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Post by Opans Keyrist on May 3, 2021 5:42:47 GMT 10
Big thanks for tools - Son Of Persia - MR.Curious - LegalSoul
For Chris BSAA Persia's mine : link
Animation created by me Working on - 60fps and 30fps - Story Mode - Mercenaries Mode if you convert to 2007 Ubisoft Version, this animation still works See video
if you want to install this animation in your mod see tutorial
I also provide the raw animation file, you are free to put it anywhere, but don't forget to include credit
link no password : Download
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on May 3, 2021 6:17:22 GMT 10
wow dude this is great. Did you use the method in the Legal Soul Tutorial for this? Tell us more about how you made this.
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I don't share links of my mods anymore. Thanks.
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Post by verdugo7 on May 3, 2021 7:08:13 GMT 10
Wah ngawur banget ini, Chris ngamokk wkwkwkwk mantep kali omm  Btw kyknya itu animasi Chris pas bebasin partner dari cengkeraman Kipepeo pake pisau bukan? B.O.W yang terbang-terbang itu lho wkwkwk
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Post by Biohazard4X on May 3, 2021 14:23:48 GMT 10
Man i remember i tried to make a upercut animation for leon a few years back but it ended up looking like leon having a stroke. Plus Legal Souls method only work for rotation with Forward kinetics instead of IK. Nothing wrong with it but how he writes the DATA from SMD to FCV sometimes results in the Animation looking completely different. I Cant be the only one that had this issue thou. So I refuse to try again. It still amazes me that people manage can still manage to make stuff with. Good Work.
Still looking for that knight in their shinning armor to make import and properly export from a 3D program correctly.
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will soon be away from this community
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Post by on May 3, 2021 17:43:15 GMT 10
Wah ngawur banget ini, Chris ngamokk wkwkwkwk mantep kali omm  Btw kyknya itu animasi Chris pas bebasin partner dari cengkeraman Kipepeo pake pisau bukan? B.O.W yang terbang-terbang itu lho wkwkwk Indonesia COKK !!!!! ada juga toh . Sorry anyway GOOD JOB .
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I don't share links of my mods anymore. Thanks.
Posts: 1,467
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Post by verdugo7 on May 3, 2021 20:12:47 GMT 10
Wah ngawur banget ini, Chris ngamokk wkwkwkwk mantep kali omm  Btw kyknya itu animasi Chris pas bebasin partner dari cengkeraman Kipepeo pake pisau bukan? B.O.W yang terbang-terbang itu lho wkwkwk Indonesia COKK !!!!! ada juga toh . Sorry anyway GOOD JOB . Wkwkwk ada dongg 😂😂😂
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Deleted
Deleted Member
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Post by Deleted on May 6, 2021 5:08:00 GMT 10
chris the pugilist mod. is impressive how you mod this complicated game so easily.
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I started RE:2 Modding.
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Post by 3getu841 on May 6, 2021 20:48:24 GMT 10
Great work !
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Post by Opans Keyrist on May 7, 2021 17:55:46 GMT 10
wow dude this is great. Did you use the method in the Legal Soul Tutorial for this? Tell us more about how you made this. thank you for the appreciation yes I apply the LegalSoul method but I improvise in this case as we know that SMDtoFCV is not really working 100%. bone_0 can only move up and down, not forward and backward. not even rotate I changed bone_0 to bone_1 and bone_17 so it is not possible to make walking animations. in the case of this animation that I created supposedly Bone_0 Moving forward, backward, up, down and Rotate Left and Right Bone_1 Only Rotate Bone_17 Only Rotate I change to Bone_0 Moving Up And Down (only up and down) Bone_1 Only Rotate Bone_17 Only Rotate if you are animating in blender, switch it to 3dsmax first because each software has a different export output Use 3dsmax 2017 or top series if pure using a blender: the model is always tilted, sometimes it looks stressful use 30fps on the frame (so that the animation is not too smooth) no problem at 60fps in-game reduce -1 the number of frames on the HXD for example: 40 change to: 39 if not clear I will make a further tutorial about this because the re4 engine problem is too complicating wait till I can make walking animation
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Posts: 88
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Post by Opans Keyrist on May 7, 2021 18:02:30 GMT 10
Wah ngawur banget ini, Chris ngamokk wkwkwkwk mantep kali omm  Btw kyknya itu animasi Chris pas bebasin partner dari cengkeraman Kipepeo pake pisau bukan? B.O.W yang terbang-terbang itu lho wkwkwk thank youu omm Ntar dibikin yang bgitu om, wkwkw skalian mau bikin animasi Leon rebahan, kayanya bagus dinamain "Lazy Leon"
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Posts: 88
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Post by Opans Keyrist on May 7, 2021 18:03:14 GMT 10
Wah ngawur banget ini, Chris ngamokk wkwkwkwk mantep kali omm  Btw kyknya itu animasi Chris pas bebasin partner dari cengkeraman Kipepeo pake pisau bukan? B.O.W yang terbang-terbang itu lho wkwkwk Indonesia COKK !!!!! ada juga toh . Sorry anyway GOOD JOB . Thankyou brooo!
