[GH-ISSUE #2825] Feature Request : Add support for WaveFront *.OBJ / FBX / etc. export #1148

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opened 2026-03-17 20:03:06 +03:00 by kerem · 5 comments
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Originally created by @arg274 on GitHub (Jul 18, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/2825

I'd really to love have this feature which will export the 3D meshes of the ongoing scene as OBJ format.More Details-
https://code.google.com/p/jpcsp/issues/detail?id=294
https://code.google.com/p/jpcsp/source/detail?r=2572
I know that its on java,but just to give u guys a rough idea.

Originally created by @arg274 on GitHub (Jul 18, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/2825 I'd really to love have this feature which will export the 3D meshes of the ongoing scene as OBJ format.More Details- https://code.google.com/p/jpcsp/issues/detail?id=294 https://code.google.com/p/jpcsp/source/detail?r=2572 I know that its on java,but just to give u guys a rough idea.
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@Fallenleader commented on GitHub (Feb 12, 2016):

I would like to expand this a bit further by requesting additional support for FBX as OBJ cannot export animations tied into the model. If the game supports baked animations in said models when ripping, FBX will prevent these baked in animations from being stripped.

This additional support is like Christmas in July, as it means one can use the prebaked animations as well as make their own, rather than being forced to make their own.

<!-- gh-comment-id:183447703 --> @Fallenleader commented on GitHub (Feb 12, 2016): I would like to expand this a bit further by requesting additional support for FBX as OBJ cannot export animations tied into the model. If the game supports baked animations in said models when ripping, FBX will prevent these baked in animations from being stripped. This additional support is like Christmas in July, as it means one can use the prebaked animations as well as make their own, rather than being forced to make their own.
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@hrydgard commented on GitHub (Feb 12, 2016):

Games use all manner of ways to animate their objects - some use the PSP's hardware bone animation system, and some do it all on the CPU. For those that do use bone animations, it would be possible to export the "unbent" models plus bone weights, but a problem is that the PSP only supports a total of 8 bones so games split their meshes into many small parts, each skinned by just a few bones. You could probably reconstitute the original bones by comparing bone matrices and merging them but it would be quite a bit of work.

Anyway, I'm probably not going to work on this anytime soon, but feel free, it's open source :) Just dumping model data from a frame should not be THAT complicated, just a bunch of annoying tricky serialization and formatting work. I would start by just switching on software transform, then export all vertices that are drawn instead of drawing them.

<!-- gh-comment-id:183486220 --> @hrydgard commented on GitHub (Feb 12, 2016): Games use all manner of ways to animate their objects - some use the PSP's hardware bone animation system, and some do it all on the CPU. For those that do use bone animations, it would be possible to export the "unbent" models plus bone weights, but a problem is that the PSP only supports a total of 8 bones so games split their meshes into many small parts, each skinned by just a few bones. You could probably reconstitute the original bones by comparing bone matrices and merging them but it would be quite a bit of work. Anyway, I'm probably not going to work on this anytime soon, but feel free, it's open source :) Just dumping model data from a frame should not be THAT complicated, just a bunch of annoying tricky serialization and formatting work. I would start by just switching on software transform, then export all vertices that are drawn instead of drawing them.
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@ghost commented on GitHub (Jan 5, 2021):

We need this feature right now.. You see: I tried NinjaRipper and it is very bugged and glitched that when I rip a model, I get weird sheets of mesh.. And in JPCSP however, it depends if the emulation of your game has certain bugs.. My game, Ridge Racer's Emulation in JPCSP has bugs like broken shaders, bugged wheel texture and some other stuff.. When I extract the models, I get almost same results.. Broken shaders, unmapped wheels, and a tilted mesh..

<!-- gh-comment-id:754557312 --> @ghost commented on GitHub (Jan 5, 2021): We need this feature right now.. You see: I tried NinjaRipper and it is very bugged and glitched that when I rip a model, I get weird sheets of mesh.. And in JPCSP however, it depends if the emulation of your game has certain bugs.. My game, Ridge Racer's Emulation in JPCSP has bugs like broken shaders, bugged wheel texture and some other stuff.. When I extract the models, I get almost same results.. Broken shaders, unmapped wheels, and a tilted mesh..
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@noblefw commented on GitHub (Apr 5, 2023):

It's been 10 years, when are you adding this feature, damn?

<!-- gh-comment-id:1496798333 --> @noblefw commented on GitHub (Apr 5, 2023): It's been 10 years, when are you adding this feature, damn?
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@Fallenleader commented on GitHub (Apr 5, 2023):

I think what Adamfal meant to say was it has been quite a substantial amount of time, notably 10 years since the initial request, and due to other tools like Ninjaripper being unable to properly interface with PPSSPP, it would be reasonable and extremely appreciated if you would implement this feature at this point as PPSSPP is pretty much not lacking in terms of emulation aside from certain features like this one.

At least I assume this is what was implied rather than the disrespectful demand it was.

Considering JCPSP can already export meshes, it would be most welcome to see this as a feature in PPSSPP, including addressing the problem JCPSP has of basing it on camera matrix rather than world matrix.

<!-- gh-comment-id:1497070305 --> @Fallenleader commented on GitHub (Apr 5, 2023): I think what Adamfal meant to say was it has been quite a substantial amount of time, notably 10 years since the initial request, and due to other tools like Ninjaripper being unable to properly interface with PPSSPP, it would be reasonable and extremely appreciated if you would implement this feature at this point as PPSSPP is pretty much not lacking in terms of emulation aside from certain features like this one. At least I assume this is what was implied rather than the disrespectful demand it was. Considering JCPSP can already export meshes, it would be most welcome to see this as a feature in PPSSPP, including addressing the problem JCPSP has of basing it on camera matrix rather than world matrix.
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