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CheesyDave
03-02-2006, 05:48 PM
^ ^)/ hi all-- people've been bothering me for a guide, so here's that :)

How To: Swapping Animations
Some quick notes. We will not be modifying the animations themselves. I don't know how to do that. What we will be doing is the same process that occurs when swapping armors or models-- copy/pasting dats. Though, some animation swapping requires us to go one step deeper. Many animations in FFXI are combined in a single .dat; these we will use a hex editor to pick apart. That's what I'm going to walk you through here. ^^ enjoy~

Hajimemashou-- Let's Start
To begin, we'll need an idea. Someone asked that a female Elvaan mod be made, ... well that's not much fun. So, let's do a Tarutaru one. :D

You'll need:
1. Model Viewer (see stickies at top of forum)
2. FFXI ...
3. Hex Editor! (I recommend UltraEdit32 (http://www.download.com/UltraEdit32/3000-2352_4-10499759.html?tag=lst-4-3) ... free to try for 30 days. If after 30 days you still need a hex editor, you can get one that's free forever that's not as pretty, once you get your stuff down) ^^

The Idea:
1. Back up current .dats
2. Move the /panic animation to be the BLM casting animation
3. Check in-game to see if it worked!

Sugini-- Next...

First step is to find the names and locations of the animations we'll be changing. Open up the Model Viewer and load a Tarutaru male. This is the one I'm working with. Isn't he cute? Dress him up nice too-- it's important.

http://cheesydave.unixdaemons.com/pyx/ffxi/anim_tut/tarukun.jpg
In the Model Viewer, open the "Settings (S)" menu and make sure that "Show Animation DAT Numbers (A)" is check-marked.

We'll be copying over the normal black magic animation, so let's back that up before we change it. On the right of your Model Viewer should be a drop-down entitled "Animation". Change that to "Common". Directly under that should be another drop-down currently selecting "None". Drop that down and scroll through some of the animations. Your Taru should move around. Stop when you find "mb0". This should be the Taru casting a BLM spell. Note that in the lower right, there's some information displayed. Here's the last entry-- the one corresponding to the BLM casting animation we have selected (bottom-most entry):

the motion being displayed.
1-46-93.dat in "mb00"
1-46-93.dat in "mb01"
1-46-97.dat in "mb02"
combined and displayed.
This tells us that the BLM casting animation is in the dat ../ROM/46/93.dat and ../ROM/46/97.dat. There are three sections to this animation, mb00, mb01, and mb02. Move down to the next animation, "mb1" from the drop-down above. Notice that the dat files are the same, but the section labels are different, mb10, mb11, and mb12. This animation-- the end of the cast, is in the same dat files, but in different places. This is why we can't simply swap dats. There're multiple animations in each dat file. We'll only be changing the animation data for the first portion of the BLM casting, so copy down the information above regarding animation 'mb0' in notepad or something.

Now to get the information for the /panic motion. Back above, change the "Common" animation selection to "Emotions". Open the 2nd drop-down and select "pan". This is the Taru's panic motion that they often claim is dancing. Copy this 'pan' animation information into notepad as well:
the motion being displayed.
1-51-40.dat in "pan0"
1-51-40.dat in "pan1"
1-51-52.dat in "pan2"
combined and displayed.
Close the Model Viewer.

Sorekara-- And Then...
Copy the each of the files used to a safe place-- even the ones we won't be intentionally modifying. A lot of things can happen when you're dealing with hex files that you need to be careful of, so having a back-up is a good idea. (back up 46-93, 46-97, 51-40, 51-52).

Open the /panic motion dat-- 1-51-40. Since we don't want to go digging through the file (... yet...), open the Search menu and chose Find (Alt+F3 or Ctrl+F). Make sure that the "Find ASCII" checkbox is checked and the other two are unchecked (default). In the "Find What" box, type the first section label of this animation, pan0. You should see this on your screen:

Find Menu:
http://cheesydave.unixdaemons.com/pyx/ffxi/anim_tut/find_box.jpg

pan0 Found:
http://cheesydave.unixdaemons.com/pyx/ffxi/anim_tut/pan0_code.jpg

There should be three columns in your display. The far left is the address of the 1st byte in this row. The second column is the binary code data. The Right column is the ASCII representation of that binary data. Don't worry about this much, just realize that the 2nd and 3rd column are the same information displayed two different ways. Write down in your notepad document next to pan0 that this section starts at 00036a40. It's not particularly important, but may help you find and verify some information later on.

