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FFXIV:ARR - Models & Animations

Post questions about game models here, or help out others!
Keezie
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FFXIV:ARR - Models & Animations

Post by Keezie » Fri Jan 01, 2016 6:54 am

Hello there! There's now a model viewer for static models for ARR. I'm wondering if anyone is able to make a 3DS Max script to import the models and animations?

Seems like the models are in the .mdl format with skeleton as .sklb and animations as .pap?

Sample files: https://www.mediafire.com/?ep213w977yce1ky

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Re: FFXIV:ARR - Models & Animations

Post by Keezie » Sun Jan 03, 2016 1:06 am

Welp, I guess no one wants to try this? I can offer up to $150 USD if anyone can complete a working script.

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Re: FFXIV:ARR - Models & Animations

Post by Splasher9 » Thu Jan 07, 2016 11:56 pm

I've tried to use FFXIV data explorer on .dat archives of the FFXIV:ARR to export some models in .obj format, the .obj files were created but they didn't open in any 3d programm that i have. In the Explorer models loaded without any trouble. Maybe new version of 3dsMax can open those obj, or it is just everyone issue?

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Re: FFXIV:ARR - Models & Animations

Post by Keezie » Fri Jan 08, 2016 1:17 am

Splasher9 wrote:I've tried to use FFXIV data explorer on .dat archives of the FFXIV:ARR to export some models in .obj format, the .obj files were created but they didn't open in any 3d programm that i have. In the Explorer models loaded without any trouble. Maybe new version of 3dsMax can open those obj, or it is just everyone issue?
I have no problems with exporting .obj's with the explorer and opening them in 3ds max 2012/2015 nor blender. Thing is, I'm looking to use the animations as well as models.

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Re: FFXIV:ARR - Models & Animations

Post by shakotay2 » Fri Jan 08, 2016 10:19 am

Keezie wrote:Thing is, I'm looking to use the animations as well as models.
Thing is that's it's a little bit harder to get animations. At first you need the skeleton bones, their parenting, the weights for the skinning.
Then you have to care for the animation frames. (Even worse animation data may be compressed.)

That's the reason why most animation requests aren't satisfied too soon. :D
m8004b0001.jpg
For the bones: can you translate their names to english?

n_hara
n_asi_a_l
n_asi_a_r
n_kami_l
n_kami_r
n_kao
n_kosi
n_ude_l
n_ude_r
n_asi_b_l
n_asi_b_r
n_hana
n_sippo_a
n_umab_l
n_umab_r
n_sippo_b
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: FFXIV:ARR - Models & Animations

Post by Keezie » Sat Jan 09, 2016 2:19 am

shakotay2 wrote:
For the bones: can you translate their names to english?

n_hara
n_asi_a_l
n_asi_a_r
n_kami_l
n_kami_r
n_kao
n_kosi
n_ude_l
n_ude_r
n_asi_b_l
n_asi_b_r
n_hana
n_sippo_a
n_umab_l
n_umab_r
n_sippo_b
This is the best I can come up with:

n_hara - stomach
n_asi_a_l - leg / foot (a) (left)
n_asi_a_r - leg / foot (a) (right)
n_kami_l - hair/head(left)
n_kami_r - hair/head (right)
n_kao - face
n_kosi - waist/hip
n_ude_l - arm (left)
n_ude_r - arm (right)
n_asi_b_l - leg / foot (b) (left)
n_asi_b_r - leg / foot (b) (right)
n_hana - nose
n_sippo_a - tail part a
n_umab_l - [mabu? - eyelid] (left)
n_umab_r - [mabu? - eyelid] (right)
n_sippo_b - tail part b

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Re: FFXIV:ARR - Models & Animations

Post by Acewell » Sat Jan 09, 2016 4:51 am

FFXIV - Square Enix - Japan

Google translator says this
hara - belly
asi - leg
kami - hair
kao - face
kosi - hip
ude - arm
hana - flower
sippo - tail
umab - horse b (?)

:D

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Re: FFXIV:ARR - Models & Animations

Post by shakotay2 » Sat Jan 09, 2016 12:37 pm

thx for the translations, folks.
Will use it next time when trying to build the skeleton.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

Keezie
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Re: FFXIV:ARR - Models & Animations

Post by Keezie » Sun Jan 10, 2016 5:52 am

I've just noticed that the files original formats can be converted into .hkx and played with havok content tools. Here is a sample of the .hkx working with the 64bit stand alone: http://www.mediafire.com/download/mqep4 ... /m0071.rar

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shakotay2
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Re: FFXIV:ARR - Models & Animations

Post by shakotay2 » Sun Jan 10, 2016 8:48 am

Keezie wrote:I've just noticed that the files original formats can be converted into .hkx
how?
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

Keezie
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Re: FFXIV:ARR - Models & Animations

Post by Keezie » Sun Jan 10, 2016 9:07 am

shakotay2 wrote:
Keezie wrote:I've just noticed that the files original formats can be converted into .hkx
how?
With IonCannon's FFXIV: Model Viewer, you can export as raw or his format which strips the FFXIV header [supposedly] and leaves the base .hkx which havok can open.
You can get the viewer here: http://ffxivexplorer.fragmenterworks.co ... _64bit.zip

Do you think you could work this into a script? :O

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Re: FFXIV:ARR - Models & Animations

Post by shakotay2 » Sun Jan 10, 2016 11:14 am

Keezie wrote:With IonCannon's FFXIV: Model Viewer, you can export as raw[...]
Do you think you could work this into a script? :O
thx - I see, a .index file from the game is needed to use this Viewer/Exporter.
As I PMed, I'm not working on a script but I will try to create a skeleton asap (smd format).

For the animations it could be helpfull if you uploaded a raw export of monster.pap if possible.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

Keezie
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Re: FFXIV:ARR - Models & Animations

Post by Keezie » Sun Jan 10, 2016 11:32 am

shakotay2 wrote:
Keezie wrote:With IonCannon's FFXIV: Model Viewer, you can export as raw[...]
Do you think you could work this into a script? :O
thx - I see, a .index file from the game is needed to use this Viewer/Exporter.
As I PMed, I'm not working on a script but I will try to create a skeleton asap (smd format).

For the animations it could be helpfull if you uploaded a raw export of monster.pap if possible.
Here's the monster.pap that goes along with that monster: https://www.mediafire.com/?50qdz7k2nb39qwa

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Re: FFXIV:ARR - Models & Animations

Post by Keezie » Wed Jan 13, 2016 12:04 am

Any progress shakotay2?

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Re: FFXIV:ARR - Models & Animations

Post by shakotay2 » Wed Jan 13, 2016 12:12 am

expect me at the first light on the fifth day...(skeleton only)
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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