ce42.bundle
├─ shaders.bundle
│ ├─ shared_7722b946.bundle
│ └─ shared_baf99d8.bundle
├─ shared_10cd801b.bundle
└─ shared_66ed2f71.bundle
it doewsnt have to be
personally i use this when im testing migoto wth new games https://github.com/SilentNightSound/GI-Model-Importer
just go into d3dx.ini and search for 'target =' , then change the .exe to the name of the game exe
run the 3dmigoto launcher.exe, then the game and it should inject
its just easier (for me) to put it in game dir and have it inject on its own
well technically since its a shim its not really injected but ykyk
I'm positive this is user error on my end but I'm trying to follow along with the tutorial so I can export an outfit to convert to P5R. I feel like maybe I'm misunderstanding what Wonder's rig should be for the importer? Most things I tried didn't work except for this one (Wonder_thief) which "worked" but several bones couldn't be found. Out of curiosity I tried to export it anyway just to see and the meshes don't even show up at all in blender. Don't know if that's related or a separate issue so I thought I'd add that pre-emptively just in case.
Would anyone be able to tell me what I did wrong/point me in the right direction? 😅 🙏
what are the prefabs you used
missing bones usually points to the wrong prefabs being matched together
iirc, aaron mentioned Wonder's outfits he can wear use the uniform armature
Ah, thank you! I think that's the problem. I think I used the wrong uniform thing and then this one used the Thief version. I appreciate the help ^^
Hmm, I was able to fix the missing bones thing in Unity (thank you!~) but I am still having the issue of none of the actual meshes importing into blender (like the image on the right) 🤔 I don't have the better FBX importer addon but I did follow the instruction on how to import without it.
Edit: Actually, I realized I forgot to check one box in AssetStudio in the export options. Now it exports the armature but still no actual mesh for the outfit. Not sure what else to try 🤔
Odd curious question but do the Kiga High npcs models reuse an armature from some other model
I didn't find the armature in part or role
The body is just called
f_student_kiga_body_wholeexport_rig_f_student_kiga_body
im not sure its not in the default fashion tbl
the correct armature is in n_student_f_kokatsu_01.prefab
I had a feeling
The two model structures are similar enough
I used it last night just to see
So I was just told, exporting the character items within the p5x exporter in unity was the wrong way to go
In that case, should I export them one by one? If so, which armature to use? The same character armature?
Also, since I try to export the face/eye/eyelids to another blend file, it always rotates a bit, so now I think i'll put the face prefab into other unity projects and export them within other models
Okay, so I just realized, when I put the face model with the thief model, there's a slight open seam behind the right cheek
Just kinda curious thing i noticed
Obviously pianshan is used for katayama's monstrous shadow form
But everything else is WuTian (excluding her thief outfit and i believe sport's festival outfit)
When I looked up wutian, it translates to the japanese surname 'Takeda'
Was that maybe something from the beta?
i just noticd koromaru has a second model, PC065_UI
which uses a different skeleton and is pre-posed and has all the models already in it (aside from weapon) (PC065_UI_thief.prefab)
he doesnt even get like anything to sit on like mona does he just floats
iirc, the trailer shows that pose? I'm not 100%, but perhaps it's for his weapon screen?
well that was easy to find
NPCs seem to be under NXXX instead of PC
the police officer is N002
@random hornet
yeah
npcs are NXXX
PCXXX is for player character
and personas are PSEXXX
and enemies are EMXXXX
That's funny as hell
Honestly I'm surprised they didn't already

Ik SMT 5 main character has ass bones
it wouldn't be a gacha without them jiggle physics
Now hold on there's more that can be done besides jiggle
Honestly surprising cuz closer just gets a close up ass shot in her highlight
if adding ass bones will be a think from now on
yeah 😭
i primarily use swimsuit marian because she isn't broken and T-poses very nicely
i haven't toyed with swimsuit tomoko
Ass physics 😭
Yupper
@random hornet can you lob me magatsukami's hair textures
i can't find them
i found the model but not the textures
and animator bundle
should be in the same bundle as his face tex?
