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Final Fantasy 7 => Graphics => Releases => Topic started by: BloodShot on 2012-08-01 06:13:55

Title: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: BloodShot on 2012-08-01 06:13:55
(http://img546.imageshack.us/img546/4111/ff7re.png)

Current Status: Released! Public Alpha 0.1

Download: http://www.mediafire.com/?6l68liain64agfc

General Info:
Demonstration video:
http://www.youtube.com/watch?v=RrnkCaqijhs

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:
Standing:
(http://img526.imageshack.us/img526/2124/oldstand.jpg)
(http://img28.imageshack.us/img28/9089/newstand.jpg)
Running:
(http://img600.imageshack.us/img600/5259/oldrun.jpg)
(http://img840.imageshack.us/img840/9163/newrun.jpg)
Crazy:
(http://img513.imageshack.us/img513/6475/oldcrazy.jpg)
(http://img593.imageshack.us/img593/2717/newcrazy.jpg)

FAQ:

Q: 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 fuck 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 list

Q: 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.
Title: Re: [Project] FF7 Re-animated
Post by: kela51 on 2012-08-01 06:30:33
Good work blood look good ingame ;)
Title: Re: [Project] FF7 Re-animated
Post by: KaidenJames on 2012-08-01 07:47:56
Dude, that is some amazing work! I am definitely willing to test this whenever you decide to release it. Keep it up man, great stuff!
Title: Re: [Project] FF7 Re-animated
Post by: Zackwell on 2012-08-01 07:57:01
That's some great stuff.
My only suggestion is maybe to slow down the world map running?
It'd be nice to make it look less like Cloud's running on a soapy floor, and more like he's actually moving as much as he looks like he is.
Title: Re: [Project] FF7 Re-animated
Post by: omega res novae on 2012-08-01 09:36:48
you are a beast. if i can  help in anyway possible tell me
Title: Re: [Project] FF7 Re-animated
Post by: LeonhartGR on 2012-08-01 11:29:44

Demonstration video:
http://www.youtube.com/watch?v=RrnkCaqijhs

Sephiroth: Face it Cloud, all you are is an empty puppet. (Advent Children Complete)

    Cloud Strife: So what's going to happen now?
    Kadaj: [giggles] Mother's going to tell me.
    Cloud Strife: I guess a remnant wouldn't really know.
    [Kadaj glares at Cloud menacingly]
    Kadaj: So what if I'm a puppet?
    [Kadaj powers up the materia in his arm]
    Kadaj: Once upon a time...you were too!
    [attacks Cloud]
Title: Re: [Project] FF7 Re-animated
Post by: BlitzNCS on 2012-08-01 12:14:00
I can see now why I've always disliked the normally-proportioned models being in place of the Chibi's in the field. This definitely goes a long way to making them look much more natural on the field. While I probably still personally wouldn't use PRP style characters, I think this goes hand in hand perfectly with them - nice work.
The idle animation still looks a little robotic though from what I can see - especially at 1:33 - He just looks a bit constricted. Maybe tweaking the forearms a little would help.

Slightly off-topic but still very important - The Cloud model you've got running at the end of the video, is that the stock TA Cloud? Seems like the face looks a little better than usual.
Title: Re: [Project] FF7 Re-animated
Post by: Nightmarish on 2012-08-01 12:20:41
This is just awesome man. Keep it up!
Title: Re: [Project] FF7 Re-animated
Post by: Shankifer on 2012-08-01 13:45:18
I second the "looks like cloud is running on a soapy floor in the world map" notion :p

All in all; looks great.

A few minor things I noticed, just from the video, so they may already be tweaked.

1. Cloud's field running - similar to the world map, but it seems like some of it is over-exaggerated. I think the new animation looks like he's marathon running. Maybe to make it look a little more realistic, slow him down a little, (like with the world map, trying to match his pace with his rate of movement), and maybe adjust his body angle. Here are two decent reference videos, the only suggestion I make that differs from these two videos is the possibility of adding a lean in his body, a slight angle forward. I just see Cloud as the "Heroic Charge" type of runner, but it might be awkward to have him doing it all the time. Definitely a trial and error type of thing

http://www.youtube.com/watch?v=rflLmtUWnrA&feature=fvwrel

http://www.youtube.com/watch?v=USTO4-FAL_E

2. Standing animation is a great improvement. That said, a few tweaks would make it look a little more realistic. I'm not sure how easily it can be done, but would it be possible to add a sway, more than the lifting, to the arms while he stands. A combination of the both maybe.

