[FF7PC] Red Werewolf

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Hey everyone. I am thinking of starting a zBrush thread. This program does so many things for the community that would streamline modding.
Ex:
Decimation Master - Allows you to make a character with millions of polys and drop it to 30 or 40k without loosing any visible details!!
zProject Brush - Paint your high character and then paint your low res with the high res info
Cut and Fill holes - Yep Select, click on fill whole done!
NEW MatCap Baker - So I hate how amazing everything looks in zBrush and then you export the texture and everything is flat. MatCap baker allows you to select a material that gives you all the low lights and highlghts your want and bakes it into the normal map
My question is this. Would it even be worth making a support thread for this software considering its price of $795.00
You could do pretty much the same in blender and this tool is for free. The downside of blender is the heavy learn curve, it has a lot of functions which may surpass the ability of zBrush, but it's hard to find out how to use them and the access to them isn't that easy as in zBrush either. Actually I wanted to make an easy Blender tutorial this week, but the 60FPS project has a much higher rank to me (by the way using subsurf was a bad suggestion by me). What we truly need is a UV map arrangement that is useful to build many models with it. I think two textures are enough for this (one texture for Head, Body and Hip and one texture for the arms and legs). If we then make some resource meshes which use the two textures, then we could recreate nearly all NPC with in a month.
 
The fang go around the lower jaw exposing them when the mouth is closed looks awesome. Very macabre. That's what I was going for. Instead of Red XIII loosely based on the look of a werewolf I'm going for a creepy dark werewolf loosely based on Red XIII. :)
 
Ahhhhh. I cannot get from obj to kimera. Here's what I'm doing.

I have a single mesh and polygroup. He is fully painted. I cut him into pieces in the correct bone and joint locations. I then fill the wholes. I now have him into pieces and fully painted. I create uvs and export them. I then export the bottom jaw to obj. Open in mesh lab. The jaw comes in fully painted. Export to 3ds. Open in pcreator. Open uv. Flip y. Export. convert bmp to tex.  When I put the jaw in kimera and load uv the color looks all flipped around and doesn't place on the jaw correctly. Wtf am I missing?!??
 
When you say you're importing the jaw into kimera and load the uv, what is it you're actually doing? After you add the texture in the correct texture slot you just need to import the piece. I'm not sure if you can reimport uv mapping to kimera, though it apparently has tons of features I'm not aware of lol. If your .3ds file look correct with the texture applied than it should work correctly in kimera if you've flipped the Y on the uv mapping in pcreator. If it does it again I can take a look at your project files and see what's happening.
 
With this mod, are you planning to alter Red XIII's animations so that he's standing up?
 
Thanks CMH. I will look at it tonight and if it continues to do so, I will send files to you.

Obesebear: Yes that is what my plans are.
 
Thanks CMH. I will look at it tonight and if it continues to do so, I will send files to you.

Obesebear: Yes that is what my plans are.
You might want to go ahead and try to manipulate Red's animations to see what you're getting yourself into.
 
You might want to go ahead and try to manipulate Red's animations to see what you're getting yourself into.
I do realize I'm getting myself in deep. I'm just kinda hoping that if I can get him to the animation point which is the last step, someone can help me on that end.
 
I do realize I'm getting myself in deep. I'm just kinda hoping that if I can get him to the animation point which is the last step, someone can help me on that end.
There was a project a few years ago where 2 or 3 guys were going to redo certain animations.  I'm pretty sure they did half of 1 and quit.   The only feasible way to create animations is to make an import export  tool.

Borde tried to make a COLLADA one but eventually gave up.  Really, your best bet is to figure out how to substitute Galian Beast's animations over Red's.  Either way good luck
 
There was a project a few years ago where 2 or 3 guys were going to redo certain animations.  I'm pretty sure they did half of 1 and quit.   The only feasible way to create animations is to make an import export  tool.

