Current Status: Released! Public Alpha 0.1Download: http://www.mediafire.com/?6l68liain64agfc General Info:
0.1 consists of all NPC and main character's idle anims, minus Cait Sith (I felt it didn't fit him, but I might add them in if enough people would like to see them), General fixes for cloud (crazy animations), and a new walk and run.
Final Fantasy VII Re-Animated is a project that aims to tweak and modify many of the animations in the game to bring it to more modern standards, as well as fix problems from the game that were not noticeable before we could introduce custom models, such as awkward standing animations, disjointed running animations and other general animations that did not have problems with the low-poly SD characters, thanks to their low fidelity - as well as adding idle animations that reduce the lifeless "puppet" look of the characters.Technical
There are many animation files in this game, perhaps too many to count - and to edit an animation you need to physically find the one you are looking for, and then edit the animation frame-by-frame, which both can be a daunting task, especially one of the larger animations, which have upwards of 30+ frames. I'm working on making a list of associated animations that go with each character, but it's very empty right now as I've been focusing on fixing the animations I can find. If you would like to help, see the FAQ section below for details, as well as the warning for if you want to help.Examples:
: How long did this take?A
: I can't give you a definitive answer, but so far, editing just one of the longer animations alone took around 4-5 hours, and I've done a lot more than just one over the course of the week, so ball-park it Q
: Can I help?A
: Most definitely. There are a number of ways you can help, such as editing animations I haven't touched, or creating a list of animations and what each of them are, and what characters they apply to (Ilfana can aid in this, but I can't seem to get it to work) Recommended programs to use are either Kimera 0.93, or Kimera 0.96b, since the latest version works well for field and battle this time around, and is a little more stable, and has an interpolate option to make smoother animations (I used that to create idle animations)WARNING 1:
ALWAYS back the animation before you edit it, so you have the original. Otherwise, not only do you risk having to reinstall if you want the old one, but now if you dramatically fern
up the one you are working on you are permanently stuck with a broken animation. And with the amount of frames some of them have, that is not very encouraging.WARNING 2:
Kimera 96's interpolate option is good, but if you need to use it, make sure you do not EVER use it until you are completely done
editing an animation. If you don't, and try to highlight a piece to modify after you've interpolated, it WILL crash Kimera 96 EVERY TIME. The reason for this seems to be that kimera's animation fields don't allow for decimals, only integers - but interpolating animations obviously, causes some of those in-between values to become decimals - so when you highlight it to work on it, the rotation value will be a number that technically cannot be there and will cause a crash.
The only workaround for this right now is to interpolate the animation, save, and open the model in Kimera 93 and continue work from there, until it's fixed. (EDIT: 93 still has crashes with it as well, though not as often for some reason)Q
: Can battle animations be edited?A
: Yep. I haven't done much of them yet, but you can do things like add more frames to change the speed of the animation, or even add new poses or transitions if you so desire, using the bone rotation and root translation options in kimera.Q
: I don't like animation A/needs tweaking/looks weird, can you change it?A
: Of course! As long as you provide valid criticism and I have the free-time, I will most definitely look into it. Plus, nothings stopping you if you want to take a crack at it Q
: I've made a list of some animations and what they do/who they are associated with, where should I put it?A
: You can either post it directly in this thread, or PM me, and I'll add it to my listQ
: Can I be an internal tester?A
: Nope, because a public version has already been released.Q
: CAN I HAZ DISSIDIA MODULZ?A
: To put it bluntly, unless you own dissidia and want to figure out how to put stuff into your own game, no. Sorry.