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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Dr.Mysterios on 2002-04-13 16:35:00

Title: Color and animate FF7 models in 3DSMAX:explained
Post by: Dr.Mysterios on 2002-04-13 16:35:00
Seeing as to how you guys are gonna take ages trying to program a full .p importer/extractor, I propose an alternative:

Colouring the vertices of the models in 3DS max
Animating in 3DS max (but not with skeleton animation)

I figured out early on that FF7's character animations were not skeletal, like Unreal Tournament or Half-Life, but are a simple translation/linking technique. Here's how it can be duplicated in 3DS MAX(with Cluod as an example):
-1 - Convert all the .p files you need for your character.
0  -  Set up Cloud's body. You can do this by viewing a picture of Cloud and working on how the parts should be placed.
1 -  Now that you have all the parts set up, start linking the parts together in this fashion:
   -If you want to link the foot to it's leg to make a joint, click on the link button(it's the 4th button from the left on the standard buttons toolbar)
select the foot and drag the mouse till it's over the leg. Now you have a joint (this is actually achieved because the FF7 models are set up so that when they are linked, the links form joints). Here's a helpful list for the order in which you should link:


OBJECTS(IN ORDER):
//////////////////////////
UPPER_BODY:
//////////////////////////
- abdmn
- head
ARMS:
- right_upArm
- right_lrArm
- right_hand

- left_upArm
- left_lrArm
- left_hand

//////////////////////////
LOWER_BODY:
//////////////////////////
- hip
LEGS:
- upLeg
- lrLeg
- footBck
- footFrnt

Now you can start animating(I don't need to explain that). If you can't export the animation from 3DSMAX, you can copy the rotation,movement,scaling values of the animated limbs at each keyframe and copy them into your program. If this looks like a stupid way of solving the problem I have a max file which has the animation for anyone who is interested.
Title: Color and animate FF7 models in 3DSMAX:explained
Post by: Darkness on 2002-04-13 17:47:00
ahem.... i think everyone has thought of that. i think the remake people are attempting to get the animations from the game, not make their own.
[edited] 249 2002-04-13 18:52
Title: Color and animate FF7 models in 3DSMAX:explained
Post by: Sephiroth 3D on 2002-04-13 18:36:00
First of all, the models ARE skeletal. The skeleton only affects the parts that are linked to it, and all subsequent parts. (I move the arm, the hand moves with it.)

Second, Darkness is mainly right, however, we ARE going to create some new characters/animations.

Third: We have access to the actual animation files from FF7, so it probably wouldn't be too hard to simply make a converter for it to set up the body for us.

Fourth is a personaly opinon, and is not totally supported by the remake team: MAX sucks compared to Lightwave. Again, that MHO, not the view of the remake team. If I had my way, Fice & Alhexx would make some great LW plugins that would automatically load FF7 models & animations into LW so I could edit them. (HINT HINT! (http://www.3dlinks.com/3dprogramming_lightwave.cfm)) ;)

Sephiroth 3D

"I don't understand..." "You don't have to understand." - Final Fantasy: The Spirits Within

Sephiroth 3D.com (http://www.sephiroth3d.com)
[email protected]

[edited] 135 2002-04-14 03:58
Title: Color and animate FF7 models in 3DSMAX:explained
Post by: Alhexx on 2002-04-14 08:54:00
I also thought 'bout using one of those 'big' Modellers like Milkshape, Lightwave, MAX or gmax to model and animate the FF7 .p files. However, none of these programs gives us all options we need...
That's why we started developing tools like Ultima or Ifalna...

 - Alhexx