Author Topic: [FF7PC] FF7 Re-animated (Public Alpha 0.1)  (Read 80359 times)

ff7maniac

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Re: [Project] FF7 Re-animated
« Reply #25 on: 2012-08-02 07:28:01 »
bloodshot Or to find you model of this tifa model on video! i want it:O

Zackwell

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Re: [Project] FF7 Re-animated
« Reply #26 on: 2012-08-02 10:32:21 »
The Dissidia models can't be distributed, sorry.
If you wanted them, you'd have to rip them yourself, but I don't think you'd get any support or help on that matter in this forum.

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #27 on: 2012-08-02 17:21:17 »
After doing some testing, the limit for animation frames seems to be 117. Any higher then that and kimera fails to save the animation properly, and every frame after that will be hideously deformed.

obesebear

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Re: [Project] FF7 Re-animated
« Reply #28 on: 2012-08-02 17:25:38 »
After doing some testing, the limit for animation frames seems to be 117. Any higher then that and kimera fails to save the animation properly, and every frame after that will be hideously deformed.
Really?  I could've sworn when I was interpolating everything that a few animations reached the 200's


Hellbringer616

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Re: [Project] FF7 Re-animated
« Reply #29 on: 2012-08-02 17:30:17 »
My only question is... Will your animations be 60FPS ready? :P

Or is the field always 60 fps?

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #30 on: 2012-08-02 17:42:52 »
Field is 30 fps.

Really?  I could've sworn when I was interpolating everything that a few animations reached the 200's

Perhaps it's just a kimera problem then? Because 0.96 at least, refuses to write field animations that have more then 117 frames. I'll try having more with 93 and see if I get the same result.

If the field does accept 60fps animations then I could probably adapt it pretty easily.
« Last Edit: 2012-08-02 17:47:11 by BloodShot »

Hellbringer616

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Re: [Project] FF7 Re-animated
« Reply #31 on: 2012-08-02 17:49:04 »
I'm sure it can be edited to accept 60 FPS, the battle has been, Although i think we opted not to, as it would mess with the movies and stuff.

Jenova's Witness

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« Reply #32 on: 2012-08-02 20:14:08 »
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« Last Edit: 2015-11-16 09:59:16 by Jenova's Witness »

Hellbringer616

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Re: [Project] FF7 Re-animated
« Reply #33 on: 2012-08-02 20:28:13 »

obesebear

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Re: [Project] FF7 Re-animated
« Reply #34 on: 2012-08-03 05:42:48 »
I never messed with the field ones, but yeah, it would require a whole lot of extra work to get the field running correctly at 60fps. (Sure hope borde releases his updated kimera soon so I  can get back to work.)

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #35 on: 2012-08-03 21:55:55 »
Hopefully the updated kimera also supports more than 117 frames for field as well, so I can test the idle anim I made for cloud (he puts his hand on his hip after a little bit)

Also I actually found a feminine walk a little while ago and was thinking about giving that to cloud when he's cross-dressed :)

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #36 on: 2012-08-04 07:44:36 »
New demo showing the new Idle animation and tweaked run. (you might want to skip around, it's long)

http://www.youtube.com/watch?v=RXdYlsfH6DY

Mendelevium

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Re: [Project] FF7 Re-animated
« Reply #37 on: 2012-08-04 08:13:43 »
I have always been in Love with the concept of idle animations; I am just somewhat sad we cannot take the models out of Kimera entirely and make new animations from scratch. Animation work is a nightmare for me.

So far so good. I just wish Final Fantasy VII models weren't so stiff to work with, hey? ^_^

Tekkie.X

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Re: [Project] FF7 Re-animated
« Reply #38 on: 2012-08-04 10:34:38 »
Bend his arms a little closer to 90 degrees, new run almost looks like he's skipping, the transition from the leg moving forward to back ward seems a bit sudden.

Mendelevium

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Re: [Project] FF7 Re-animated
« Reply #39 on: 2012-08-04 10:38:40 »
Bend his arms a little closer to 90 degrees, new run almost looks like he's skipping, the transition from the leg moving forward to back ward seems a bit sudden.

I kind of agree, more frames would be nice, but not sure if that would be possible. I do love the concept of all this though.

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #40 on: 2012-08-06 19:29:11 »
I am experimenting with the run animation still, because if I add more frames to make the transition less sudden it looks terrible in-game because it makes it too slow, as if he's running on air and floating along.

Just discovered that the limit varies per animation. Cloud's, aafe.a and acfe.a is 118 frames max, while tifa's, abcd.a, can only have 104 frames

Tenko Kuugen

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Re: [Project] FF7 Re-animated
« Reply #41 on: 2012-08-06 21:07:45 »
how many characters share clouds running animation?

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #42 on: 2012-08-06 23:43:50 »
Hmm, it seems like many characters actually. Some men, a few women, and maybe even some child models.

Tenko Kuugen

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Re: [Project] FF7 Re-animated
« Reply #43 on: 2012-08-07 10:43:22 »
so every other character on field that we see more than in a handful of scenes ( Tifa / Cid ) have their own unique animation?`That's going to be absolute hell to re-do, isn't it?

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #44 on: 2012-08-07 16:02:13 »
I believe so, but that's the idea. When I finalize Cloud's animations I'll probably release an alpha test build of it.

Also, keep in mind while I am adding idle animations to every character, it's not like every one has a bad walk/run animation. Some of them look pretty damn good with realistic models.

Tenko Kuugen

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Re: [Project] FF7 Re-animated
« Reply #45 on: 2012-08-07 23:50:44 »
it's not like we have HD or realistic models for everything to begin with
unless you go and rip stuff yourself from Dissidia, KH or the likes
Do you plan on touching some of the battle animations, such as idle, cast, idle while affected by bad status?

BloodShot

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Re: [Project] FF7 Re-animated
« Reply #46 on: 2012-08-08 01:02:58 »
Haven't actually dabbled in battle animations yet, though I might take a look.

I was actually referring in general to the PRP as well, since those too have problems that the chibi's don't have.

Helladen

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Re: [Project] FF7 Re-animated
« Reply #47 on: 2012-08-10 22:59:13 »
Awesome! I must wait to rebeat the game until this is complete. :D

squallff8

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Re: [Project] FF7 Re-animated
« Reply #48 on: 2012-08-11 20:40:19 »
Always had idea of this kind project.
PRP really needs it! Good job!

Nightmarish

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Re: [Project] FF7 Re-animated
« Reply #49 on: 2012-08-12 08:54:16 »
I am very excited with this mod.
Even though it won't be *very* noticeable it's a *woow* mod.