I'm curious, how many frames/how much time-loop do you have to work with on the standing still animation. Is it possible that we could have cloud doing something, stretching after a certain amount of time. Like in a lot of newer games if you let your characters stand they tend to do whatever they please in a sense. (http://vimeo.com/16166312 just an example) The only real concern with this if it can be done, is if it will interrupt the long speech sections where all characters stand while speech bubbles go wild.

I just mean to be constructive, The way it is, it is a huge step into bringing FF7 to the modern era of games. It's funny how a lot of details such as this are some of the defining points for modern gaming and modern playable characters as well as NPCs

Great work! :)
Title: Re: [Project] FF7 Re-animated
Post by: obesebear on 2012-08-01 15:02:40
Looks good man.   I can't imagine how long this took.
Title: Re: [Project] FF7 Re-animated
Post by: Masamune on 2012-08-01 15:28:05
This is amazing. Every time I think I've modded FF7 to the limits, I'm proven wrong.

Just two things: the running does look too exaggerated like Shankifer said, and Cloud's shoulders seem a little bit too high.

Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-01 15:41:56
Thanks for all the input, I was definitely going for an exaggerated run when I made it, but I can definitely see that looking odd in game (in fact, it looked odd for a while for me but I got used to it)

I will probably modify it to be less pronounced for field, and have two separate versions to choose from depending on what a person wants.

Also, about the arms, that's more the field model's fault, because of how I resized the arms when I was editing them instead of the animation. It's easily fixed and would probably work better on custom models.

First post updated with more details.
Title: Re: [Project] FF7 Re-animated
Post by: dkma841 on 2012-08-01 16:34:24
Great work Bloodshot! this will be a great game feeling change to a more modern modded ff7 :D
Title: Re: [Project] FF7 Re-animated
Post by: archerxtreme on 2012-08-01 16:42:28
This is fantastic. But the problem is identifying the animation files.....hope you make it in lgp archive file types and not installer so that we know which files will be replaced
Title: Re: [Project] FF7 Re-animated
Post by: PitBrat on 2012-08-01 17:16:54
Makou Reactor allows you to see which animations each model uses on a scene by scene basis.


Makou_Reactor-1.4.1.z                           Myst6re         Tool to edit FF7 Scripts                Qhimm (http://forums.qhimm.com/index.php?topic=9658.msg133843#msg133843) FILE (http://wikisquare.ffdream.com/public/Makou_Reactor/Makou_Reactor-1.4.1.zip) LINUX (http://wikisquare.ffdream.com/public/Makou_Reactor/Makou_Reactor-1.4.1-linux32.tar.gz) SOURCE (http://wikisquare.ffdream.com/public/Makou_Reactor/Makou_Reactor-1.4.1-source.tar.gz) SOURCEFORGE (http://sourceforge.net/projects/makoureactor/)

Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen on 2012-08-01 18:19:29
What Tifa model is that you're using in the demo video? Because I'm not sure I've ever seen that before and I do browse this forum a lot
Title: Re: [Project] FF7 Re-animated
Post by: Tekkie.X on 2012-08-01 18:23:55
Looks like the Dissidia one.
Title: Re: [Project] FF7 Re-animated
Post by: nfitc1 on 2012-08-01 19:19:26
Looks fantastic, but the running anim looks a little too fast. Like the frame count is too high for the distance his legs travel.
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-01 20:52:40
Actually, it's the other way around. The less frames you have the faster the animation will play. I've tweaked it a bit so he doesn't kick up as much so it's more of a casual run now, and I can probably finish it off by interpolating 1 or 2 frames at certain points to make it a little more natural.
Title: Re: [Project] FF7 Re-animated
Post by: Zackwell on 2012-08-01 20:56:58
It sounds better now.
Will you upload a new demo vid? Or is it not worth it?


Also I'm really sad. You posted this so soon after I posted my Vincent model/textures. Totally stole my thunder >:C
Wahahaha XD


EDIT: Also, have you tested these animations with custom models for Cloud? It's a bit of a novice question, I know; but I'm curious.
Title: Re: [Project] FF7 Re-animated
Post by: LeonhartGR on 2012-08-01 22:13:05

Also I'm really sad...blablabla


Don't worry about this mate..."Show unread posts since last visit." option still works great :P
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-01 22:47:33
EDIT: Also, have you tested these animations with custom models for Cloud? It's a bit of a novice question, I know; but I'm curious.

