3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder) (2024)

ShikaSS said:

Did Lilimon's model also get downscaled for LinkZ? Seeing her battle, I get this feeling she looks a lot less detailed than on Cyber Sleuth.

It wasn't. Models might look worse in linkz (as well as in 3D editors) because of less sophisticated shading compared to Cyber Sleuth. Cyber Sleuth used a lot of great looking shaders to make the models look smoother and more detailed than they actually are (most games do this to maximize performance), they had a nice soft shader for skin, some great looking specular effects for metal, a softened cel-shading esque shader for the shadows etc... and these shaders is the main thing that was compromised for linkz, which only uses very rudimentary shaders in comparison.

To illustrate the impact of shading take a look at this:

3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder) (1)

3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder) (2)

On the left we have the Linkz Lilimon model with completely flat shading as well as the standard plastic specular that many 3D editors add to a material by default. It looks quite bad, you can see all the edges... on the right we have the same model with a phong shader applied which interpolates the shading of the model based on the angle of the individual edges. This makes the model look smooth, and rounder it's generally closer to how it looked in CS even though the geometry hasn't changed. Of course if you actually want actual smoother edges for things like an animation with close up shots you'll have to smooth out the actual model by subdividing the polygons which is a bit of work since the subdivision needs to be weighted because don't want to smooth everything the same way (lots of fan animations end up looking like crap when they just use game models unmodified)

Also, with Cyber Sleuth and I believe Next 0rder to it's actually quite easy to directly compare the model geometry because of the evolution sequences:

3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder) (3)

3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder) (4)

When a Digimon evolves it will show the wireframe of its model (but still using occlusion culling so you don't see the frame on the back). Rendering out the Lilimon model in wireframe mode and comparing it to the model shown in the evolution sequence you'll see that there isn't really a difference. The geometry on the wings, the skirt, the arms the, the feet and every section that is clearly visible is identical. It would be even clearer if the right image wasn't crappy youtube quality of course... so if you own cybersleuth and you want to compare the models you can pretty much do a better job than me by evolving/de-evolving your digimon in the game and taking a screenshot of the wireframe part of the evo sequence, which would get you a clearer comparison.

Shadow Shinji said:

This is huge! Thanks Theigno 3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder) (5) I don't know anything about computing or 3D and maybe it's a silly question but, why all the models appear with its arms raised in that way?

That's the T-pose that you will get most models in before they are animated. When you want to animate a character you have to pretty much "draw" the bones and joints onto the model... If the limbs were bent or in whatever random position figuring out where which bone would need to go would just get too confusing but if they are in a uniform pose all limbs extended, all joints in a neutral position it makes things much easier. It's also a symmetrical pose which is also important when modelling the model in the first place... with a symmetric model and pose you can pretty much save half of your effort by modelling one half of the model and simply mirroring it to the other side. If there are some asymmetries on a model (like Metalgreymon's Trident arm) you can be pretty sure that the asymmetrical parts were applied in a second step to a originally fully symmetrical base model done in the way described above.

And talking about bones (especially it also came up a second time)... It is actually possible to export the models in a rigged state with a bit of extra work.
I decided not to export the rigs because .obj doesn't support bones so if you want that and maybe even things like weight values of the joints I would have to export it in a more advanced file format that would lower the accessibility of the models significantly, in contrast to the near universal compatibility of obj. Also the texture stuff was enough work by itself...

Anyway, the unity3D files do contain information about the bones, or rather they have skin deformers that can be converted back into bones (there are also models for the different animation state that will result in bones for the first frame of each animation since actual animations can't be exported with any tool I'm aware of). However the deformations itself break on export so while the bones are exported correctly the actual model will look like someone put it through a pasta machine. This is fixable... I won't go into too much detail, since the exact steps that need to be taken probably vary by software and most people probably won't have the exact same professional modelling program I happen to use, but it comes down to that you need to discard the deformations and reset the model into its original binding pose (which is the T-pose of course) to realign it with the bones. so that will only work with neutral model file and not with any of the posed ones since with poses the bones won't align with the model after resetting it and that would defeat the entire point of the exercise.
Anyway you can use a program called "unity studio" to extract the Unity3D bundle files and export the standard model with deformations and bones into an .fxb file. opening that file in a 3d program and resetting the screwed up deformation will get you the model of the Digimon with all the bones it had in the game. To texture the model you could simply import my extracted texture files (and the area selections if there is more than one texture, it should work since the geometry is the same).
Of course the rig is only very basic. You still need to do the more advanced animation stuff by yourself like IK chains and joint limits and all the other stuff that keeps the limbs from just flailing and spasming all over the place.

