Anime Studio opens Unity bundles and lets you browse, preview and export what's inside : textures, meshes, animations, audio, shaders, text assets and more. It handles the encrypted bundles used by Genshin Impact, Star Rail and Zenless Zone Zero, all of their others upcoming titles. Also works on a long list of other encrypted games and works fine on regular Unity games too.
It comes as a GUI and a CLI, both in the same download. The GUI is what you want if you're just looking for assets, the CLI is there for scripting and batch exports.
Both builds are Windows x64 only and need the matching .NET Desktop Runtime installed. Unzip anywhere and run AnimeStudio.GUI.exe or AnimeStudio.CLI.exe.
Pick your game in the game selector first, then load a file or a folder. This matters because each game has its own decryption, loading with the wrong one selected will either fail or give you garbage. There are over 50 entries in that list, including separate ones for closed beta versions, so take the one that matches the build your files come from.
From there, load a file or a folder, browse the list, and export what you want. Assets can be filtered by type, by name or by container path, and previewed before exporting for most types.
For big dumps there's the Asset Browser, it builds a map of everything in a game install so you can search it without loading the whole thing every time. Maps can be saved as message pack or json, relocated to a different install folder, and two of them can be loaded side by side to see what changed between versions.
The CLI takes the same options as flags, with an input and an output path :
AnimeStudio.CLI.exe <input> <output> --game GI --types Texture2D,Sprite --export_type convert
Useful flags are --game, --types, --names and --containers for filtering, --group_assets for the output folder layout, --map_op and --map_type for building asset maps, and --silent to keep it quiet. Run it without arguments for the full list.
The official wiki goes into detail on all of this. If something isn't covered there, look at the original tutorial by Modder4869 or the original readme. Otherwise join the discord and ask there !
You need Visual Studio 2022 with the C++ desktop workload and the .NET 9 and 10 SDKs.
build.ps1 builds the GUI and the CLI for both frameworks and packages them into dist. That's the same script the CI runs, so if it works there it works locally. For day to day work dotnet build AnimeStudio.GUI is enough, the packaging step is only needed for a release.
The native libraries are not built by that script, they sit prebuilt in AnimeStudio.Libraries and only need rebuilding when you touch their sources. Each one is its own project in the solution and outputs straight into that folder :
| Project | Output | What it does |
|---|---|---|
AnimeStudio.Ooz |
AnimeStudio.Ooz.dll |
Kraken / Mermaid / Leviathan decompression |
AnimeStudio.FBXNative |
AnimeStudio.FBXNative.dll |
FBX export, needs the Autodesk FBX SDK at exactly version 2020.3.7 installed |
AnimeStudio.HLSLDecompiler |
AnimeStudio.HLSLDecompiler.dll |
Shader decompilation |
AnimeStudio.ACL.DB / .ZZZ / .SR |
AnimeStudio.ACL.*.dll |
Animation decompression, one per ACL version |
They are all x64 only and excluded from the solution build, build them by hand when needed.
Contributions are welcome, whether it's a new game, a fix for an existing one or anything else. Open a PR and it'll get looked at.
Thanks goes to these wonderful people :
Contributions of any kind welcome!
Anime Studio is a fork of Studio by Razmoth, itself a fork of AssetStudio by Perfare. After Razmoth's repo was discontinued things started breaking as games evolved, and several forks appeared fixing different bits without ever merging back into each other. This one aims at being the place where those fixes live together. Most of what's here started in those two projects.
The native side is built on other people's work :
- ooz by powzix, through zao's fork - Kraken decompression
- FBX SDK by Autodesk, wrapper based on Perfare's and hozuki's - FBX export
- 3Dmigoto and HLSLcc by Unity - shader decompilation
- ACL and RTM by Nicholas Frechette, wrappers by Razmoth - animation decompression
- FMOD Engine by Firelight Technologies - audio preview and export
FMOD is used under Firelight's free license for non commercial use, and the FBX SDK under Autodesk's terms. Everything else is MIT or similar, see each project for details.