maybe i still don't know
i can look though
ohhh it's in a shared bundle
that's weird though because my old taiwan dump has a hair texture named that but it isn't that
it's a good thing he and ||kokoro|| share a face texture
where or what is his animator
n_Zhenghe.prefab, in role_cecfba4.bundle
i could've sworn though that it was just face textures that were in the shared bundles tho
i've found hair textures among the part and role in the past
yeah, i saw that ID earlier while looking
btw
do you know which eye color goes with which eye
i remember somebody saying that he had dual colored eyes but idk which is supposed to be pink and which is supposed to be yellow
wow his texture lays bonkers on him
the UVS are misaligned
ig it's supposed to look like this (source: p5x-theories)
did they just give up on naming all the assets for new characters
they changed the scheme to prevent leaks, methinks
Yeah I finally downloaded the CN version and noticed that
Annoying they didn’t just change the names but everything related to the character. You can’t find the assets with those "keywords" anymore
yes and no
looking up PC gets you every component of a model
it's just a matter of documenting what number belongs to which character
this was a pain to fix
i go to export magatsukami, only to have to fix the UVS 😭
I'm not talking about models but 2D assets
like if I wanted to search "zhandou" to find the battle icons
ahhh
@random hornet could you lob me the magatsukami model from global
the one from CN is fucked up so i wonder if something changed
the UVS aren't aligned correctly for the body so I wonder if it's a mesh difference
i dont think the model is in global?
it is
i don't see n_Zhenghe.prefab
he shows up in that cutscene when he talks to akashi on the phone at the end of chapter 3
is it a different name?
nvm i see it
hes just not in the character model table
ahhh
but yeah
for some reason the texture isn't laying correctly from the mesh I grabbed from CN last night
but when p5x-theories first found him at the end of chapter three, the textures laid fine
i managed to fix some of the UVs by myself but there's parts that I just couldn't fix at all
wrong texture maybe?
because when i preview it it looks fine
whats wrong
zhenhe*
yeah this is CN
wtf?? 😭 😭 😭 my comp hates me
can you send that to me?
i would've checked global as well but my dad's internet is shit
it'd take too long to download 74gb
this is how the UVs look in blender
some of this is fixable, but some are impossible or seem like impossible to line up correctly
huh the texture i have looks slightly different
this was in part_port_rig7e8259c8
such as this area
it's supposed to connect, but when I try to shift the UVs i just can't get them to connect
looks identical to me
weird
it's probably from the latest update then
i plucked the body texture from my taiwan dump from the 2nd summer event
there we go
see, i'd figure this would be the LAST model they'd bother to update
we see him ONCE with this model, but it was very brief. just a shot from him from behind pressing a key on the keyboard of his laptop
so it just seems, idk, nonsensical to update it when he only shows up with this model in ONE scene
Shirt of Chivalry type fit
@random hornet do you know how i could get the red normals into proper normals
i'm trying to edit swimsuit soy's normals but it's probably better if the normals weren't red lol
gotta swap the channels
But do you know which ones
Also RIP me because Shun's swimsuit normal is being difficult
I tried generating a new one, but it looked worse 
I just want to have a male base bruh, why this gotta be hard
@random hornet here's something wild
Shun doesn't export with his Thigh vertex groups
yet when you lift his thigh bone, it lifts the rest of his leg
The weight that I assume is supposed to be on the thigh is attached to a different bone in the upper leg
I painted onto the group that looks like it should be the thigh and then fused the empty bones (and their respective vertex groups) + the painted one to the thigh
Then found that while a thigh vertex group got created from the fusions, the thigh weight i painted wasn't on the newly created thigh vertex group
It was a part of one of those 'shoubi' bones (which appear in the leg)
iirc tho, said shoubi bone got fused into the thigh bone
It's some wild shit
I just assume it's because shun is an early model
Having the latest update, Shoki's bundles updated, I'm worried if the model I got is outdated now
Should I just check myself or should it be fine already?
The only thing i'd do, tbh, it just check the textures in assetstudio and compare the meshes
You can export his model from this update as an obj amd compare it to what you have
The only thing with shoki that changed that i noticed that that he got a new smiling sprite with his eyes closed and brows raised upwards
How do I compare the meshes tho?
