Creating plugin to enable animation with Crisis Core models?
Posted: Sat Jun 18, 2011 10:58 am
While I presently don't have the skill, or know-how to do so, does anyone here want to work on creating a plugin that would allow Noesis to understand the animation data in Crisis Core, so that models (and perhaps any map/level animations, unless that's handled by the game exclusively) could go through their various animations like the Dissidia models can?
MrAdults wrote:Well, most likely that data is in the mot files that Noesis extracts from the game's package. I haven't even looked at them myself yet, so I have no idea how hard it would be to get at the data. But if you are not familiar with the process of reverse-engineering animation data, you probably aren't going to have any luck with it. If you are, well, you can get a copy of Microsoft Visual Studio 2005 Express Edition, load up a Noesis plugin (solutions and projects are included with Noesis in pluginsource.zip) and modify it to do what you want. The IQM plugin demonstrates how to get animation data to Noesis, although it does it in a somewhat unusual manner. If you wanted to feed pure animation data back from your plugin instead of model+animation data, you would use rapi->Noesis_AllocModelContainer(NULL, animData, 1); instead of the typical rpgConstructModel interface.