import struct import os def read_z3d_to_obj(z3d_path, obj_path): with open(z3d_path, 'rb') as f: # Check magic (optional: "Z3D0" or similar) magic = f.read(4) if magic not in (b'Z3D0', b'Z3D\x00'): print(f"Warning: Unknown magic {magic}, attempting to parse anyway...")
# Read vertex count vertex_count = struct.unpack('<I', f.read(4))[0] vertices = [] for _ in range(vertex_count): x = struct.unpack('<f', f.read(4))[0] y = struct.unpack('<f', f.read(4))[0] z = struct.unpack('<f', f.read(4))[0] vertices.append((x, y, z)) # Read face count (triangles) face_count = struct.unpack('<I', f.read(4))[0] faces = [] for _ in range(face_count): i1 = struct.unpack('<I', f.read(4))[0] i2 = struct.unpack('<I', f.read(4))[0] i3 = struct.unpack('<I', f.read(4))[0] faces.append((i1, i2, i3))
Since Z3D is not a standard widely-documented format, this converter assumes a simplified custom structure (often seen in homebrew/ripping tools).
I'll provide you with a that converts Z3D (a format used by some Nintendo 3DS tools like Every File Explorer/Ohana3DS) to OBJ.
# Write OBJ file with open(obj_path, 'w') as f: f.write(f"# Converted from {os.path.basename(z3d_path)}\n") for v in vertices: f.write(f"v {v[0]} {v[1]} {v[2]}\n") f.write("\n# Faces (1-indexed)\n") for face in faces: f.write(f"f {face[0]+1} {face[1]+1} {face[2]+1}\n")