I was actually planning on testing it with APZ's cloud once he releases that again.
Title: Re: [Project] FF7 Re-animated
Post by: magochocobo on 2012-08-02 00:14:03
Woow!!!
looks really good the new poses and animations!!!
;)
Title: Re: [Project] FF7 Re-animated
Post by: Timu Sumisu on 2012-08-02 04:05:21
Is that the TA cloud I see in the final runcycle of the video? looks great man, Though I'd love to see an propper idle animation for chibis as well!
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-02 06:33:46
Yep :)

I might do a chibi version as well, at least for the idle animations, as they would probably benefit much from having some as well, though for now the primary focus is to sort of "prepare" field for more realistic models, as well as go hand in hand with the PRP.


I'm curious, how many frames/how much time-loop do you have to work with on the standing still animation. Is it possible that we could have cloud doing something, stretching after a certain amount of time. Like in a lot of newer games if you let your characters stand they tend to do whatever they please in a sense. (http://vimeo.com/16166312 just an example) The only real concern with this if it can be done, is if it will interrupt the long speech sections where all characters stand while speech bubbles go wild.

I just mean to be constructive, The way it is, it is a huge step into bringing FF7 to the modern era of games. It's funny how a lot of details such as this are some of the defining points for modern gaming and modern playable characters as well as NPCs

Great work! :)

I'm not sure what the hard limit is, but Barret's current idle anim (which I have to redo) has 80+ frames and it works fine ingame, so we have a lot of leeway with this as far as I can tell, which is good. I was thinking about implementing idle actions in addition to the "breathing" (I was sort of inspired by what I remember from field models in FF8 doing that) but like you say, not sure if it will interrupt long speech segments. Though it's definitely possible to add, it just needs to have a lot of frames, and be way later in the anim cycle to get it to work how we want it.

I was thinking about having specific characters do certain things, such as cloud putting one arm on his hip and shifting his weight to one side, Tifa doing a stretch like her victory animation in battle, maybe Barret rubbing his gun-arm, etc.

I'll probably look into it after I finish up adding idle anims to the main cast. If we have it very late in a frame cycle I'm sure it won't be too much of a bother during cutscenes, especially if it's only something like placing a hand on a hip or stretching. Then again, It'll have to be added after I interpolate an animation (Duplicating and manually entering values for 100+ frames is a bit excessive) so until kimera can properly edit interpolated parts to a bone I'll have to be very careful how I do it. Maybe I could make a really quick animation with like 3 frames so when I interpolate it it becomes more smooth and plays at a proper speed? That would avoid the crash issue.

But much of this is just speculation for now, so I'll see how it goes first.
Title: Re: [Project] FF7 Re-animated
Post by: ff7maniac on 2012-08-02 07:28:01
bloodshot Or to find you model of this tifa model on video! i want it:O
Title: Re: [Project] FF7 Re-animated
Post by: Zackwell 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.
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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.
Title: Re: [Project] FF7 Re-animated
Post by: obesebear 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

Title: Re: [Project] FF7 Re-animated
Post by: Hellbringer616 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?
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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.
Title: Re: [Project] FF7 Re-animated
Post by: Hellbringer616 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.
Title: .
Post by: Jenova's Witness on 2012-08-02 20:14:08
.
Title: Re: [Project] FF7 Re-animated
Post by: Hellbringer616 on 2012-08-02 20:28:13
Looking forward to Miss Cloud's feminine walk.

