[FF7PC] FF7 Re-animated (Public Alpha 0.1)

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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 was actually planning on testing it with APZ's cloud once he releases that again.
 
Is that the TA cloud I see in the final runcycle of the video? looks great man, Though I'd love to see an propper idle animation for chibis as well!
 
Yep :)

I might do a chibi version as well, at least for the idle animations, as they would probably benefit much from having some as well, though for now the primary focus is to sort of "prepare" field for more realistic models, as well as go hand in hand with the PRP.

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! :)
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 was thinking about having specific characters do certain things, such as cloud putting one arm on his hip and shifting his weight to one side, Tifa doing a stretch like her victory animation in battle, maybe Barret rubbing his gun-arm, etc.

I'll probably look into it after I finish up adding idle anims to the main cast. If we have it very late in a frame cycle I'm sure it won't be too much of a bother during cutscenes, especially if it's only something like placing a hand on a hip or stretching. Then again, It'll have to be added after I interpolate an animation (Duplicating and manually entering values for 100+ frames is a bit excessive) so until kimera can properly edit interpolated parts to a bone I'll have to be very careful how I do it. Maybe I could make a really quick animation with like 3 frames so when I interpolate it it becomes more smooth and plays at a proper speed? That would avoid the crash issue.

But much of this is just speculation for now, so I'll see how it goes first.
 
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bloodshot Or to find you model of this tifa model on video! i want it:O
 
The Dissidia models can't be distributed, sorry.
If you wanted them, you'd have to rip them yourself, but I don't think you'd get any support or help on that matter in this forum.
 
After 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.
 
After 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.
Really?  I could've sworn when I was interpolating everything that a few animations reached the 200's
 
My only question is... Will your animations be 60FPS ready? :P

Or is the field always 60 fps?
 
Field is 30 fps.

Really?  I could've sworn when I was interpolating everything that a few animations reached the 200's
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.

If the field does accept 60fps animations then I could probably adapt it pretty easily.
 
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I'm sure it can be edited to accept 60 FPS, the battle has been, Although i think we opted not to, as it would mess with the movies and stuff.
 
I never messed with the field ones, but yeah, it would require a whole lot of extra work to get the field running correctly at 60fps. (Sure hope borde releases his updated kimera soon so I  can get back to work.)
 
Hopefully the updated kimera also supports more than 117 frames for field as well, so I can test the idle anim I made for cloud (he puts his hand on his hip after a little bit)

Also I actually found a feminine walk a little while ago and was thinking about giving that to cloud when he's cross-dressed :)
 
New demo showing the new Idle animation and tweaked run. (you might want to skip around, it's long)

 
I have always been in Love with the concept of idle animations; I am just somewhat sad we cannot take the models out of Kimera entirely and make new animations from scratch. Animation work is a nightmare for me.

So far so good. I just wish Final Fantasy VII models weren't so stiff to work with, hey? ^_^
 
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.
 
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.
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.
 
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