....By looking at them side by side? 😅
I just said that if you want to compare them quickly, export the ones you see via assetstudio
While it's unrigged, you can make a quick compare between the two meshes in blender
If i had any other guess as to what they could've changed, maybe a new shape key for that new smile sprite (if that is the case, it's up to you if you wanna jump through those hoops)
part of Shimotsuna's palace
one of the underground rooms, to be precise
i just picked the first scene asset and followed the work flow that the animator of this shit post videos showed me
this is under an asset called scni49_tss_thing_zhixiang02
there's one with a 01 in the name so i just exported that
i'm gonna import both and see what I get
it seems like they're identical, i think
if you export just the scene asset in scene hierarchy, you get this + textures
i think everything else on the list isn't needed...? it's shared bundles, but upon examination, it looked like it was for things unrelated to the map itself
edit: yeah it's needed for the room textures
it's just that you get other unrelated textures lumped in with the map textures
i'm finding these under scni prefix
@random hornet
the school
whether it's complete on the inside or not remains to be seen
Okay so
Thankfully I got a speedy reply
To resolve the misalignment, they clarified that instead of blender, we use assetripper and then drag and drop them into unity + export with the fbx plugin
Although i think morty did this
Apparently the person used unity to make the animation RIP oh well
dancing joker if anyone wants him, i saw ryuji and ann in the files but couldnt find any tex or rig, it just reuses hair/face from old model so do that
im a little sad they didn't remake the hair/face since they're still based on the p5 models but you cant have everything i guess
ahh, so they did re-texture them
that's good
ig the ryuji and ann means they're next (after morgana)
the difference is crazy
(arms rotated so its easier to see)
That's definitely a bump up
Makes no sense to remake the hair and face, tbf
They save a lot of time just reusing what they have
So its higher poly
Either they bumped the poly count or completely re-modeled it
I think it low-key depends on the bone names, similar to reload
the p5d models i could find so far
PC056 = Joker
PC069 = Ryuji
PC073 = Yusuke Ann
their thief skeletons arent there but the nocontroller variants are
but not the part prefab to actually bind the mesh to the bones
well, besides joker obv
Oh, so we have Yusuke as well? Astute also found Ann
What are nocontroller variants?
But basically as a whole we have the mesh but the data to bind mesh to bone isn't present for yusuke, ryuji, and ann
nocontroller is just the skeleton with no animator
oh wait i mightve been wrong
PC073 might be ann
oops
yeah its ann myb
I thought the animator was the armature
Or is it armature and weights
Idek anymore
unity has no distinguishing between whats a bone and whats a root or whatnot
the only thing is the mesh renderer itself has a list of objects to use as bones
i think ann and ryuji were left in by accident because afaik they dont appear in the game yet & theres no tex
the 'most accurate' way to get the face shading like p5x in royal is to do custom normal editing right?
or maybe not most accurate
but looks the best
i can't figure out how to use the face shadow maps to get the shading
its basically impossible to get accurate shading, as p5x uses the same trick as genshin (doesnt use the models normals at all)
i'm ngl
don't a lot of anime style gacha that use 3d models use this shit
considering how many of them are nearly 1:1 copies of Genshin in terms of it's aesthetic style, yeah
like i mentioned before p5x literally mentions genshin in its character shader code
ngl that's pretty funny
did you study genshin shaders for p5x aaron
wait actually?
they do
all hoyo games do
as far back as hi3 release in 2016
pretty much all of them
p3r was one of the first i saw that does custom normals
possibly the first? i cant remember
does anyone knows if there is a way to get the P5X 3D models original rig?
the models I have from this game doesnt has any vertex group or armature
look in the pinned messages, there's a whole guide going over that
Just know that this exporting process does not guarantee fully functional models 
Weights and bones can be missing from a lot of these exports, but for the most part the models are functional.
Poor swimsuit Motoha....
If you're struggling, don't hesitate to ask for help
If it seems to hard to do, Xelandis has ported a good amount (but not all) of the characters
https://www.deviantart.com/xelandis/gallery/98788383/persona-5-x
I'll give it a try to learn how to do it on my own but I have barely no experience with ripping models
the most I have ever managed to export was a rigid item like a sword lol
I checked Xelandis profile but it doesnt seems like they have the phantom thieves models
actually
If someone else here already managed to rip Anne or Futaba I would appreciate it if they share the models so I dont have to do it on my own

Ahhhh
You're looking for the p5 thieves
Yeah, Xelandis has them as second priority (aka after the p5x characters)
Ripping the models can be tedious, so he's slacking behind
I tried to make the guide as clear as possible
Still the same
Mostly
I need to add on there that newer thief models have PCXXX (ex PC060) and npcs go by NXXX (ex N002)
They started this naming convention with the character Pinky (Narumi Nashimoto)
Any character before that retain the same internal IDs before this change began
Yeah
Internally the p5 thieves just can be found under their codename
Before Aigis, SEES models just went by their name (ex yukari_thief)
someone posted a .zip with all of the models before blitz release here, idk if its pinned or not
do you have any hint to how to look up for the file?
the username perhaps?
that could save me a lot of work
let me see if i can find the textures
i dont think i have their textures ripped
but they're really easy to find
just search the name and sort by texture2d
oh wait i found the tex for the thief outfits, but not the uniform
keep in mind these textures might be outdated
i know jokers were updated at some point
thank you so much!