Dat walk?
http://www.youtube.com/watch?v=RTZziFa6qG8

haha
Title: Re: [Project] FF7 Re-animated
Post by: obesebear 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.)
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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 :)
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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
Title: Re: [Project] FF7 Re-animated
Post by: Mendelevium 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? ^_^
Title: Re: [Project] FF7 Re-animated
Post by: Tekkie.X 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.
Title: Re: [Project] FF7 Re-animated
Post by: Mendelevium 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.
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen on 2012-08-06 21:07:45
how many characters share clouds running animation?
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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.
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen 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?
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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.
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen 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?
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot 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.
Title: Re: [Project] FF7 Re-animated
Post by: Helladen on 2012-08-10 22:59:13
Awesome! I must wait to rebeat the game until this is complete. :D
Title: Re: [Project] FF7 Re-animated
Post by: squallff8 on 2012-08-11 20:40:19
Always had idea of this kind project.
PRP really needs it! Good job!
Title: Re: [Project] FF7 Re-animated
Post by: Nightmarish 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.
Title: Re: [Project] FF7 Re-animated
Post by: omega res novae on 2012-08-12 14:33:04
dont know if this helps but battle animations are **da. here is a link to a breakdown of the battle.lgp

http://www.alhexx.com/documents/other/battle_database.txt (http://www.alhexx.com/documents/other/battle_database.txt)
https://spreadsheets.google.com/spreadsheet/pub?key=0AniNoDVsrYhVdG0zZERUT0tsOF91eHE2WHo4ZWRseWc&gid=3 (https://spreadsheets.google.com/spreadsheet/pub?key=0AniNoDVsrYhVdG0zZERUT0tsOF91eHE2WHo4ZWRseWc&gid=3)

if i find something similar for others ill edit it in
Title: Re: [Project] FF7 Re-animated
Post by: Timu Sumisu on 2012-08-14 14:27:13
Don't suppose there is any way of animating outside of kimera... say blender or maya? :P I could whip up some fun stuff there. Also how much do we know about the animation data/format and how much can we screw with it?
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-14 22:10:05
I would love to be able to animate outside of kimera. It would be great to not be limited by the values and not have to worry about memory leaks and crashes after spending too long working on something.

Also, on topic, doing some experimenting I edited the animations for Cloud's attack, so now he takes a step back and then jumps instead of just instantly flying towards the enemy. I tried to make it transition a bit smoother.
Title: Re: [Project] FF7 Re-animated
Post by: LeonhartGR on 2012-08-15 13:35:00
Awesome!
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-17 17:05:12
Almost done with the main cast's idle animations, first alpha should be coming soon.

About battle anims, I'm experimenting with adding a "build up" to attacking, like FF8, how the characters prepare to attack (eg. squall raises his sword first, then starts running) but the "jump" sound still happens at the same time. Is there any way to make it happen after the prep animation is finished, or would editing the sound to have a delay be the only way (if that works at all)?
Title: Re: [Project] FF7 Re-animated
Post by: obesebear on 2012-08-17 17:35:43
You would probably have to edit the sound.  After doing all those experiments with 60fps, it seems that effects and sounds are trigger at the same time a particular animation is called.  So if the attack animation is 8, as soon as the game executes 8, it executes the sound as well
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen on 2012-08-17 21:00:34
so, padding the sound effect with a bit of silence at the beginning would work? sounds like a lot of work, since theres a lot of different sound effects. are any of the SFX used by the characters to attack shared by others? does every char have their own 'run' sound? If not, the next problem becomes making all 'ready' animations the exact same length.
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-17 22:11:05
Yeah, it seems most melee attack animations for chars share the same sound, so that would indeed be a problem, unless I make the animation delay relatively the same for all the characters.

There is some margin for error though, as it still sounds okay with some changes so they don't have to be exactly the same, but just really similar.
Title: Re: [Project] FF7 Re-animated
Post by: Mendelevium on 2012-08-20 10:15:22
How did you go about adding an idle animation?

Also this mod is impressive, because it addresses everything that caused me grief about the battle models in the field. The animations just were wonky for anything non-chibi. However, the world is still scaled for Chibis, but that is just a side note.

I can only hope someone makes it easier to alter animations, by either adding news ones, as well as being able to copy and paste whole animation sets between the existing models. As well as as a way to animate outside of kimera and just convert the file in. I've been wanting that for a long time.

Edit:

On a side note it's rather impressive to see how active you are across the bored. Thank you for your hard work. :).
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-21 01:59:32
Just finished up first version Idle animations for the main cast, I'll release an alpha once I get the anims sorted together into the same package, and I'm not busy. Hopefully I can do it tomorrow morning before I leave.
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-23 04:08:51
Compiling the first alpha pack now, will be in rar format and include backups of the originals, since these are modified versions and that way you don't have to back them up.