And for reference here is the order of the unity3D files on the server (the index number is always three digits so for example the file name for model number 12 is http://icdn.s3.api.digimonlinkz.channel.or.jp/asset/AB_DATA/ANDROID/1.0.3/Characters/Characters_012_GO.unity3d?1 )

Code:

0.Kuramon1.Tokomon2.PlatinumScumon3.BlackTailmon4.Vegiemon5.Peckmon6.Meramon7.Yukidarumon8.Leomon9.Reppamon10.Waspmon11.AtlurkAbuterimon12.Nyaromon13.Andiramon14.Andromon15.Insekimon16.Infermon17.Vamdemon18.AeroV-dramon19.Etemon20.Angewomon21.ookuwamon22.Garudamon23.Pagumon24.Gigadramon25.Cannonbeemon26.GrappLeomon27.Cyberdramon28.Shakkoumon29.Jyureimon30.Silphymon31.Superstamon32.SkullGreymon33.Zudomon34.Pyocomon35.Taomon36.Qilinmon37.Digitamamon38.DeathMeramon39.ShogunGekomon40.DORUgremon41.Knigthmon42.Nanomon43.Paildramon44.Panjamon45.Pukamon46-Pumpmon47.Piccolomon48.BlackKingNumemon49.BlueMeramon50.Vademon51.Whamon52.HolyAngemon53.MachGaogamon54.Mamemon55.MegaSeadramon56.Mochimon57.Megadramon58.MegaloGrowmon59.Metalgreymon60.MetalGreymon Blue61.MetalTyranomon62.MetalMamemon63.Monzaemon64.Yatagaramon65.RiseGreymon66.Lilamon67.Wanyamon68.Rapidmon69.Lilimon70.Lucemon71.LadyDevimon72.WereGarurumon73.WereGarurumon Black74.Wisemon75.Alphamon76.UlforceV-dramon77.EBEmon78.Agumon79.Imperialdramon80.Imperialdramon Fighter Mode81.Vikemon82.VenomVamdemon83.WarGreymon84.Examon85.Ofanimon86.Gaioumon87. ChaosDukemon88.Gankoomon89.Agumon Black90.Kuzuhamon91.GranKuwagamon92.GrandLocomon93.Craniummon94.Cherubimon Virtue95.Saberleomon96.Sakuyamon97.Jesmon98.ShineGreymon99.Justimon100.Armadimon101.Sleipmon102.Seraphimon103.SaintGalgomon104.TigerVespamon105.Titamon106.Dianamon107.Diablomon108.Demon109.Dukemon110.Dynasmon111.Bubmon112.Impmon113.Duftmon114.HiAndromon115.Barbamon116.Banchouleomon117.Piemon118.Pinochimon119.Platinumnumemon120.BlackWarGreymon121.PrinceMamemon122.Plesiomon123.Elecmon124.HerakleKabuterimon125.Beelzebumon126.Belphemon Sleep Mode127.Hououmon128.Holydramon129.Boltmon130.Mastemon131.MarinAngemon132.Minervamon133.MirageGaogamon134.Otamamon135.Mugendramon136.MetalEtemon137.MetalGarurumon138.MetalGarurumon Black139.MetalSeadramon140.RustTyranomon141.Leviamon142.Lilithmon143.Ravmon144.LordKnightmon145.Gaomon146.Rosemon147.Lotusmon148.Imperialdramon PM149.Omegamon150.Omegamon Zwart151.Duftmon Leopard Mode152.Belphemon Rage Mode153.Lucemon SM154.Fladramon155.Magnamon156.Gazimon157.Rapidmon Armor158.Yggdrasil159.Gabumon160.Gabumon Black161.Guilmon162.Kudamon163.Keramon164.Punimon165.Gotsumon166.Goburimon167.Gomamon168.Shakomon169.Solarmon170.Terriermon171.Tentomon172.ToyAgumon173.DORUmon174.Hagurumon175.Botamon176.Patamon177.Hackmon178.Palmon179.PicoDevimon180.Piyomon181.Falcomon182.V-mon183.Plotmon184.Betamon185.Hawkmon186.Poyomon187.Lalamon188.Lucemon189.Renamon190.Lopmon191.Wormmon192.IceDevimon193.Aquilamon194.Ankylomon195.Ikkakumon196.Wizarmon197.Koromon198.Woodmon199.XV-mon200.Angemon201.Orgemon202.Guardromon203.Gaogamon204.Kabuterimon205.KaratsukiNumemon206.Gargomon207.Garurumon208.Tanemon209.Garurumon Black210.Kyubimon211.Growmon212.Chrysalimon213.Greymon214.Greymon Blue215.Clockmon216.Kuwagamon217.Gekomon218.Geremon219.Tunomon220.GoldNumemon221.Cyclonemon222.Sunflowmon223.Seadramon224.GeoGreymon225.Scumon226.Starmon227.Stingmon228.Sorcerimon229.Tankmon230.Tsumemon231.Tyranomon232.Tailmon233.Devimon234.Togemon235.DORUgamon236.Nanimon237.Numemon238.Birdramon239.Bakemon240.V-dramon

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3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder) (2024)
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