GMO models, bones etc.

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Lyserg1260
Posts: 5
Joined: Fri Aug 22, 2014 10:46 pm

GMO models, bones etc.

Post by Lyserg1260 »

Hello, it's me again. I have another question about Tenchu for PSP (but it's not about the same game so i've created new topic).

I have a question about GMO models used in 2 games: "Tenchu San Portable" and "Tenchu Kurenai Portable".
They are on similiar engine, it's almost the same. I was trying to put San models to Kurenai or Kurenai models to San.

If i put Kurenai model to San game crashes
If i put San model to Kurenai it works...almost, there are some problems with legs.

It should look like this (Tenchu San original model):
http://i.imgur.com/bqH73iO.png

But it looks like this(This model putted into Kurenai):
http://i.imgur.com/SymyJ2y.png

Maybe it is about models construction?
San models have 32 bones
Kurenai models have 28 bones

Maybe these "long legs" are cause because of additional bones or something like that?
San models have more bones so they work in Kurenai but are glitched.
Kurenai models have less bones so they don't work in San because they don't have enough bones.
Do you think it is possible? If it's because of bones, can it be fixed somehow? By removing/adding bones?

Do you have any idea? Just look at this, there are 2 almost the same models:
http://i.imgur.com/yP6cACS.png
There have to be a way, because San models are almost working in Kurenai...

I've uploaded these 2 models:
https://www.mediafire.com/folder/q0uejjldqpogm/

Please help if you can, it would be awesome to have some of Kurenai/San characters in San/Kurenai.
GreenArrow
Posts: 3
Joined: Sun Oct 26, 2014 9:15 pm

Re: GMO models, bones etc.

Post by GreenArrow »

    Kurenai version Bones
  1. PL11_body-bone
  2. root-bone
  3. EX-00-bone
  4. a00-jnt-bone
  5. a01-jnt-bone
  6. a04-jnt-bone
  7. a05-jnt-bone
  8. a06-jnt-bone
  9. a07-jnt-bone
  10. EX-03-bone
  11. EX-04-bone
  12. a08-jnt-bone
  13. a09-jnt-bone
  14. a10-jnt-bone
  15. a11-jnt-bone
  16. EX-05-bone
  17. EX-06-bone
  18. a02-jnt-bone
  19. a03-jnt-bone
  20. a12-jnt-bone
  21. a14-jnt-bone
  22. a15-jnt-bone
  23. a16-jnt-bone
  24. EX-01-bone
  25. a19-jnt-bone
  26. a20-jnt-bone
  27. a21-jnt-bone
  28. EX-02-bone

    San version Bones
  1. PL01_body-bone
  2. root-bone
  3. EX-00-bone
  4. a00-jnt-bone
  5. a01-jnt-bone
  6. a04-jnt-bone
  7. a05-jnt-bone
  8. a06-jnt-bone
  9. a07-jnt-bone
  10. EX-03-bone
  11. EX-04-bone
  12. a08-jnt-bone
  13. a09-jnt-bone
  14. a10-jnt-bone
  15. a11-jnt-bone
  16. EX-05-bone
  17. EX-06-bone
  18. a02-jnt-bone
  19. a03-jnt-bone
  20. a12-jnt-bone
  21. a13-jnt-bone
  22. a14-jnt-bone
  23. a15-jnt-bone
  24. a16-jnt-bone
  25. a17-jnt-bone
  26. EX-01-bone
  27. a18-jnt-bone
  28. a19-jnt-bone
  29. a20-jnt-bone
  30. a21-jnt-bone
  31. a22-jnt-bone
  32. EX-02-bone

San has
  • a13-jnt-bone
  • a17-jnt-bone
  • a18-jnt-bone
  • a22-jnt-bone

I would use an hex editor for tweaking files, then see if the model stays intact by importing it into Noesis.

This link might help you a bit more for understanding everything you should be aware of for tweaking files http://wiki.qhimm.com/view/PSP/GMO_Format#Format_Specifications