this guide is not meant to help with leaking or feeding your paywall or any stupid things you might do to ruin experience for other people
- for original Get latest version from Github Actions not releases from here , if you dont have account you can use site like nightly.link to download it , Latest build or this fork if main repo expired here
if it is about mihoyo game use AnimeStudio
- Extract zip file somewhere
chrome_bBlpF4CYiz.webm.mov
- open AssetStudioGUI then click on
Options->specify gameand pick your game name , for games like GI you might have to disable shader click here
SpecifyingGame.mov
- Click on
Miscsthen in text input type assets map output name ,test_bh3in this video - Click on
AssetMap Typeand pickMessagePackfrom list - Cick on
Build Both - Select the folder where your game files are
- Pick Output folder try to not use game folder as output folder as it cause some issues
- Wait till it finish
BuildingAssetMap.mov
MiscsSelect CABMap you built earlier from list (check in console windows and make sure it said Loaded cabmap name)Miscs->Asset Browser->Load AssetMapand pick theAssetMapyou create in previous step it ends with.mapextension- Find asset you need by searching with its name or type for example under Name
Elysiaunder TypeAnimator - Click on Arrow icon and Select the Assets you want to load
-
- now you can press
Load Selectedto load files in GUI and let you browse and pick what to extract
- now you can press
-
- or Use
Export Selectedwhich will export assets without loading them into GUI (this generaly use less Ram compared to loading assets option) if you are exporting types thats not models (Animators/GameObject) underOptionsuncheckResolve Dependenciesotherwise it would take long time loading all other files
- or Use
ExportSelected.mov
- you can right click items in
Asset ListthenExport selected assets
-
- if you are getting big size fbx output make sure to disable
Collect AnimationsinOptions->Export options
- if you are getting big size fbx output make sure to disable
ExtractingAsset.mov
OR
- Find Asset that has Animator Type in
Asset Listthen right clickGo to scene hierarchySelect the model you want - Click on
Model->Export Selectedif you selected more than one model and you want them merged pickmergeoptions
-
- Optionally If you want AnimationClips along the FBX file Doesnt work for Every AnimationClip Type Select them in
Asset listand pickExported Selected objects + Selected Animation Clips
- Optionally If you want AnimationClips along the FBX file Doesnt work for Every AnimationClip Type Select them in
-
- you can also click
Options->Filter models onlyso only models that hash mesh are shows in asset list orEnable model preview
- you can also click
- Some models are
GameObject(GI npcs for example ) those wont be included inAssetmapby default if you need them you need to go toOptions->Export OptionsuncheckMinimalMapbefore building assetmap
-
Options->Display All Assets
ModelScene.mov
- credits (undefined) video link
- scripts needed TimelineRecorder.cs
some games require betterfbx addon to import correctly in blender
ImportModel.mov
- first build CABMap using
.\AssetStudioCLI.exe input output --map_op CABMap --map_name bh3_cliCabMap --game GAME_NAME - extract using
.\AssetStudioCLI.exe input output --map_op Load --map_name bh3_cliCabMap --models --game GAME_NAME
-
- with extracting models you can pass name or containers filter , also better to use --group_assets option
-
- it might be slow
- you can use asset studio cli to export stuff easier open powershell/cmd in same folder where studio installed
- do
.\AssetStudioCLI.exe --helpto see what you can do few examples - Building AssetMap would be something like
\AssetStudioCLI.exe "input folder" "output folder" --game GAME_NAME --map_op AssetMap --map_type MessagePack --map_name assets_mapreplaceGAME_NAMEwith your actual game name - extracting all textures
.\AssetStudioCLI.exe "input folder" "output folder" --types Texture2d --game GAME_NAME
-
- can also use
--namesto filter what you want to extract it accept any regex
- can also use
- extracting models with cli would be something like
.\AssetStudioCLI.exe "input folder" "output folder" --game GAME_NAME --map_op Load --types Animator --names ^Avatar --map_name assets_mapreplaceassets_mapwith whatever name you picked when building assetmap this would extract any model that start with Avatar
Options->Specify Game->UnityCNOptions->Specify UnityCN Key- pick your game from the list or add new key if you have one , double click on the arrow
- Load your file
UnityCN.mov
in Options -> Export Options under Selected unity type can click on list and pick type and uncheck both Parse and Export
My assetstudios seems broken as if I build the maps it builds only the same 57mb. I reinstalling it now. Were there changes to the game that caused it to not work? haven't used it in forever.
seriously, is there any changes to the method of building the map? all i get are errors, and now only a 3mb bin file