I've found out the creators used silo3d for the cage meshes, then 3ds max and zbrush combined to 'sculpt' the models, and exported from max in a custom / propriety format where they wrote a plugin but I'm new to this and you guys are awesome lol
ign dev blog page: http://blogs.ign.com/Ubi_Naruto/2007/10/12/68798/
silo3d forums: http://www.silo3d.com/forum/showthread.php?t=12815
modeller's gallery: http://www.khalys.net/BOOK_2007/Naruto.htm
You can kind of guess the poly count if you look at that guy's other works on the same site
So I got 3 shape files and I can see there is a good few lines the same on all the files (not sure how long exactly) and definitely lots of bone / joint names in there, and animations right from after the header (raged, neutral, hurt)...it's really confusing as they're different
http://files-upload.com/files/684448/gaara_shape.txt
http://files-upload.com/files/684453/haku_shape.txt
http://files-upload.com/files/684467/kiba_shape.txt
http://beta.freedrive.com/member/viewfolder/30808
hope this information helps, i just want to be able to import into any modeller to take a look =)
there's bone / joint names going down to offset ~9300 / ~2454 hex
(Head, Crotch, Forearm, Finger, Armpit, Cloth ?, Ruban?...)
and 2/3 of the way down the file you got animation names (maybe?), ~270000
(Energy, Rage, Shield, ChakraControl, Haku's mask 'prop')
so they are actions / attacks I think.
I have no idea about offsets in the headers I can't seem to understand it yet, but it doesn't look too hard to figure out for people who know what's what, any help is appreciated and thanks for reading.
