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LeonhartGR
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Don't worry about this mate..."Show unread posts since last visit." option still works greatAlso I'm really sad...blablabla
Don't worry about this mate..."Show unread posts since last visit." option still works greatAlso I'm really sad...blablabla
I was actually planning on testing it with APZ's cloud once he releases that again.EDIT: Also, have you tested these animations with custom models for Cloud? It's a bit of a novice question, I know; but I'm curious.
I'm not sure what the hard limit is, but Barret's current idle anim (which I have to redo) has 80+ frames and it works fine ingame, so we have a lot of leeway with this as far as I can tell, which is good. I was thinking about implementing idle actions in addition to the "breathing" (I was sort of inspired by what I remember from field models in FF8 doing that) but like you say, not sure if it will interrupt long speech segments. Though it's definitely possible to add, it just needs to have a lot of frames, and be way later in the anim cycle to get it to work how we want it.I'm curious, how many frames/how much time-loop do you have to work with on the standing still animation. Is it possible that we could have cloud doing something, stretching after a certain amount of time. Like in a lot of newer games if you let your characters stand they tend to do whatever they please in a sense. ( just an example) The only real concern with this if it can be done, is if it will interrupt the long speech sections where all characters stand while speech bubbles go wild.
I just mean to be constructive, The way it is, it is a huge step into bringing FF7 to the modern era of games. It's funny how a lot of details such as this are some of the defining points for modern gaming and modern playable characters as well as NPCs
Great work!![]()
Really? I could've sworn when I was interpolating everything that a few animations reached the 200'sAfter doing some testing, the limit for animation frames seems to be 117. Any higher then that and kimera fails to save the animation properly, and every frame after that will be hideously deformed.
Perhaps it's just a kimera problem then? Because 0.96 at least, refuses to write field animations that have more then 117 frames. I'll try having more with 93 and see if I get the same result.Really? I could've sworn when I was interpolating everything that a few animations reached the 200's
I kind of agree, more frames would be nice, but not sure if that would be possible. I do love the concept of all this though.Bend his arms a little closer to 90 degrees, new run almost looks like he's skipping, the transition from the leg moving forward to back ward seems a bit sudden.