Qhimm.com Forums
Miscellaneous Forums => General Discussion => Topic started by: Evan Lee on 2010-02-12 14:39:21
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guys can any help me how to change the animation of the models or what are the right tools to use?
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short of exchanging one naimation for another, the only tool that can let you construct custom animations is kimera, by borde.
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hmmmmm... besides that what tools do i use for switching models in game for example: Cid--> reno etc.
something like that
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lets see the basic modding tools for ff7 hhhrrrmmm
Kimera model/animations
highwind opening/editing .lpg files
biturn viewing the model/textures as well as exporting textures
MSpaint changing textures
loveless text editor
meteor changing field scenes
wallmarket kernal editor
Proud Clod enemy ai editor
hojo enemy editor
i thinks thats all of them
now to switch one character with another you would use highwind to extract the char.lpg and the battle.lpg into separate folder then use biturn to find said characters in each of the folders copy the all of the character pieces into a separate folder you'll need to do this with both the characters i.e reno and cid.
with the battle model/animation you just swap the first two letters i.e
clouds being rt**
sephy being si**
so you switch them
so now cloud is si** and sephy is rt**
with field models im pretty sure you only have to rename the .rsd file the same way don't quote me on that
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hmmmm.. thanks for the information on that :-*
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MSPaint?!
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i did say basic photoshop and gimp are i bit much for people new to texturing plus mspaint is free
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I made a post about this in tech related. Tho i was asking for a file converter to collada so
that you can play around with the animation in 3d packages like blender or 3dsmax!
No one seems interested tho :\
Animating in kimera is a lot like stop motion.. you key in each frame and no support for ik or blending @_@;
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ne possibility for keyframe animating? its kind of annoying to stop frame it, thus whats been turning me off from it.
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borde said something about adding a incrimenting auto animation build so you set the start of the animation and the the end point and it fills the gap or so i thought thats how it worked cant guarantee though
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As it is right now the only way to view or edit the animations is with khimera.
Like i said in my thread we need a exporter that supports animations.
So that us with max or blender or maya or w/e can edit them.
I picked the collada 3d file format cause it makes it easier to share files between multiple 3d apps
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it'd b pretty awesome if we could edit animations in our suites of choice then port them back in o.o
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that would be kinda cool and doesn't sound particularly difficult to do seeing as we can now do our own animations in kimera all someone would have to do is make an **da exporter for <insert chosen suite here> and use the kimera source to find the way they are stored, sounds easy enough, too bad no-ones thought doing it though
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is kimera the only way to edit such animations? :?
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at the moment yes
someone could make kimera able to load 3dmax/blender/lightwave animation exports especially since kimera is open source im perty sure
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Yup we have the tools to export model and textures into ff7 but we dont have the ability to import new animations.
I guess if khimera or anything else was able to do that well be fine.
My idea is to have a middleman program that could convert An input file,
which could come from any 3d package like oh say a .dae file with animations
To the ff7 animation format, that would be sweet.
If someone did that with the khimera source that would kick ass lol