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BLEACH Rebirth of Souls

Featured Replies

Hello guy's, opening this topic to know if someone find out how to extract animations from the models of Bleach Rebirth of Souls ? 

Hope someone will have a solution to extract them easily :classic_cool:

  • 2 weeks later...

I second this request, now that we have a pretty flawless way of extracting the models and textures, the next logical step is animations.

  • 1 month later...
  • Author

Anyone to try extracting them guy's ? would be really useful :classic_cool:

I also want to know, does anyone know where to find tutorials?

I created a new account for this purpose haha

Thanks for everyone's contribution

  • Author

I started making a script to convert the animation files but it wasn't a success.. Hope someone will find a solution

  • 3 weeks later...
  • Localization
On 6/12/2025 at 5:34 AM, Benefor said:

I started making a script to convert the animation files but it wasn't a success.. Hope someone will find a solution

Can you please show your script?

  • 1 month later...
  • Author

Little up, i've been trying making a script by myself but it always result as a failure. If someone is able to help would be awesome :)

  • Localization
On 8/21/2025 at 7:58 AM, Benefor said:

Little up, i've been trying making a script by myself but it always result as a failure. If someone is able to help would be awesome 🙂

Can you send us the code?

  • 2 weeks later...
  • Author
On 8/25/2025 at 8:01 PM, Andree said:

Can you send us the code?

Yeah here is the BMS script i've made (with help of AI) it is extracting only .tmo's files but it's a good start i guess 

bleach_ROS_tactpkg_tmo.7z

  • Author

So i've used the script from nexus website to import .tmd2 and also my extracted .tmo, looks a bit weird image.thumb.png.b880e909e1814fc8a179ce97edcf09da.png

  • 4 weeks later...
  • Localization

I'm the one who wrote the tmd2 addon for blender. tmo implementation was never finished. I lost motivation after the game died.

  • Author
On 10/4/2025 at 10:55 PM, HydraBladeZ said:

I'm the one who wrote the tmd2 addon for blender. tmo implementation was never finished. I lost motivation after the game died.

Yeah i unsterstand that.. Maybe we could try finishing only this part if you want 

  • 3 weeks later...
On 10/4/2025 at 2:55 PM, HydraBladeZ said:

I'm the one who wrote the tmd2 addon for blender. tmo implementation was never finished. I lost motivation after the game died.

the game died? I see them still releasing new characters tho 🤔

  • 3 weeks later...
On 10/31/2025 at 2:47 PM, HydraBladeZ said:

image.png.a8fa5b735560021bf955c501b668444c.png

yeah, I see what you mean, maybe this one will do better:

 

  • 3 weeks later...
  • 3 months later...

【Temporary solution for handling arm animation distortion in tmo animation of tmd2 model using blender】

tmo animation extraction script: https://github.com/Cpt-Hazama/Rebirth-of-Souls-Animation-Extractor

Blender imports the TMD2 model plugin: https://www.nexusmods.com/bleachrebirthofsouls/mods/63

NOESIS imports the tmd2 model plugin: https://reshax.com/applications/core/interface/file/attachment.php?id=5743&key=4aae3cc9d6c3fbfef97b59495fa1c7c8

After installing the plugin for Blender, import the TMD2 model, select the skeleton, and enter edit mode. Select all the bones and set their length to a value that is convenient for observation. Here, I have set the length of each bone in the test model to 1 meter.

image.thumb.png.814dc16b0f21ac89d68df1d41a700e07.png

Compared with the FBX version exported by NOESIS, it is easy to identify the issue causing the distortion of the arm animation in tmo: the model skeletons of the two arms imported by the tmd2 plugin are perpendicular to the ground, whereas normally they should be perpendicular to the palm plane.

image.thumb.png.e7495db231fb55856fa5072913cbd047.png

Now, let's try manually adjusting the bone rotations of both arms. Press the number 1 key on the keypad to enter the front view, select the right bone, rotate it 45° around the world Y axis, and then change the Roll value of each bone back to 45° after rotation.

