[FF7PC] ChaOS -Character Overhaul Seven

  • Thread starter Thread starter Kaldarasha
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I don't know what you mean by "put it away correctly". In the original animation the sword was actually stationary while his hands move around it, which caused the amusing visual. What I did now has the sword move with his right hand, as if he's holding it. It removes the obscene action and makes it look more like he's holding his sword. Also, it wont effect the other animations so it wont be a problem. I've done this with other Cloud models before and it works fine. 

That's an interesting an idea. Maybe there's a way to change models between when he lays down and stands back up. I personally prefer him wearing the sword, I've gotten pretty used to it now. He seems naked without it. Either way at least now you have an option for with and without the buster sword.
 
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I don't know what you mean by "put it away correctly". In the original animation the sword was actually stationary while his hands move around it, which caused the amusing visual. What I did now has the sword move with his right hand, as if he's holding it. It removes the obscene action and makes it look more like he's holding his sword. Also, it wont effect the other animations so it wont be a problem. I've done this with other Cloud models before and it works fine. 

That's an interesting an idea. Maybe there's a way to change models between when he lays down and stands back up. I personally prefer him wearing the sword, I've gotten pretty used to it now. He seems naked without it. Either way at least now you have an option for with and without the buster sword.
Well, giant facepalm. Thanks a million for fixing that up for me. I guess since I got the hands right there to the sword, anchoring it to the hand doesn't technically "move" the sword. I'm gonna work up a new G-rated gif of the final animation version. I think it's better to have collaboration on these things anyway. Animations are ridiculously hard and people are bound to need a break from working on them here and there, mostly for good lol. I don't really think changing Cloud's stance the way we did will affect his other animations much. At one point I tried to actually resize his waist bone to help with the problem and that was hilarious because his crotch would suddenly "grow" during weapon skills, lmao...
As to the technical explanation about "putting it away correctly", it's something about the win animation when he puts the sword away being affected if you move the sword much in some of the other animations. But obviously moving it such a small amount wouldn't be an issue... I'm kinda kicking myself I didn't try anchoring the weapon to the handbone once it was close, seems so obvious.
 
Nope wont effect the other animations at all, I already checked. The changes that were made are solely to the idle animation. If you actually move pieces or change the bones though that'll definitely cause problems. Like when he "puts the sword away" during the victory animation. If you move the sword at all it'll end up going through him instead of resting on his back.
 
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CloudStancev3Final_zpsc3e70cc3.gif

That should at least be kid-friendly. Thanks to cmh175 for fixing the right hand! I didn't notice it was unsavory, I swear, lol.

My mirror for this: download Cloud battle stance add-on pack
 
Your animation wont be affected. Battle model looks great, just the field models with swords need adjusting. By the way, your battle animation actually isn't too bad, I like the extra movement you added, but what happened with his hands lol? If you fix it so his hands hardly move on the handle it'll actually be a pretty good battle stance.

Sure no problem, here it is: http://www.mediafire.com/download/15wrybr10bu78dk/Updated_UMC2.7z

I did both the field and world models. Download is the whole package.

Untitled3.png
Untitled1-3.png
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I ad it as an option to the installer, thanks.  :-D
 
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It's done!

UM-ModelOverhaul.7z

You need the mod manager from iros.
Make a back up of your flevel.lgp (best is, you dump the text with Tough script before) and replace it with my flevel.lgp (and encode the dumped text to it).
 
You need the mod manager from iros.
Make a back up of your flevel.lgp (best is, you dump the text with Tough script before) and replace it with my flevel.lgp (and encode the dumped text to it).
I'm scared of this. The new gold chocobo will be getting the flevel to work.

Thank you so much for all of your hard work, Kaldarasha. FF7 is lucky to have such a dedicated fan and we are very lucky to have you around.

Edit: Mods Installed with 7thWrapper (click photos for larger res, if avail):
8089d2f6-53eb-4e33-a41a-d45a3e0912f3_zpsbefb3979.jpg

UMCcfg_zps5287a354.png

NewUMC2_zps31a60124.png

In this scene, Vincent's cape is blowing around like crazy and it looks absolutely stunning.
 
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Works fine, but.. The game require about 30 seconds now to start when the wrapper is on, and it breaks my the music in game.
Any solution ?
ps : I checked in the wrapper those 3 checbkoxes :
1 - New animation
2 - UM battle addon
3 - Unshadded models
 
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This will be the first big mod released with the wrapper, so now I can test it, I will download it and see if I can work out why it is slow. Hope to have an update soon that will sort it out :)
 
Works fine, but.. The game require about 30 seconds now to start when the wrapper is on, and it breaks my the music in game.
Any solution ?
ps : I checked in the wrapper those 3 checbkoxes :
1 - New animation
2 - UM battle addon
3 - Unshadded models
Do you have launched ff7music separately? I often had the problem to forget it myself.
Only open ff7music and launch the game with the wrapper.
 
Works fine, but.. The game require about 30 seconds now to start when the wrapper is on
Hmm, I have downloaded the mod and tried it with the wrapper, and it does not take so long for me, it is only 1-2 seconds longer to start the game which is not so bad  :|

Has anybody else tried it and had problems with it starting slow?

I will add some more debug output to the next wrapper version so we can find out what is slowing your game down.
 
Hmm, I have downloaded the mod and tried it with the wrapper, and it does not take so long for me, it is only 1-2 seconds longer to start the game which is not so bad  :|
I did not notice a delay. I expected to. But it never happened. This thing is smooth like butter from where I sit.
 
The completed package is pretty awesome. I was using more HD looking models before, but they don't seem to fit the game as much, and they don't seem to be as stable as this mod package. I also like the authentic look these have. I'm not sure about the model manager though so I directly installed everything. I also like keeping back ups of my lgp files so re installations are simple anyway. So far there is one thing I noticed though, on Barrets field model the gun isn't straight. When he moves it'll show holes right now. Simple fix though, just needs to be rotated +5 on the Y.
 
I want to try out this mod so bad, But my PC's mobo took a dump and i am waiting on it's RMA Grrr 10 more days too :(

Looks amazing by the way.

Quick question though, will this animation update break the Team Avalanche model? I'd assume no, but i just want to make sure
 
The field model animation will be fine. The battle animation is iffy though. Applying it to another model may require some adjustments. To correct the issues with Clouds hips his whole upper body turned with it, so everything from the lower chest up was adjusted. It may work on models that are at original height like the PRP and maybe TA,  but other models that have adjusted skeletons would require more work. Cant hurt to try, just keep backups.
 
I want to try out this mod so bad, But my PC's mobo took a dump and i am waiting on it's RMA Grrr 10 more days too :(

Looks amazing by the way.

Quick question though, will this animation update break the Team Avalanche model? I'd assume no, but i just want to make sure
The animation .iro is specifically for field models only, AFAIK
The new Cloud Battle stance animation (which Kaldarasha quite clearly improved after my/cmh175 final edition.. looks perfected really) is most likely only gonna look normal on models that Kaldarasha's Cloud was based on (Hi-Res Cloud maybe and Weemus FMV model, not entirely sure)... and it is only included with the battle portion of the mod. My guess is that battle stance would not look normal on the TA Cloud battle model, but if you install the TA cloud battle model on top of this, it'l replace the battle animations anyway. The field animations, likewise, are tweaked for Kaldy's models, but I suspect they are much less likely to cause compatibility issues. I think they are mostly just revisions to Bloodshot's (incredible) Reanimated mod.
 
The animations should look well with most every model, but the battle animations are stored within the battle addon.
 
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