Borde tried to make a COLLADA one but eventually gave up.  Really, your best bet is to figure out how to substitute Galian Beast's animations over Red's.  Either way good luck
OK. I will look into it thank you. Hopefully I haven't done all of this for nothing :(
 
There was a project a few years ago where 2 or 3 guys were going to redo certain animations.  I'm pretty sure they did half of 1 and quit.   The only feasible way to create animations is to make an import export  tool.

Borde tried to make a COLLADA one but eventually gave up.  Really, your best bet is to figure out how to substitute Galian Beast's animations over Red's.  Either way good luck
I myself have done several 100% animation changes, ranging from making Tifa have archer animations, (She held her right hand out, pulled the other one back and shot the (invisible) arrow with variants of it to allow for a bow) making tifa have a sword, (this took forever to work right.) making Cloud have the exact animations of the other soldiers, making a unique swordsman animation set (For a character in one of my projects, he moves like a combination between Reno, Cid and Squall.) among others.

One thing I tried was making Nanaki use a sword, which involved it staying in a scabbard on his back, and he pulled it out for attacks, I spent 3 weeks solid trying that, but Nanaki has the most complicated animation structure out of everyone, and by comparison, it's a cakewalk to do the entirety of Cloud, which is the simplistic.

If you are genuinely going to try to make Nanaki stand out on 2 legs with his native animations, you will spend months or possibly years doing this, it would be best to make him more into Kimahri from Final Fantasy X, and his limits could be changed into more generic things.
 
OK. I will look into it thank you. Hopefully I haven't done all of this for nothing :(
Either way it wont be for nothing. The model will still look good imported with the vanilla animations. Editing at least the idle animations so he's standing up shouldn't be too hard. The change from one animation to the next wont be completely perfect, since he'll still run on four legs, but it wont be too noticeable since many of the animations are that way. The only time this will really be an issue is when the mod to convert battles to 60 fps is completed. Your altered animation will require a bit more work so the animation transitions are smooth at that point.
 
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Either way it wont be for nothing. The model will still look good imported with the vanilla animations. Editing at least the idle animations so he's standing up shouldn't be too hard. The change from one animation to the next wont be completely perfect, since he'll still run on four legs, but it wont be too noticeable since many of the animations are that way. The only time this will really be an issue is when the mod to convert battles to 60 fps is completed. Your altered animation will require a bit more work so the animation transitions are smooth at that point.
vanilla? lol is that code for original?
 
I don't have any videos of solely the new animations, I made videos of the projects as a whole, but many of the animation sets I did were for potential character replacements I might want to use in future.

Each was for a purpose, ie, I was working on a medieval FF7, so there weren't any guns or machinery, and Tifa's animations are by far the closest to it, but that was also the basis of a Legend of Dragoon project, she actually made a very nice Shana.

I never made any videos or screenshots of this, but I have a (very) early Dart I took pictures of.
http://th01.deviantart.net/fs71/PRE/f/2011/122/0/9/ff7_mod_cameo___dart_by_video_boy_mal-d3fg05c.png
http://fc05.deviantart.net/fs71/i/2..._dart_feld__wip__by_video_boy_mal-d5y4lqc.png

From this, I greatly revised Dart, I also made Rose, Lavitz, Shana, Herschel, Miranda, Albert, Kongol and Meru.
If you're wondering how I did each, Dart was straight up Cloud, I revised some of his animations, such as the item usage and attacks to be closer to his LoD ones.
Rose was a (heavily) modified Tifa to have a rapier, that was the sword Tifa I mentioned in the last message.
Shana and Miranda used the same animation, which was the archer tifa.
Lavitz and Albert is Cid, but in order to speed up Albert's battle animations, I was lazy and simply removed a few frames from each animation.
Kongol was Barret, which took less work than you might think, I simply exaggerated his short range attacks, idle animations and used them as a base for the transitional ones.
Meru was.... such.... a pain to make. I had to redo her entire animation to have a mix of Aeris and Yuffie with Aeris being the base.
Herschel was a greatly modified Tifa to have a slower paced movement with lower attacks as if he genuinely struggled to raise his fists.

