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20 — Ninja Ripper

The old workflow was: .rip -> Noesis (a third-party viewer) -> .obj or .fbx. It was slow. Now, Ninja Ripper 2.0 exports directly to FBX 2020. You rip, you drag into Blender or Max, and the materials are (roughly) assigned. No intermediary software required.

If you’ve been in the 3D art, modding, or game development analysis space for the last decade, you know the name Ninja Ripper. For years, it was the clunky, unreliable, but sometimes only way to pull geometry and textures from a running game.

But recently, the conversation has shifted. Ninja Ripper 2.0 (often stylized as v2.0 or the "DX12/Vulkan" update) hit the scene, and it feels less like a patch and more like a complete rewrite.

I spent the last week putting the new version through its paces. Here is what changed, why it matters, and where it still hurts. ninja ripper 20

Let’s clarify the terminology. When people search for "Ninja Ripper 20," they are usually referring to version 2.0 of the software, released in late 2023. The older, classic version (Ninja Ripper v1.7.1) is a 32-bit application with severe memory limitations and poor support for modern engines like Unreal Engine 5.

Ninja Ripper 20 is a complete rewrite. It functions as a global hooking application. It sits between your game (or any 3D application) and your graphics driver. When you press the hotkey (default: F10), it intercepts the draw calls and exports the following:

In the world of 3D art, modding, and fan creation, accessing the raw assets from a commercial video game has traditionally been a nightmare of proprietary formats and encrypted file packages. For over a decade, Ninja Ripper has been the go-to tool for ripping geometry, textures, and shaders directly from the GPU’s rendering pipeline. Now, with the arrival of Ninja Ripper 20, the game has changed entirely. The old workflow was:

This isn't just a minor version bump. Ninja Ripper 20 represents a complete architectural overhaul, promising support for modern APIs (DirectX 12, Vulkan), 64-bit stability, and features that creators have begged for since 2015. Whether you are a 3D artist building a fan tribute, a machinima director, or a game developer analyzing competitor LOD systems, this guide will walk you through everything you need to know about Ninja Ripper 20.

This is the part most "ripping" articles avoid, but it is crucial.

Ninja Ripper 20 is a legitimate tool for: It is a violation of EULA for:

It is a violation of EULA for:

Most developers ignore hobbyist ripping, but studios like Nintendo and Square Enix have issued takedowns for mass distribution of ripped assets. Do not share the original .RIP or texture files publicly.

Let’s assume you want to rip a character model from Street Fighter 6 (RE Engine, DX12).

Inside the output folder, you will find:

The developer of Ninja Ripper has hinted that version 2.x will soon include AVX optimization for ripping high-poly Nanite meshes from Unreal Engine 5.2+ titles. Furthermore, community plugins now allow direct export to Godot 4 and Unity 2023.

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