FF7 animations import and export

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Regarding the FF7 field model data, does anyone know:
Q1: Does ff7 consider positive y direction to be up, or some other axis+direction?
Q2: Does ff7 use a right-handed coordinate system or a left-handed coordinate system?

The reason I ask is, after importing the field model+anim data (e.g. for Cloud) and displaying it, Cloud is upside-down.

The way I "fixed" this is to just manually apply a 180-degree rotation to the "root bone". I looked at the Kimera code, and although I don't understand it fully, Kimera seems to do something similar (e.g. in FF7HRCSkeleton.bas, line 247, it does "AAnim.Frames(0).Rotations(0).Gamma = 180"). But this seems "hacky" to me.

So, I was wondering if maybe we've been interpreting the data wrong, and just living with it in some way?

So, I actually ran an experiment to vary the following factors:

  • whether the coordinates in the file are in x, y, z order or some other order (6 possible combinations)
  • whether to apply rotations in y, x, z order, or some other order (6 possible combinations)
  • whether to apply rotations in counterclockwise or counterclockwise order (2 possible combinations)
  • which direction to move child bones from parent bones, e.g. "in the negative-z direction" (6 possible combinations)

The results were very interesting...

Oops, my lunch break is over, and I need to run to a work meeting now, but... I'll be back soon to share the results...
 
BTW, after talking with people on Discord and working with glTF, I've decided to pursue that as the universal data model. I've already started developing the new translator and got vertexes, normals and vertex colors working, outputting a mix of json and binary OpenGL data. Will keep posting here occasionally with progress. The main discussion medium for this will be Discord (FF7 #tools thread).
 
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