Miscellaneous Forums > Graphical
[REL/WIP/FF7] Fort Condor ReTexturing/ReModeling
DLPB_:
No I stole them ;D from one of your team who agreed, so I could modify them for use with retranslation project. The full releases are somewhere in your TA section.
StrayOff:
does anyone know how i can decode a battle model animation file **da?
i need a readable file to edit. i found the structure of battle animations in ff7 wiki but not how to open them :/
obesebear:
Kimera can read and edit them when they're a part of a whole model. You could try inserting your **da file in place of one on a battle model to see if it will allow you to edit it. What are you trying to do?
StrayOff:
i want to convert some battle models to fort condor models. the condor models don't have skeletons. they aren't animated by animation files, they are moving by using different p-models (each position is a current p-file state). those p-models always contain the whole model, not only a part like field or battle models work. so i have to convert different states from a battle models (because i want to use this battle model in the pic) to p-files. im using biturn but this tool doesn't read the animation frames i need. it only read 11 frames of 130 existing. sometimes biturn bugs up the animation. fixing the anim with kimera didnt work. i already tried this.
that causes that i have to edit the animation file to fix it with biturn/kimera. after fixing it's no problem to make the condor p-files and some resized working models
i hope you can follow my answer. im not as good in english as i want to be :D
*edit*
i found a working way! the progress can go on yeah!
obesebear:
All right, I did a little inspecting of how condor.lgp works, and you're right, it does use a different p file for each frame of animation.
In order to insert battle models you are going to have to export the whole model to a .obj (or whatever your favorite format is for 3d modeling) then open it up in your 3d program (blender, 3dsmax, maya, etc) and manually move each part of him to fit the next p file animation frame.
Then export the whole model as a single .3ds file, and convert it to a single p file using pcreator.
Then open up your 3d program again, move him a little, export as 3ds, and convert him to the next p file.
There is currently no way to export animation files that I know of, so you have a long tedious task ahead of you. Good luck!
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