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Posts: 88
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Post by Opans Keyrist on May 7, 2021 18:06:36 GMT 10
chris the pugilist mod. is impressive how you mod this complicated game so easily. thanks for your compliment friend I'm just researching how the tool works, and researching the re4 machine working with mods
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Posts: 88
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Post by Opans Keyrist on May 7, 2021 18:08:19 GMT 10
thank you prof for your appreciation
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Posts: 88
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Post by Opans Keyrist on May 8, 2021 2:53:17 GMT 10
Man i remember i tried to make a upercut animation for leon a few years back but it ended up looking like leon having a stroke. Plus Legal Souls method only work for rotation with Forward kinetics instead of IK. Nothing wrong with it but how he writes the DATA from SMD to FCV sometimes results in the Animation looking completely different. I Cant be the only one that had this issue thou. So I refuse to try again. It still amazes me that people manage can still manage to make stuff with. Good Work. Still looking for that knight in their shinning armor to make import and properly export from a 3D program correctly. yes that's right, SMDtoFCV often produces different animations, in my case, the position of the model is often tilted even lying down, and bone_1 bone_17 is not necessarily the position. and there is definitely a special trick about this. By the way can you handle walking animation? as read in bio4_fcv_edit bone_-1 to move forward and backward with type code 4: 4: 4 bone_0 to move up and down with the type code 4: 4: 4 instead of 2: 2: 2
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Post by Biohazard4X on May 8, 2021 4:50:51 GMT 10
yes that's right, SMDtoFCV often produces different animations, in my case, the position of the model is often tilted even lying down, and bone_1 bone_17 is not necessarily the position. and there is definitely a special trick about this. By the way can you handle walking animation? as read in bio4_fcv_edit bone_-1 to move forward and backward with type code 4: 4: 4 bone_0 to move up and down with the type code 4: 4: 4 instead of 2: 2: 2 I have been able to make leon walk farther by editing this bone-1 but then the animation will be out of sync and thats where the mysterious sister file the ".SEQ" plays in this helps keep the animation in sync and if you make leon just walk a few feet farther the animation gets really jumpy and this is where i stop at because im unable to solve what is causing the issue. Its really bizarre how CAPCOM did animations in this game. I cant speak much on the .SEQ files but only the FCV. To answer your question here the DATA TYPE here just signifies what kind of conversion it is in. To simply put like... 4: 4: 4 4bytes:4bytes:4bytes = 12bytes 2: 2: 2 2byte:2byte:2byte = 6 bytes 1: 1: 1 1byte:1byte:1byte = 3 bytes 4: 1: 1 4bytes:1byte:1byte = 6 bytes ...and a few more This is repeated 3 times for the XYZ axis. ill explain more below In this case the 4bytes are simply 32bit float. This can be seen by going in the FCV in hex and observing the bytes being changed. Now you might be asking if its a data type of 4: 4: 4 and their are 12 bytes, and im editing 4 of them already to move the bone then where is the other 8 bytes? lets observe in both Hex and the tool but lets identify it in the tool first. Im gonna be using you your Animation as a example...  Here we can observe. So I have selected Bone0(bone-1). before I go further i need to explain that not every bone will have animation data. Some FCV will just contain bone 2 and bone 4 for example, but the tool will always display the first bone ID, regardless what orignal id, to "-1". Alright lets continue now. In the above pic this is your animation bone 0 selected in the tool. We can see that data type is indeed 4: 4: 4. So lets look at the block data and make sense of this. We know their are 3 categories for X,Y,Z and an additional 2 columns attach to those categories. This is Tremors of bones. This is the swaying effect that we get from aiming. Leons arms and hand move around but within vinicity given the IK coords. Though their is values for about every bone, not only IK.  Here i made it obvious that their is is 2 columns. and since the data type is 4: 4: 4 that means their are 3 columns all together that use 4 bytes so lets add up. X-axis = 12 Y-axis = 12 Z-axis = 12 that is 36 btyes all together with only 12 bytes being used. The other 24 bytes get unused. Combine that with the fact their are 48 frames of data in every bone this creates HUGE unoptimized animations and explains why your FCV is 24kb big, instead of the normal sized around 8kb big animations for the player. So this has nothing to do with your character moving forward. This is because of the Bit Type. Though the only way to fix this is you need two duplicates of the Bone0 that beside each other and with the tools we have its impossible. The only way to get a duplicate is too sacrifice a bone. In yours its gonna have to be bone1 then do some editing in Hex. I can explain how but it will be kinda hard to explain via pics and text. I might make a video on this if you 100% feel like going into hex and changing a few things. To get a feel how big your file is just open it in hex and browse it in hex and look at all the 00 bytes.
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