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Semih Lafihna .DAT

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  • Semih Lafihna .DAT




    Those image taken from AltanaView under "Others" animation category
    Is it possible to divide the animation (and sub animation) into different .DAT and replace the Mithra current bow shooting / standby position?
    Thanks,
    Vrytreya

    My FFXI Doc

  • #2
    Re: Semih Lafihna .DAT

    Originally posted by VZX View Post
    Those image taken from AltanaView under "Others" animation category
    Is it possible to divide the animation (and sub animation) into different .DAT and replace the Mithra current bow shooting / standby position?
    It's definatly possible. Semih Lafiha has the exact same skeleton structure that PC Mithra's have, just for some odd reason the Mithra NPCs have two sets of the same skeletons. Doesn't harm the transfer of anything, just really odd to see a PC Mithra with 107 skeletons and an NPC Mithra with 214 but 107 of them do nothing. Then of course you also need to know were these motions are in order to port them.


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    • #3
      Re: Semih Lafihna .DAT

      Here's the problem : I need to chop/merge the animation

      Player Character Bow animation consist of 3 phases
      1. Pulling out the bow -> Standby position (loop)
      2. Standby position (loop)
      3. Shooting -> putting the bow back (disappear, not looping)

      this NPC animation consists of the following:
      1. Pulling out the bow -> Standby position (not loop)
      2. Shooting -> Standby (loop at standby)
      3. Standby -> putting the bow back

      is it possible to create some intermediate animation too? because I know the animation will be completely choppy if I just replace the .DAT because this NPC has completely different stance than PC
      Thanks,
      Vrytreya

      My FFXI Doc

      Comment


      • #4
        Re: Semih Lafihna .DAT

        Originally posted by VZX View Post
        Here's the problem : I need to chop/merge the animation
        Player Character Bow animation consist of 3 phases
        1. Pulling out the bow -> Standby position (loop)
        2. Standby position (loop)
        3. Shooting -> putting the bow back (disappear, not looping)
        this NPC animation consists of the following:
        1. Pulling out the bow -> Standby position (not loop)
        2. Shooting -> Standby (loop at standby)
        3. Standby -> putting the bow back
        is it possible to create some intermediate animation too? because I know the animation will be completely choppy if I just replace the .DAT because this NPC has completely different stance than PC
        Well first off I can tell you, is that animation is always looped. There is no loop and don't loop option, If something isn't moving it mearly means it's a 1 Frame motion that is looped. If something does a motion and then stops without cycling back and doing the motion again means that at the end of that motion it changed to a second motion, and the second motion is a 1 frame motion that is looped.

        Anyway breaking the motion apart however it's needed and all is possible to do with VRS. I've already created a .DAT that gave PC the walk motion that Naja had along with correcting the weapons so they weren't on the floor.

        So with motions such as the bow it's usually 3 parts and should always be:

        1. Pulling out the bow and draw it.
        2. Aiming Bow. (Looping stance of the bow drawn)
        3. Release Arrow and store bow away.

        That's how the motion should always be broken down too since it's always looping. Then #2 is in there for the delay purpose were it waits for the server to send the ok to finish the shot.


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