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Search found 1001 matches
- Mon Nov 11, 2013 7:22 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 192228
Re: FF 13 3D models ripping possible ...
Also, you will find some anim sequences where the character appears to be balled up or otherwise screwed up. Those aren't actually broken. They're meant to stack with an existing pose. There isn't a lot of point in trying to apply them, but all you need to do is a straight transform on top of anothe...
- Mon Nov 11, 2013 2:35 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 192228
Re: FF 13 3D models ripping possible ...
Not all .bin files contain motion data, and not all .bin files containing motion data are in the mot directory or main archive.
- Mon Nov 11, 2013 4:03 am
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 192228
Re: FF 13 3D models ripping possible ...
Newest Noesis supports FF13 anims. :) It will automatically look up to find the corresponding model when you load an animation, assuming you have the original FF13 archive file structure in place. If it can't find the TRB on its own, it'll prompt you for it. Works perfectly on all the characters/mon...
- Sat Nov 09, 2013 11:22 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 192228
Re: FF 13 3D models ripping possible ...
I was just making fun of the watermark, cause I don't think anyone even remotely cares either way. Except the people waiting to be able to easily rip those animations and put them in a Half-Life mod or masturbate to them in their dark, lonely bedrooms. Which is why I work on Noesis, to fuel the dark...
- Sat Nov 09, 2013 9:19 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 192228
Re: FF 13 3D models ripping possible ...
It's a good thing you watermarked that image with the URL for this thread, I would hate to see people not giving proper recognition to whoever the guy was that bothered to figure out those animations 3 years ago. By coming here and reading through this entire thread and seeing where you briefly refe...
- Sat Nov 09, 2013 5:51 pm
- Forum: Game Archive
- Topic: Catherine .pac motion files.
- Replies: 5
- Views: 1819
Re: Catherine .pac motion files.
Actually, bsplines look like they're mostly used for animating extraneous stuff. These animations play fine in Noesis. Edit: Well, main characters have most of their major bones animated by bsplines, so you won't so movement on those. Too bad. Here's a Noesis script to extract the pac files: http://...
- Sat Nov 09, 2013 4:19 pm
- Forum: Game Archive
- Topic: Catherine .pac motion files.
- Replies: 5
- Views: 1819
Re: Catherine .pac motion files.
They would work in Noesis, but they all use bspline evaluators, which the Noesis nif script doesn't currently support. I'll get to it eventually.
- Sat Nov 02, 2013 5:10 am
- Forum: Game Archive
- Topic: king of Fighters online
- Replies: 24
- Views: 8438
Re: king of Fighters online
Noesis NIF support works on this game, with skinning and animations.
- Sat Sep 28, 2013 1:47 am
- Forum: Code Talk
- Topic: Problem with Stray Vertex Cleanup Algorithm
- Replies: 3
- Views: 2532
Re: Problem with Stray Vertex Cleanup Algorithm
Max makes me wanna kill myself 200% less for actual modeling/UV'ing/animating/skinning/etc. For everything that involves any kind of automated or custom processing, though, I use Noesis. The answer to all of your questions is yes. You would have to deal with multiple position channels with morph fra...
- Fri Sep 27, 2013 1:46 am
- Forum: Code Talk
- Topic: Problem with Stray Vertex Cleanup Algorithm
- Replies: 3
- Views: 2532
Re: Problem with Stray Vertex Cleanup Algorithm
The solution is...don't use blender.
- Fri Sep 27, 2013 1:41 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Yeah, multiplyBones will put your bones in model space. But you still need rotations for them to look right. I never looked at the FF8 field models, so I couldn't tell you anything about their animation format. But presumably that's the only place to get rotations and they don't store any kind of ba...
- Thu Sep 26, 2013 4:39 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1830
- Views: 607564
Re: Señor Casaroja's Noesis
Some new stuff from yesterday and today. -4.0868 - Added rapi.mergeKeyFramedFloats. It will take a list of keyframed data lists, and convert it into a multi-element keyframe data list. Useful if you want to do something like take 3 separate X/Y/Z keyframe tracks and convert them into a single XYZ tr...
- Wed Sep 25, 2013 7:30 am
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 192228
Re: FF 13 3D models ripping possible ...
FYI, you also don't need to be doing anything with RPG contexts there. That stuff is only for the RPG geometry interface, which you aren't actually using.
- Wed Sep 25, 2013 7:29 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 28016
Re: [Noesis] Plugin to export to a new format
RPGOPT_SWAPHANDEDNESS will also automatically swap handedness on bone and anim matrices, but only if they're set in the RPG context before constructing the model. So that might be happening, and maybe one of the matrix sets is getting double-swapped or something, it's hard to say. To turn off shadin...
- Tue Sep 24, 2013 3:23 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 192228
Re: FF 13 3D models ripping possible ...
TheDude: You might wanna update your script to use the new Noesis rapi.imageFromMortonOrder function, it's faster and will handle badly-sized images too. Usage is rgbaPix = rapi.imageFromMortonOrder(rgbaPix, width, height). You can specify an optional argument too after height, if you want to force ...
