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FF7 Tools / Re: [FF7PC] p model simple editor - Kimera (0.97b)
« on: 2015-04-14 01:19:51 »
Good advice but Im fine with the parry animation I find it looking really good actually. Now I have a fully animated Seph battle model, only Cloud's limits looking a bit weird cuz his skeleton does not fit. Another funny bug, obviously some animations also come with sound effects? Im using the last part of Sephs “cast magic“ animation for manip/sense n so on and it always does the magic sound which is ok for most commands but kinda weird when tossing items. Still Im over all quite happy, being able to look at the animations by ID in kimera made hex editing the ba file super easy basically just changing any byte below 8e that does not appear in sephs animation list in kimera by an animation that kinda fits better.
I was also able to load Cloud's limits from magic.lgp on sephs model in kimera by hex editing the bone count in the beginning of the .a00 file to 30. Unfortunately Seph is mostly invisible (or extremely far away) on most frames so it is kinda impossible to rearrange the model in each frame to look good with Cloud's limits. If it was possible Id definately do the hand work. It cant be that we still dont have a proper omnislash with sephs original skeleton
I was also able to load Cloud's limits from magic.lgp on sephs model in kimera by hex editing the bone count in the beginning of the .a00 file to 30. Unfortunately Seph is mostly invisible (or extremely far away) on most frames so it is kinda impossible to rearrange the model in each frame to look good with Cloud's limits. If it was possible Id definately do the hand work. It cant be that we still dont have a proper omnislash with sephs original skeleton