time to check some indian tutorial to work around this error
They look outdated, but they aren't
Realistically there's no reason why they'd need to be updated
So it's a what you see is what you get
I highly doubt they'll be redoing those textures any time soon
I skimmed through the file tab for zips but i didn't see one that was a collection of models
i must've misremembered or something then
i also tried finding it
jokers were updated at some point (maybe with his butler outfit?) to make the skin shadow more saturated
so i figured maybe others did too
after converting the model (using AutoDesk FBX converter from ASCII to Binary) the model does have an armature but it doesnt have any Vertex Groups or Shape Keys (animations)
Is it a conversion issue?
maybe try betterfbx
okay I'll try that
i use this version
Did you use the face that has 'bs' in the name
Those faces are the ones with shapekeys
I used the one Astute sent me
They probably didn't export the face that had shape keys then
Unless they don't have any to begin with
but if there is a model with the original shape keys that will be awesome
Since some characters don't have any
Usually the models come with two different faces
One has 'bs' (blend shape) in the name and the other doesn't
But some characters juzt flat out don't have any, like Seiji (Fleuret) and Sumi (Sepia)
Models are probably too old idk
Probbaaabbllyy not
i had no idea those existed
i figured they'd reuse facial animations from p5 for the thieves
That'd make sense
But yeah a lot of characters have shapekeys
Not all characters tho
well
getting the original shape keys will be great since I wouldnt have to make the expressions on my own
I wouldn't get your hopes up, but good luck!!!
where should I look up for that face file btw
just in the same directory than the other one?
Not sure tbh
But in assetstudio it's easy to find since the asset name is almost identical to the normal face model
The quickest way to find it is to just look up their codenames and filter by mesh
Idk if they keep the two face meshes in the same bundle
everytime I try running this tool my antivirus keeps triggering
its a blender addon
i think aomething changed with how addons work in 3.0 and 4.0
i use 3.6 personally
the most recent i can find is 6.3.4 https://mega.nz/file/5cFg2KYL#1pxuebOhUOoIx8rdcdegqW9E3U2RVl4dVlUwJ2rB-n0
it was made for 2.8
*this version was
this should work fine on 5.0+
It seems to work for 4.2 too 
but I'll install it in both anyway
the Vertex Groups loaded sucessfully
and it seems to have a pretty good rig to work with
It's really good to have it but I still would like to try getting the "bs" version of the model Grill mentioned
if it even exists lol
If someone else can check it out for me I will appreciate it
looks like there are
awesome!
the bundles are
part__uniform589bc2b9.bundle part__uniform65e96565.bundle
If you (or anyone) are willing to make the export for me I'm willing to pay for it 
learning how to do it on my own will probably take too long
the tldr is
find the bundles you need using assetstudio (i use this fork personally https://github.com/Escartem/AnimeStudio)
use this script to deobfuscate them https://github.com/DeathChaos25/P5XBundleDeobfuscate
load them in assetripper https://github.com/AssetRipper/AssetRipper
export it as a unity project
copy the files in p5xfashion from here https://github.com/aaronlink127/P5X_Research
navigate to ExportedProject\Assets in the export and paste the files (it should ask you if you want to replace 2, press yes)
make a new project in unity, drag & drop the assets folder into it
right click in assets and create a scene
go to window, then p5x character importer
drag the rig to the first slot, then meshes to the fashion parts
once thats done, press add to scene
save the scene
go to file, then build settings, and set the method to LZ4 & build it
finally, go back into assetstudio and load the data.unity3d file into it, you should see an animator file which you can export as normal
if i have time later i can rip it, but im busy right now
sounds like a lot of steps and stuff to install 
let me know if you ever do it 🛐
It's basically what i explained in the guide lol
jw could someone do me a favour and lob aigis' textures i cant seem to find them in any of my dumps