image.thumb.png.a611988fdfbaabb17f085bde16ac1d56.png

Similarly, we select the bones on the left, rotate them by -45° around the world Y axis, and change the Roll value of each bone back to -45°

image.thumb.png.4dc61abe4f87bd40f482c01196de5b64.png

Now, let's return to the object mode. Even though the model doesn't look like a standard T-pose or A-pose now, when we drag the animation to the model, the motion performance is indeed normal, especially the arm and palm no longer have strange motion distortions

image.thumb.png.408e46cd78c3946732ea86369aaa5f0a.png

I suspect that the reason for the distortion of actions caused by the BlenderTMD2 plugin is due to an incorrect setting of the position of the bone tail in its importer.py. As a novice who currently only knows how to read code and is not very good at writing code, I hope the author can fix this part. °¯᷄◠¯᷅°

test resources: https://mega.nz/folder/vw5TzIyS#ZTfmpnlEbBFI0OPt213B6w

 

Edited by SivenLi

  • 2 weeks later...
  • Author
On 3/14/2026 at 6:24 AM, SivenLi said:

【Temporary solution for handling arm animation distortion in tmo animation of tmd2 model using blender】

tmo animation extraction script: https://github.com/Cpt-Hazama/Rebirth-of-Souls-Animation-Extractor

Blender imports the TMD2 model plugin: https://www.nexusmods.com/bleachrebirthofsouls/mods/63

NOESIS imports the tmd2 model plugin: https://reshax.com/applications/core/interface/file/attachment.php?id=5743&key=4aae3cc9d6c3fbfef97b59495fa1c7c8

After installing the plugin for Blender, import the TMD2 model, select the skeleton, and enter edit mode. Select all the bones and set their length to a value that is convenient for observation. Here, I have set the length of each bone in the test model to 1 meter.

image.thumb.png.814dc16b0f21ac89d68df1d41a700e07.png

Compared with the FBX version exported by NOESIS, it is easy to identify the issue causing the distortion of the arm animation in tmo: the model skeletons of the two arms imported by the tmd2 plugin are perpendicular to the ground, whereas normally they should be perpendicular to the palm plane.

image.thumb.png.e7495db231fb55856fa5072913cbd047.png

Now, let's try manually adjusting the bone rotations of both arms. Press the number 1 key on the keypad to enter the front view, select the right bone, rotate it 45° around the world Y axis, and then change the Roll value of each bone back to 45° after rotation.

image.thumb.png.a611988fdfbaabb17f085bde16ac1d56.png

Similarly, we select the bones on the left, rotate them by -45° around the world Y axis, and change the Roll value of each bone back to -45°

image.thumb.png.4dc61abe4f87bd40f482c01196de5b64.png

Now, let's return to the object mode. Even though the model doesn't look like a standard T-pose or A-pose now, when we drag the animation to the model, the motion performance is indeed normal, especially the arm and palm no longer have strange motion distortions

image.thumb.png.408e46cd78c3946732ea86369aaa5f0a.png

I suspect that the reason for the distortion of actions caused by the BlenderTMD2 plugin is due to an incorrect setting of the position of the bone tail in its importer.py. As a novice who currently only knows how to read code and is not very good at writing code, I hope the author can fix this part. °¯᷄◠¯᷅°

test resources: https://mega.nz/folder/vw5TzIyS#ZTfmpnlEbBFI0OPt213B6w

 

That's a great temporary solution ! Thanks for sharing, hope someone with good knowledge will be able to fix everything :D

  • 1 month later...
  • Localization

I forgot to mention this but I've fixed the animation and bone problems and added support for tactpkg files so you can import all the animations from them at once.

I have a question I hope to get answered here: How do you work with the different parts (body, head, hair, weapon)?

Since I'm new to Blender, there's a lot I don't know. I've been experimenting, but whenever I merge the armature or the models, the weights for one of the parts always get messed up.

 

I'd appreciate any help or advice.

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