Animal Jam: Play Wild!
Animal Jam: Play Wild!

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[117]
Avatars
Anteater
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Arabian Horse
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Arctic Fox
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Arctic Hare
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Arctic Wolf / Spooky Arctic Wolf
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Asiatic Lion
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Bat-Eared Fox
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Black-footed Ferret
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Blackbuck Antelope
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Brachiosaurus
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Bunny / Spring Bunny
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Camel
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Capybara
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Caribou
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Cheetah
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Chihuahua
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Corgi
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Corsac Fox
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Cougar
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Cow
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Coyote / Autumn Coyote
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Crocodile
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Deer
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Direwolf
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Domestic Shorthair Cat
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Dragon
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Duck
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Eagle
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Elephant
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Emperor Penguin
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Eurasian Wolf
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Falcon
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Fennec Fox
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Flamingo
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Flying Fox / Pumpkin Spice Flying Fox
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Fox
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Fox (Variants)
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French Bulldog
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Frog
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German Shepherd
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Giraffe
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Goat
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Golden Pheasant
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Golden Retriever
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Gorilla
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Griffin
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Grizzly Bear
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Heartbreak Giraffe
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Himalayan Cat
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Himalayan Tahr
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Hippo
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Horse
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Hyena
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Ili Pika
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Kangaroo
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Koala
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Komodo Dragon
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Legendary Eagle
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Lemur
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Leopard
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Lightside / Darkside Arctic Wolf
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Lion
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Llama
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Lynx
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Maine Coon Cat
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Mammoth
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Maned Wolf
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Meerkat
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Monkey
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Moose
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Moth
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Opossum
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Ostrich
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Otter
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Owl

Painted Wolf

Panda

Parasaurolophus

Peacock / Twilight Peacock

Penguin

Phantom

Pig

Platypus

Polar Bear

Popa Langur

Porcupine

Pteranodon

Python

Quokka

Raccoon / Rainbow Raccoon

Red Panda / Snowflake Red Panda

Rhino

Sabertooth

Scottish Fold Cat

Seal

Sheep

Siamese Cat / Sunset Siamese Cat

Siberian Husky

Skunk

Sloth

Snow Leopard

Stegosaurus

Sugar Glider

Tarantula

Tiger

Tortoise

Toucan

Triceratops

Tufted Deer

Tyrannosaurus

Unicorn

Vampire Bat

Velociraptor

Viper

Wolf

Wolverine

Zebra

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[122]
Pets
Anniversary Prize Pal

Meagyn's Pet Bear

Pet Arctic Fox

Pet Arctic Wolf

Pet Armadillo Lizard

Pet Australian Cattle Puppy

Pet Axolotl

Pet Baby Chick

Pet Brachiosaurus

Pet Camel

Pet Canary

Pet Cardinal

Pet Chameleon

Pet Chipmunk

Pet Corgi

Pet Coyote

Pet Crocodile

Pet Direwolf

Pet Dove / Pet Love Dove

Pet Ducky

Pet Eagle

Pet Elephant

Pet Falcon

Pet Fennec Fox

Pet Ferret

Pet Firefly

Pet Fox

Pet Frankenkitty

Pet Frankenpup

Pet Frog

Pet Fuzzy Lop Bunny

Pet Galactic Firefly

Pet Gecko

Pet German Shepherd Puppy

Pet Glow Worm

Pet Goat

Pet Goldfish

Pet Guinea Pig

Pet Hamster

Pet Hedgehog

Pet Highland Cow

Pet Highland Pony

Pet Himalayan Kitten

Pet Hippo

Pet Honey Badger

Pet Honey Bee

Pet Horseshoe Crab

Pet Hyena

Pet Iguana

Pet Jerboa

Pet Jumping Spider

Pet Kangaroo Joey

Pet King Cobra

Pet Lab Puppy

Pet Lamb

Pet Lemur

Pet Lion

Pet Lovebug

Pet Lucky Ducky

Pet Lucky Piglet

Pet Lynx

Pet Monarch Butterfly

Pet Nilgiri Marten

Pet Ocelot Kitty

Pet Octopus

Pet Painted Bat

Pet Panda

Pet Pangolin

Pet Parasaurolophus

Pet Parrot

Pet Peacock

Pet Pekin Rooster

Pet Persian Kitty

Pet Phantom

Pet Pigeon

Pet Polar Bear

Pet Poodle Puppy

Pet Potbellied Piglet

Pet Praying Mantis

Pet Prehistoric Egg

Pet Pteranodon

Pet Pumpkin / Pet Midnight Pumpkin

Pet Pygmy Marmoset

Pet Raccoon

Pet Rat

Pet Rattlesnake

Pet Raven

Pet Red Panda

Pet Reindeer

Pet Rhino

Pet Rock

Pet Rock Crab

Pet Rockhopper Penguin

Pet Rosy Maple Moth

Pet Sabertooth

Pet Santa Claws

Pet Seal

Pet Short-Nosed Echidna

Pet Snail

Pet Snow Leopard

Pet Snowflake Penguin

Pet Snowy Glider

Pet Snowy Owl

Pet Spider Monkey

Pet Spotted Lab Puppy

Pet Squirrel

Pet Stegosaurus

Pet Sugar Glider

Pet Swan

Pet Tabby Kitty / Midnight Kitty

Pet Tarantula

Pet Tasmanian Devil

Pet Tiny Snowman

Pet Triceratops

Pet Turaco

Pet Tyrannosaurus

Pet Unicorn

Pet Vampire Bat

Pet Water Bear

Pet Weasel

Pet Wild Turkey

Pet Zebra

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[5]
Non-Playable Characters
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[13]
Phantoms
Comments (57)
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@Jasper7438 Oh, I think I was mixing it up with some items that end up invisible.

