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Persona 5 - The Phantom X


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Posted

Hey there, been wanting to port the main models for this game for ages, it is Unity based, and I can access the files, but the models meshes and skeletons are seperated into different bundles, I can find them but have no idea on how to make them work, I have included a model and its skeleton found within the files in unity. I don't know if the current Persona 5 X script needs updating or this is just how the files are dealt with in the game.

Thank you for any help. Appreciate it. ^^

ModelFilesModStudio.zip

  • 9 months later...
  • Engineers
Posted

Hey, I didn't use the modified version of AssetStudio, just version 16.47. A CAB_f780f... file has been extracted from the part_t_rig bundle with a size of 1.27 MB.

Which contains:

CAB-f780f.png

Posted

My issue that I need help with is that only some meshes have proper rigging, and few and far between, I want to extract the models from the game desperately but only if they have rigging, I hope someone figures something out. If you need more files or whatever for help I will do my best to provide them. Or if there is anything else I can do, would appreciate it.

  • Engineers
Posted (edited)
7 hours ago, Frushan said:

Or if there is anything else I can do, would appreciate it.

Then please extract the other bundles (one with skeleton) from the zip because I don't have the time to do it.

Also it would be nice to have a picture from "unproper rigging".

Edited by shak-otay
  • Like 1
Posted (edited)

Struggling to find the skeleton for this model in particular, I've included every single bundle that contains this specific characters name so it should be in there somewhere, but struggling at the moment.

Honestly this is far beyond me. All I can really do it provide files unfortunately. Sorry.

OG Unity Files

https://www.mediafire.com/file/fpsf6gluhw3mn4a/okyann.zip/file

Extracted Files (I believe the specific skeleton file for this model is the 'okyann_thief.fbx' file, but might be wrong.

https://www.mediafire.com/file/fpzmrrcjgihcjkn/okyannextract.zip/file

Edited by Frushan
Posted (edited)
On 6/29/2025 at 9:30 AM, Frushan said:

This person found some info a few months ago, so it is possible, just need a method to make it work, would love someone to have a look:

 

https://www.vg-resource.com/thread-43426.html

Oh wow, I did not expect to see my post show up in a thread on another website.

I've played a bit more with the files but I haven't learned much more. From observation, bundles containing the armatures start with 'role_' and the container is typically their internal ID with something else. Ex. Yumi Shiina is known as 'phoebe' in the files and her armature is in a bundle called role_4a6f30b.bundle. It's in a container called 'phobe_normal'.  '_thief' usually refers to them in the metaverse. '_normal' or '_uniform' is real world (if they have uniform and normal, it's because they have a uniform and casual wear outfit or their default outfit and some other one). 'sd_' belongs to shadows. 'n_' belongs to NPCs, notable or not (including palace rulers). 'p_' is used for personas.

As for the meshes, MUActorExportInfo (vertex groups), and textures, they usually have their own bundle. One each for the body, face, and hair. I put together a zip with a bunch of Yumi's bundles (among them being all her mesh pieces and armature) if anybody wants to look

https://www.mediafire.com/file/oaxheob6m9w3oja/Yumi_%28UPDATED%29.zip/file

or

https://mega.nz/file/2QglhKJY#Bc4Pxj3WkfK3GkQ42oMXeBf4_izYsrDjUbKdMIMxGZ0

Edited by Neoia
Posted (edited)
On 6/28/2025 at 5:35 AM, shak-otay said:

Thanks. okyann_thief.fbx, in blender I need to find where to change the bone visualisation, which is ugly by default.

In Noesis tthe animations plays nice at once.

Persona5ThiefBones.png

Somebody I know said that with the armature they got it to show in blender by exporting the animator via assetstudio and then importing it. I can attest, as I've done it myself. In this case I imported the armature using betterfbximporter but regular fbx import works as well. The only other insight I can really give is that this game is a il2cpp game written almost entirely in lua with some core parts and wrappers written in c# (I gained this information from somebody who datamines stuff from the game but just like the rest of us, is in the dark on how to get these models exported all together). The version of Unity this game is run on is version 2022.3.49f1. with AssetRipper you can get these assets into Unity, should you want to try. From your screenshot, the armature wasn't properly exported, so it came out as a bunch of empties instead of bones, hence why it's so messy.

phoebearamature1.png.9bedbf281ad8298cd0d937bedd210951.pngphoebearamature2.thumb.png.45803d14b0ce5c0cb4068ac933aa7129.png

Edited by Neoia
Posted

I imagine with this game a specific script or program will need to be developed for the game specifically, the way it deals with armatures and stuff is very odd.

Posted
8 minutes ago, Frushan said:

I imagine with this game a specific script or program will need to be developed for the game specifically, the way it deals with armatures and stuff is very odd.

If their goal was to make properly datamining models nigh impossible, they suceeded. We can export armatures and meshes separately, but bringing the weights, armature, and mesh together during export has and hasn't been accomplished. Disregarding the P3R collab models, I've seen the person I spoke about only export Wonder and Vast Wind

Posted
19 minutes ago, Neoia said:

If their goal was to make properly datamining models nigh impossible, they suceeded. We can export armatures and meshes separately, but bringing the weights, armature, and mesh together during export has and hasn't been accomplished. Disregarding the P3R collab models, I've seen the person I spoke about only export Wonder and Vast Wind

This doens't really do anything to stop datamining though, you can still access everything in the files, so if they have a new character set to be revealed it's still easy to locate them and whatever, its just exporting them as working models. I honestly don't think it was intentional, it's probably a weird design solution, or the export tools doing something a bit weird. I think it can be sorted out, just need someone with actual programming knowledge and stuff to get something working.

Posted (edited)
4 minutes ago, Frushan said:

This doens't really do anything to stop datamining though, you can still access everything in the files, so if they have a new character set to be revealed it's still easy to locate them and whatever, its just exporting them as working models. I honestly don't think it was intentional, it's probably a weird design solution, or the export tools doing something a bit weird. I think it can be sorted out, just need someone with actual programming knowledge and stuff to get something working.

that's literally what I was saying 😅. I was joking that if their goal was to make exporting models properly (as in working with everything put together. not just a mesh) nigh impossible, they succeeded. I'm in a P5X server that has dataminers, I see them dig up stuff from the game all the time so I don't question what can or cannot be datamined.

Tbh, if I had to guess, it's for efficiency. This is a large sized gacha game, so perhaps to make it more efficient they made the models like they did. I've datamined models myself before, so i'm well aware that assetstudio is only spitting out .obj files. And like yourself, I have no programming knowledge. 

Edited by Neoia

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