For these, I didn't really touch the limit breaks visualy, but I changed them to basically be an extension of each character.

In terms of who was who, I was planning on doing entirely new events, but little by little, it was going to turn entirely into a LoD using FF7's engine, and I ended up stopping work after getting all of the major characters (the 8 playable ones, Lloyd and a number of bosses, I included the human and Dragoon forms for all applicable.)

I was working on that in secret basically and planned on springing it as a surprise, but I got caught up with work and college, but, it's been over a year since I even touched FF7, but I still pop in to Qhimm and the other FF7 communities to see if there were any new breakthroughs or if I get any new messages.

So I figured I'd give a word of advice to the potential animation artist, but for this, I really suggest either giving it another character's animations, or making this werewolf into a limit break, such as giving Nanaki Galiant Beast and simply giving Vincent one less.
 
I myself have done several 100% animation changes, ranging from making Tifa have archer animations, (She held her right hand out, pulled the other one back and shot the (invisible) arrow with variants of it to allow for a bow) making tifa have a sword, (this took forever to work right.) making Cloud have the exact animations of the other soldiers, making a unique swordsman animation set (For a character in one of my projects, he moves like a combination between Reno, Cid and Squall.) among others.

One thing I tried was making Nanaki use a sword, which involved it staying in a scabbard on his back, and he pulled it out for attacks, I spent 3 weeks solid trying that, but Nanaki has the most complicated animation structure out of everyone, and by comparison, it's a cakewalk to do the entirety of Cloud, which is the simplistic.

If you are genuinely going to try to make Nanaki stand out on 2 legs with his native animations, you will spend months or possibly years doing this, it would be best to make him more into Kimahri from Final Fantasy X, and his limits could be changed into more generic things.
I'd love to see your animations. And would you want to help me with mine?
 
Wow Kuroda. Awesome!! I would have loved to see that project. Really I wanted him to be a full playable character and now its looking pretty bleak. I guess I can do it as galiant beast and take galiant from vincent to red xiii. This is a very very sad day...:(
 
I'd have to get my windows pc hooked up, but I could take a look at some of your animations if you started any, and a troubling detail is that you cannot simply 'transfer' animations, even if you enter the precise bone rotation, height, etc for each individual part as another animation, it can and will give drastically different angles and positions.

Someone might have made a more reliable tool since my last proper visit, but I'm pretty sure we need to use Kimera.

I'm be more useful to talk to about the whole nitty gritty details over skype, or yahoo chat or something else, if you're interested, send me a PM with some way to do a live chat, even if its just facebook.

But in short, if you want him to work as a fully playable character, just change his skeleton to someone else, the closest one for our purposes would likely be Cid, we can either make him a spearman, or remove it, which gives a basic stance we'll want for a werewolf.
In which case, we'll want to take influence from Tifa, the whole animations can be untouched, except for the idle (just try to loosen up his shoulders and raise his arms like he's Tifa.) attack (make his arm extend like he's swiping his claws) the magic casting (Just do something like he's surging with power before throwing his hand out) and the victory animation, which can be modified to look like he's doing a sort of primal roar.

If you're interested, I wouldn't mind taking you on as a sort of protégé and show you some images or videos I did of my projects.

I'd dislike showing the whole forum, I like to keep some things relatively secret, although I forced myself into a corner and I'll have to show something from the LoD project.

While off topic, is the general consensus that I should release my LoD main cast, Uroboros, Hellena Guards, Hellena Sergeant, Fruegel, Phoenix, Greham, Freybrand, Emperor Doel, etc) as well as several NPCs, such as the merchants, Basil soldiers, etc.

I was working on that for a few weeks since I was depressed about not having Legend of Dragoon on the European PSN, but I ended up just getting a USA one for it.
 
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