@DigitalDiamal Not quite. Not including VC would not make the model invisible. Instead the model would lose out on some coloring/detailing
I choose to include vertex color bakes with my models for user convenience if their chosen program does not support vertex color. For most character models making a 2nd uv map just for vertex colors is not too bad, but it would take too long and would probably look bad for area models. Not that providing vertex color maps is required, I just prefer having them included.
I'm not going to be uploading clothing or area models. I removed the empties that the clothing would be attached to and areas would take too long to do.
I choose to include vertex color bakes with my models for user convenience if their chosen program does not support vertex color. For most character models making a 2nd uv map just for vertex colors is not too bad, but it would take too long and would probably look bad for area models. Not that providing vertex color maps is required, I just prefer having them included.
I'm not going to be uploading clothing or area models. I removed the empties that the clothing would be attached to and areas would take too long to do.

@kokoi Some of the clothing and den items use vertex coloring and if they get ripped without the vertex coloring baked in as a texture, it will result the model looking invisible.

I'd love to learn how to rip from AJ, or see clothing items here!

This makes it look like the two girls got animal forms


Aww yeah all of my favorite series together


finally

Hey! All of the other models got accepted!!

update, Jasper himself was kind enough to help me learn how to rip from AJ! would you guys be interested in seeing clothing and den items in here? maybe even whole maps once i put everything together?

@DigitalDiamial how Jasper managed to figure out how to rip from AJ is beyond my knowledge. also true, vertex coloring is a pain, but honestly Texture Editing is pretty fun imo. also i do plan on porting some things from AJ into VRChat! i've gotten some of the animals in-game already too! if places in AJ like Jamaa Township or Dens end up here, i'd be more than happy to make worlds out of them.

@WrathSkele Jasper knows how to keep those bones intact, there's a way to bake-in the vertex coloring of a pet, clothing, and den items.
Unfortunately, for areas in the game, they heavily rely on vertex coloring and trying to bake-in textures for them makes them look poor sadly if one wants to import them into a 3D program that doesn't support vertex coloring.
Unfortunately, for areas in the game, they heavily rely on vertex coloring and trying to bake-in textures for them makes them look poor sadly if one wants to import them into a 3D program that doesn't support vertex coloring.

i have been trying for YEARS to rip these models. unity asset programs never worked until i tried ninjaripper but they came out with no rig. finally someone has done exactly what i've been trying to do for so long! how did you manage to get it to work?? i'm honestly impressed!
also i have a few items i could submit? i've got the Spiked collar (with recreated textures), Forest Gauntlets and a few more clothing items if that's something that's wanted?
also i have a few items i could submit? i've got the Spiked collar (with recreated textures), Forest Gauntlets and a few more clothing items if that's something that's wanted?

Lawl
To some, this is cursed, but to me, this is epic.
To some, this is cursed, but to me, this is epic.


@Tee-tah Furby I'm a girl if you didn't see my VG Resource profile.

@SpritZ I know how, I told diamal it and he passed the info to jasper

I was actually wanting to do these, I sadly don't know much about blender so I never did it. Btw I was the one who figured out how these had to be ripped, I then told diamal which he told jasper.

YOOOOOOOO I WAS WAITING FOR THESE IM SO HAPPY TO SEE THEM AT LAST

The RGB stuff can be recreated through a image editing program, so it isn't that bad.
The vertex color is what would really complicate the conversion. For some stuff, the vertex color is used very sparingly and the missing color can be filled in or baked into a texture easily, but some items and pretty much all of the environments, there is little regard given to uv mapping because vertex colors don't use uv maps, so one would have to heavily alter the uv maps for 100+ environmental meshes [for just one area] and even then you'd probably end up with shoddy results.
The vertex color is what would really complicate the conversion. For some stuff, the vertex color is used very sparingly and the missing color can be filled in or baked into a texture easily, but some items and pretty much all of the environments, there is little regard given to uv mapping because vertex colors don't use uv maps, so one would have to heavily alter the uv maps for 100+ environmental meshes [for just one area] and even then you'd probably end up with shoddy results.

@Jasper7438 I forgot and mixed up which models used color masking and ones that actually use vertex coloring.
Though I think the pets, items, and locations would be the ones to make the importing process tough when the models are being imported to a program that doesn't do that kind of stuff like Blender can.
Though I think the pets, items, and locations would be the ones to make the importing process tough when the models are being imported to a program that doesn't do that kind of stuff like Blender can.

The animal models in ajpw use color masking [using red/green/blue or RGB textures] for their colors and not vertex coloring. Though some pets and items do make use of vertex coloring; it is used in some den items/clothing and is heavily used in coloring environments.
For the ambient occlusion [alpha1 texture], just put that as the top layer and set it to multiply [this adds shadowing detail to the model, which is important in ajpw where the shaders are mostly unlit]
The "detail" textures are just textures I included to be paired with the "detailMask" textures to make the shading setup more obvious. I only included them with models that had elements that don't change color with the patterns [like pink ears/paws, noses, etc..], these "detail" textures are just the original texture with the transparency removed.
It is kind of a pain to use the textures outside of a program like blender... which is why I had to separate all the texture channels and bake any vertex coloring for those people that would need them!
For the ambient occlusion [alpha1 texture], just put that as the top layer and set it to multiply [this adds shadowing detail to the model, which is important in ajpw where the shaders are mostly unlit]
The "detail" textures are just textures I included to be paired with the "detailMask" textures to make the shading setup more obvious. I only included them with models that had elements that don't change color with the patterns [like pink ears/paws, noses, etc..], these "detail" textures are just the original texture with the transparency removed.
It is kind of a pain to use the textures outside of a program like blender... which is why I had to separate all the texture channels and bake any vertex coloring for those people that would need them!
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