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

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I am experimenting with the run animation still, because if I add more frames to make the transition less sudden it looks terrible in-game because it makes it too slow, as if he's running on air and floating along.

Just discovered that the limit varies per animation. Cloud's, aafe.a and acfe.a is 118 frames max, while tifa's, abcd.a, can only have 104 frames
 
Hmm, it seems like many characters actually. Some men, a few women, and maybe even some child models.
 
so every other character on field that we see more than in a handful of scenes ( Tifa / Cid ) have their own unique animation?`That's going to be absolute hell to re-do, isn't it?
 
I believe so, but that's the idea. When I finalize Cloud's animations I'll probably release an alpha test build of it.

Also, keep in mind while I am adding idle animations to every character, it's not like every one has a bad walk/run animation. Some of them look pretty damn good with realistic models.
 
it's not like we have HD or realistic models for everything to begin with
unless you go and rip stuff yourself from Dissidia, KH or the likes
Do you plan on touching some of the battle animations, such as idle, cast, idle while affected by bad status?
 
Haven't actually dabbled in battle animations yet, though I might take a look.

I was actually referring in general to the PRP as well, since those too have problems that the chibi's don't have.
 
Always had idea of this kind project.
PRP really needs it! Good job!
 
I am very excited with this mod.
Even though it won't be *very* noticeable it's a *woow* mod.
 
Don't suppose there is any way of animating outside of kimera... say blender or maya? :P I could whip up some fun stuff there. Also how much do we know about the animation data/format and how much can we screw with it?
 
I would love to be able to animate outside of kimera. It would be great to not be limited by the values and not have to worry about memory leaks and crashes after spending too long working on something.

Also, on topic, doing some experimenting I edited the animations for Cloud's attack, so now he takes a step back and then jumps instead of just instantly flying towards the enemy. I tried to make it transition a bit smoother.
 
Almost done with the main cast's idle animations, first alpha should be coming soon.

About battle anims, I'm experimenting with adding a "build up" to attacking, like FF8, how the characters prepare to attack (eg. squall raises his sword first, then starts running) but the "jump" sound still happens at the same time. Is there any way to make it happen after the prep animation is finished, or would editing the sound to have a delay be the only way (if that works at all)?
 
You would probably have to edit the sound.  After doing all those experiments with 60fps, it seems that effects and sounds are trigger at the same time a particular animation is called.  So if the attack animation is 8, as soon as the game executes 8, it executes the sound as well
 
so, padding the sound effect with a bit of silence at the beginning would work? sounds like a lot of work, since theres a lot of different sound effects. are any of the SFX used by the characters to attack shared by others? does every char have their own 'run' sound? If not, the next problem becomes making all 'ready' animations the exact same length.
 
Yeah, it seems most melee attack animations for chars share the same sound, so that would indeed be a problem, unless I make the animation delay relatively the same for all the characters.

There is some margin for error though, as it still sounds okay with some changes so they don't have to be exactly the same, but just really similar.
 
How did you go about adding an idle animation?

Also this mod is impressive, because it addresses everything that caused me grief about the battle models in the field. The animations just were wonky for anything non-chibi. However, the world is still scaled for Chibis, but that is just a side note.

I can only hope someone makes it easier to alter animations, by either adding news ones, as well as being able to copy and paste whole animation sets between the existing models. As well as as a way to animate outside of kimera and just convert the file in. I've been wanting that for a long time.

Edit:

On a side note it's rather impressive to see how active you are across the bored. Thank you for your hard work. :).
 
Just finished up first version Idle animations for the main cast, I'll release an alpha once I get the anims sorted together into the same package, and I'm not busy. Hopefully I can do it tomorrow morning before I leave.
 
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