Will include main cast idle animations (some of them are still WIP of course), running and walking anims for cloud and general NPCs, and a couple more animation fixes for Cloud.

I will update this post and OP once it's uploaded.

EDIT:

First release: http://www.mediafire.com/?6l68liain64agfc
Title: Re: [Project] FF7 Re-animated
Post by: apz freak on 2012-08-23 06:05:55
Dude this is awesome! I'm not the type to like the non-chibi style...

But I'm totally down for editing the battle animations. The left shoulder rotates in awkward ways that doesn't work completely well for the proportions I use for my models. I'll read this and figure out how to correct that for New Canon Cloud
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen on 2012-08-23 08:00:15
So far I don't see any bugs.
The only issue I see so far is that when you activate an NPC and it's in one of the new animation, no text pops up until the animation has finished playing
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-23 15:38:06
Thanks for the input  ;D
Would you perhaps know which animation that is?

I hadn't come across that in testing

Also could a mod move this to releases as well?
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen on 2012-08-23 17:38:50
The idle animation is a looping animation, right? Basically the delay is approx. 1-2 seconds which would make me think it's the idle animation
essentially, a walking NPC is instantly stopped ( tested in wutai accessory shop ) when you talk to them but then, as they are suddenly idle, the idle animation kicks in and runs once before the textbox pops up. what I assume is happening is that the game first detects idle, then plays the animation and then realizes that idle means to trigger a textbox.

and no, this only started happening right after I installed this mod
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-23 19:00:53
I'll look into it
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen on 2012-08-23 19:05:19
I'm just some random bloody amateur when it comes to the finer workings of the engine so that up there is all assumption. It seems likely based on what I experienced in the many hours of messing with BG2, skyrim, oblivion, psx and snes mods but yeah, likely is just that :<
Title: Re: [Project] FF7 Re-animated
Post by: KaidenJames on 2012-08-23 20:32:51
Just installed and so far so good. I'll be sure to report any bugs I find. Great job BloodShot!
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2012-08-23 22:53:07
Kuugen is indeed correct. It seems some of the NPCs in Wutai, and perhaps other places, are set up so after their dialogue plays after the called animation is finished, instead of regardless like most NPCs. Since it calls the standing animation as soon as they start talking, it's unavoidable unless you remove cloud's standing animation from the pack. Most NPCs don't seem to do this though.

The only possible fix I could see for this would be changing how the dialogue is called, but I won't pretend to know anything about what you need to modify to do that.
Title: Re: [Project] FF7 Re-animated
Post by: Tenko Kuugen on 2012-08-24 07:05:40
It's not actually that big an issue. If anything, it kind of gives the impression that they finish up / put aside what they were doing to deal with your shopping needs.
actually, thinking about it that way, it would probably look better if every npc did this
Title: Re: [Project] FF7 Re-animated
Post by: Akira Sendoh on 2012-10-05 11:47:32
I have a question ???
if this mod is still a working in progress ???
because the first release i think its a beta right ???

And the other animation on FF7 PC is different on this project ..
i hope the editor of this mod is still working for this :)

Sorry for my bad english :)
Title: Re: [Project] FF7 Re-animated
Post by: omega res novae on 2012-10-05 22:30:43
yuffie i believe its on hold due to bloodshots real life requiring more time, effort and attention. he may continue later
Title: Re: [Project] FF7 Re-animated
Post by: Akira Sendoh on 2012-10-06 05:00:18
I hope he still ..
i will wait for that awesome animation :)
Title: Re: [Project] FF7 Re-animated
Post by: BloodShot on 2013-09-01 08:07:38
Got an update coming for this mod. I noticed my old anim changes didn't mesh well with some of the animations for cloud, so I have been editing a lot of those animations. Thanks to Borde's wonderful animation database addition to kimera, I've already fixed 97 individual animations so far, and I'll be doing more which I will probably release after my next battle scene pack.
Title: Re: [Project] FF7 Re-animated
Post by: Kaldarasha on 2013-09-01 09:01:50
I have fixed some of your animation already, mainly those, which had a wrong Y-value. I had also changed Clouds standing idle and his walking and running animation, because I have separated and connected his pauldron to the left collar-chest-bone.
FF7Animation.rar (http://www.file-upload.net/download-8030702/FF7Animation.rar.html)
Title: Re: [Project] FF7 Re-animated
Post by: LeonhartGR on 2013-09-01 15:07:09
Very nice! Thanks! :)
Title: Re: [Project] FF7 Re-animated
Post by: shOcKmAnz on 2014-05-30 12:58:24
I like World Map model.

