Link
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Asset Info favorite | |
---|---|
Name | Link |
Category | DS / DSi |
Game | The Legend of Zelda: Phantom Hourglass |
Section | Playable Characters |
Submitted | July 23, 2014 |
Uploaded By | Mystie |
Additional Credits | Lexou Duck |
Size |
16.56 MB (43 items) arrow_right
|
Format | ZIP (application/zip) |
Hits | 25,866 |
Comments (12)
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@Doc von Schmeltwick Adding to your point, since they didn't have the polygon budget to model Link and Tetra's hair fully, it doesn't really stick out from the characters' faces, making them look less well-defined.

Also note, in the readme.txt file that is present in the model ".zip" download, there are helpful links that explain how to properly import these models into your 3d editor of choice. Here's a quote:
For more info on how to properly import these models into your 3D program, check out:
https://github.com/scurest/apicula/wiki/IMPORT:-Blender
https://github.com/scurest/apicula/wiki/IMPORT:-Maya
https://github.com/LexouDuck/MayaUtilities
For more info on how to properly import these models into your 3D program, check out:
https://github.com/scurest/apicula/wiki/IMPORT:-Blender
https://github.com/scurest/apicula/wiki/IMPORT:-Maya
https://github.com/LexouDuck/MayaUtilities

also, how do u use it?

I don't get why so many people don't like this model, its really close to the Windwaker one, I love it

@Jasper7438 Wow, I just tried Noesis and it worked! Thank you so much for pointing me to this tool!
For any future people trying to import this model WITH all animations, Blender 3.0 couldn't read the FBX file in this Phantom Hourglass Zip. So I opened that FBX into Noesis and exported it again as FBX. Blender could import that one.
Here were the settings I had to put to import the bones properly:
- Scale = 100
- Primary Bone Axis = X axis
- Secondary Bone Axis = Z axis
You'll also notice that Links texture blending is all messed up in Blender. I wrote a script that will fix this automatically. Select all of Links parts (just press A in Blender) then run this script:
https://github.com/JamesO2x/Useful-Blender-Scripts/blob/main/scripts_python/Models_Resource/fix_ph_link.py

You now have all of Link's animations.
For any future people trying to import this model WITH all animations, Blender 3.0 couldn't read the FBX file in this Phantom Hourglass Zip. So I opened that FBX into Noesis and exported it again as FBX. Blender could import that one.
Here were the settings I had to put to import the bones properly:
- Scale = 100
- Primary Bone Axis = X axis
- Secondary Bone Axis = Z axis
You'll also notice that Links texture blending is all messed up in Blender. I wrote a script that will fix this automatically. Select all of Links parts (just press A in Blender) then run this script:
https://github.com/JamesO2x/Useful-Blender-Scripts/blob/main/scripts_python/Models_Resource/fix_ph_link.py

You now have all of Link's animations.


So this model seems to have an armature and all of its animations in the DAE file. But I'm having trouble getting Blender to import these animations. It seems to grab only Link's "vertical slice attack" animation, and ignores the rest. Does anyone know how to import multiple animations into Blender? Or any sort of program that I can even get these animations to play in?
I tried using some "online DAE file viewers" and half of them don't recognize the animations either, but their data is definitely in the file (you can open it in a text editor to see for yourself).
I tried using some "online DAE file viewers" and half of them don't recognize the animations either, but their data is definitely in the file (you can open it in a text editor to see for yourself).

There's a pretty simple plausible answer as to why they look worse. Since the designs originated in TWW, they were intended with more detail, and therefore downgrading them makes them seem extra-crude due to the poor attempts at keeping said detail. The other characters were created for this game, and as such their designs were created with the DS's limits in mind, being a lot simpler. Link and Tetra were designed to have a lot of rounded edges due to being intended for the GCN, while the others are designed to look more angular for the most part. Link and Tetra looking that type of angular therefore looks really off, even if you haven't seen the originals before.

The spirit tracks model defiantly looks better though.

Why do link and Tetra look so bad in this game? Everyone else looks fine.

Linebeck will be coming soon. Right now, I'm more focused on ripping Wind Waker models.

Linebeck c: