I'm very interested in the model of this work, so I'm happy if I'm get the file...
I have some knowledge of corrections and convert them(example XPS), so I might be able to help someone.
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Search found 188 matches
- Wed Mar 06, 2019 12:17 am
- Forum: 3D/2D models
- Topic: Detroit Become Human tools (PC, PS4)
- Replies: 586
- Views: 171816
- Wed Feb 27, 2019 1:19 am
- Forum: 3D/2D models
- Topic: Star Ocean Anamnesis Tools
- Replies: 275
- Views: 151249
Re: Star Ocean Anamnesis Tools
I have not noticed SOA recently, but akderebur's wonderful tool does not yet support multi animation. we need to manually import it with the script created by dian333 until akderebur updates the tool. I mentioned earlier that we will use variable strings to save time of replacement. Since the import...
- Thu Feb 14, 2019 1:49 pm
- Forum: 3D/2D models
- Topic: Valkyrie Profile 2: Silmeria Tool
- Replies: 28
- Views: 9260
Re: Valkyrie Profile 2: Silmeria Tool
This will work perfectly for me and many Valkyrie Profile Fans!
Thank you for completing the difficult work!
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I finished the conversion work of all the main characters.
All models work properly. No problem. Next I will try NPC's.
Thank you for completing the difficult work!
----
I finished the conversion work of all the main characters.
All models work properly. No problem. Next I will try NPC's.
- Sun Feb 03, 2019 12:20 am
- Forum: 3D/2D models
- Topic: Star Ocean Anamnesis Tools
- Replies: 275
- Views: 151249
Re: Star Ocean Anamnesis Tools
by the way, I know that the model in battle scenes has been diverted to Valkyrie Anatomia. I didn't get this. Does that mean VA uses the same models as VP2? This reminded me that I should release the Valkyrie Anatomia tool. It has been quite some time since I finished it, but too lazy to clean up a...
- Sat Feb 02, 2019 4:05 pm
- Forum: 3D/2D models
- Topic: Star Ocean Anamnesis Tools
- Replies: 275
- Views: 151249
Re: Star Ocean Anamnesis Tools
Despite much hope, the PS2 Valkyrie Profile 2 model has not yet been extracted. I am pretty sure there is a maxscript for SO3 on the forums, which also works with Valkyrie Profile 2 and Radiata Stories. I guess there was no skeleton support though. I was planning to make a tool for VP2 but I didn't...
- Sat Feb 02, 2019 12:04 pm
- Forum: 3D/2D models
- Topic: Star Ocean Anamnesis Tools
- Replies: 275
- Views: 151249
Re: Star Ocean Anamnesis Tools
The diffuse map will probably look dark. There are two diffuse map textures, and good results can be obtained by synthesizing them with an appropriate effect. not sure about hair. Everything is the odd primary color. I pull out the transparent alpha map from the channel and adjust the color tone by ...
- Sun Jan 20, 2019 1:39 pm
- Forum: 3D/2D models
- Topic: Unable to get an animation to work correctly (FFXIV Export)
- Replies: 17
- Views: 10799
Re: Unable to get an animation to work correctly (FFXIV Expo
finally your get good results, I'm glad hear that.
- Fri Jan 18, 2019 4:41 pm
- Forum: 3D/2D models
- Topic: Star Ocean Anamnesis Tools
- Replies: 275
- Views: 151249
Re: Star Ocean Anamnesis Tools
It would be best to create a Noesis plugin. I agree that the replacement procedure is troublesome. I do not have any knowledge of the script. However, they can be relaxed somewhat by using string variable. Let's try it later. Using dian333's research, I am planning to add animation support to the t...
- Fri Jan 18, 2019 12:53 am
- Forum: 3D/2D models
- Topic: Unable to get an animation to work correctly (FFXIV Export)
- Replies: 17
- Views: 10799
Re: Unable to get an animation to work correctly (FFXIV Expo
Thanks for the details. I will examine it based on these information. Perhaps by properly changing either scale before combining mesh and animation you should get the correct result. I'll report it when I can find the correct scale. ---- Edit. FFXIV TexTool is not suitable for finding files, I can n...
- Fri Jan 18, 2019 12:49 am
- Forum: 3D/2D models
- Topic: Star Ocean Anamnesis Tools
- Replies: 275
- Views: 151249
Re: Star Ocean Anamnesis Tools
Probably, your procedure is not wrong. If it is wrong, it can not be imported.
Not all animations are processed correctly, only partly.
Not all animations are processed correctly, only partly.
- Thu Jan 17, 2019 2:39 pm
- Forum: 3D/2D models
- Topic: Unable to get an animation to work correctly (FFXIV Export)
- Replies: 17
- Views: 10799
Re: Unable to get an animation to work correctly (FFXIV Expo
DAE is necessary for the final join, but it is not necessary for the current stage.
There are also models with other DAEs, so all you need is animation cutting information.
I download more than 30 GB files, so I can do verification with most of them.
There are also models with other DAEs, so all you need is animation cutting information.
I download more than 30 GB files, so I can do verification with most of them.
- Wed Jan 16, 2019 1:03 pm
- Forum: 3D/2D models
- Topic: Unable to get an animation to work correctly (FFXIV Export)
- Replies: 17
- Views: 10799
Re: Unable to get an animation to work correctly (FFXIV Expo
Yeah, I guess that is not easy. Especially, I could not find a header specific. It's not for sure, but I think that I can understand the sample, if it exists. I prepared a file that seems to contain multiple animations. Please try splitting this up. if that too long story, you can send me a PM. I do...
- Tue Jan 15, 2019 6:27 pm
- Forum: 3D/2D models
- Topic: Unable to get an animation to work correctly (FFXIV Export)
- Replies: 17
- Views: 10799
Re: Unable to get an animation to work correctly (FFXIV Expo
Since I downloaded FF14 (too big 30GB), I will continue verification.
you said, It seems like you can split the animation by editing htx, how do you do it?
Details are necessary.
you said, It seems like you can split the animation by editing htx, how do you do it?
Details are necessary.
- Mon Jan 14, 2019 4:07 pm
- Forum: 3D/2D models
- Topic: Unable to get an animation to work correctly (FFXIV Export)
- Replies: 17
- Views: 10799
Re: Unable to get an animation to work correctly (FFXIV Expo
I tried with the blender mesh you uploaded.
sorry, mesh is missing because it is my playback system, but I think hip bone is fixed.
finally I thought scaling is a problem.
I corrected this manually, but should look for the correct answer with more verification.
sorry, mesh is missing because it is my playback system, but I think hip bone is fixed.
finally I thought scaling is a problem.
I corrected this manually, but should look for the correct answer with more verification.
- Mon Jan 14, 2019 3:43 pm
- Forum: 3D/2D models
- Topic: Unable to get an animation to work correctly (FFXIV Export)
- Replies: 17
- Views: 10799
Re: Unable to get an animation to work correctly (FFXIV Expo
anyway, I don't have a mesh so I although it is not certain,
it is not locked, but because the scale is wrong, the location distance is wrong.
Does hk have multiple animations?
I played the motion those things walks like this time, are there other inclusions included?
it is not locked, but because the scale is wrong, the location distance is wrong.
Does hk have multiple animations?
I played the motion those things walks like this time, are there other inclusions included?