Can send to me ?
Title: Re: [Project] FF7 Re-animated
Post by: Funchal99 on 2014-06-10 03:08:39
hmm...so...is this still a thing?
Title: Re: [Project] FF7 Re-animated
Post by: Fischkopf on 2014-07-12 13:32:58
hmm...so...is this still a thing?
Seconded. This mod had so much potential with the breathing animations and all, but it wasn't in perfect playable condition yet. What thas happened???
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: Rufus on 2015-04-29 00:35:34
I don't know if this is the same mod as the one on 7th heaven which is called 'animations' but I would like to report a bug on this mod.

Running Animations fix for Cid and Barret in handcuffs

Cids running animation isn’t' fixed when you play as him for a while.

when Barret and Tifa are captured by rufus, seems that that odd 'feet forward, back behind' stance is there.
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: Kaldarasha on 2015-04-29 15:38:27
I guess I maintain the animations until Bloodshot is back.

Cid has no new running animation. So what is buggy with it?

Can you make a pic of this 'feet forward, back behind' stance? ( tap the window key and make a snapshot of the desktop or else you only get a black image).
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: Tekkie.X on 2015-04-29 19:07:14
Probably referring to Cid's comedy run animation where he's angled back waving his arms like a madman, which is working as intended.
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: Rufus on 2015-04-30 03:43:47
yeah cids running is his default running, I thought all the characters got their default running fixed,but it seems cids was left alone, his original running animation is slightly different to clouds.

well the standard running in FF7 looked bad for everyone, whese your chest is forward etc, cids was just as bad but it was the opposite, chest is backwards, I think if this mod fixed almost everyones running stance to be more normal, it would make sense to fix cids running stance as well, you do play as him for a short while in the game.

I will try and find a picture of the barrette, one on a YouTube playthrough, its just when you move about with him for about one minute in the game, you are in handcuffs, the sister ray is about to be fired.

its a different animation all together, but it looks just as silly as the default running animation, I just thought maybe that could get updated as well.
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: Tsuna on 2015-05-14 10:01:05
Would you know how to add new animations into the game? Can you just script one in?
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: ballacaust on 2016-06-22 19:16:21
Any idea why enabling the 60fps battles causes stuttering on my setup? I'm using 7th heaven mod manager...everything works great except the 60fps battles...it actually runs crappier with that enabled than without. I'm running an NVidia GTX 760; should be more than enough to handle it.
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: SaberClash on 2016-08-08 05:12:10
Looks awesome, great work!
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: Kaldarasha on 2017-04-04 07:05:13
I made a new skeleton for Sephiroth to have his coat separated from his leg. While I could post it on my threat, I think it fits her much more, because the new skeleton involves a recreation of his animations.
(http://i.imgur.com/3guahP9.jpg)

As comparison the old skeleton:
(http://i.imgur.com/BZNxZOg.jpg)

This is Sephiroth most ridicules walk animation (looks like his armpits are burning). I try to make it fewer ridicules, but give his walk a kind of straight movement. At the moment I only have made one frame. This will fix also the problem of the wrong high placement, which on the other hand will make it more obvious for the other models (since Sephiroth seems to stand on a higher level). As far as I have looked there are 52 animations for him so this will take a while to finish it.

Though, recreating animations aren't that complicated (once you can deal with kimera rotation logic :(). Most times all it needs, is to copy the bones rotations of the current frame from one Kimera instance to another. I better will document the process and create with that a tuto for new animations. Maybe someone would like to help with creating new animations.

Edit:
Here is the result:
(http://i.imgur.com/NOKCGl7.gif)
Title: Re: [FF7PC] FF7 Re-animated (Public Alpha 0.1)
Post by: Kaldarasha on 2017-04-19 13:00:33
I hate to say it but as it looks now I can't import the new model/skeleton into the game. Either the model is corrupted or the new animations I created with Kimera. Maybe I can fix it with unLGP...   :(

EDIT:
WTF! Something has corrupted my char.lgp, that's why I got the crashes. So the good news are that the model is pretty fine in game.
(http://i.imgur.com/WsSwpsq.jpg)
 ;D