Scroll down this window as fast as you are comfortable going. You need to find the next label in the file so that you can mark the end of this section. Try to watch the first couple digits in the right column. Look for a four-digit label similar to the pan0 we're starting with. After scrolling a while, I found another label on line 00038750, pan1. In your notes, mark that the end of pan0 is at 00038740 and that the start of pan1 is at 00038750. It is lucky that the two animation sections in this file are right next to each other. This is not always the case. Scroll down again, to find the end of this pan1 section. I did not find another label until the end of the file. Mark the end of this section as line 00042680. The last line needs to stay intact and full. Leave this file open as we'll need to copy from it in just a moment.

This is how my notes look. You don't have to follow this format, but this is how I write it to help me:
the motion being displayed.
1-51-40.dat in "pan0" // 00036a40 to 00038740
1-51-40.dat in "pan1" // 00038750 to 00042680
1-51-52.dat in "pan2"
combined and displayed.
Next, we'll open the BLM dat, 1-46-93.dat. Search for the first BLM label, mb00. Instead of trying to find the beginning and end of these files, we'll just rename the label so that the game and Model Viewer finds our new data instead of these. It makes a little larger file, but cuts out the searching we had to do with the /panic dat. Rename this mb00 to mx00 by clicking on the 'b' on the right and then typing 'x'. It's important to make sure that this label, mx00 isn't being used by the game. At this point, it isn't. So, we should be good. Next, search for mb01 and rename it mx01.

Now, scroll down to the very bottom of the file (or Ctrl+End). In most cases, you would have to keep the end line intact. In our case, since the /panic sections are the last two of the file, we can simply copy the end line from the other file while we're copying the two /panic sections. So, highlight the last line in this file and Cut it to remove the information.

Switch back to the /panic dat, 40.DAT. Move the cursor to the beginning of the file (Ctrl+Home works). Search again for the label, pan0. Now, starting from left of the p in pan0, click and hold, move the mouse down so that the screen begins to scroll. This should highlight all of the pan0 line and continue highlighting until you have the end of the file highlighted as well. We are fortunate in this case because the sections we're after are at the end of the file and next to each other. If this were not the case, we would have to pay careful attention to the addresses we wrote down in our notes to make sure we highlighted only the data we wanted. Here's a picture of the start and end of the 1st section highlighted, should we had needed to highlight only the one section:

http://cheesydave.unixdaemons.com/pyx/ffxi/anim_tut/selected_pan.jpg

Note that the entire first and last lines are selected. It's important to not leave a . off at the end or something like that. It's a place holder. It needs to be there. :o

But, we want everything from pan0 to the end of the file selected, so select all the way down including the last line, the end line. Right click on the highlighed portion and select Copy. Move back over to the BLM casting dat, 93.DAT, and use Ctrl+End to move the cursor to the end of the file (important-- do this even if it looks like the cursor is at the end). Then use the Edit menu to Paste the data. If you use right click, you won't know for certain where the data will be placed (the cursor will go to where you right-clicked).

Now that you have the data in, we need to rename the new labels to look like the BLM casting labels. Use Ctrl+Home to move the cursor back to the beginning of the file and Search for pan0. Rename this label, mb00. Search for pan1. Rename this label, mb01.

Saigoni-- Finally...
You'll need to follow the same instructions for to copy pan2 from 52.DAT on top of mb02 in 97.DAT:

1. Back up 97.DAT
2. Find pan2 in 52.DAT
3. Rename mb02 to mx02 in 97.DAT
4. Delete the end line in 97.DAT (because pan2 is the last label, similar to pan0 and pan1)
5. Copy from pan2 to end of file from 52.DAT
6. Use Ctrl+End and then Paste at the end of 97.DAT
7. Rename pan2 in 97.DAT to mb02.

Open up the model viewer and view the mb0 animation. Hopefully, it will be our Taru /panic. :)

Test it in-game. ^^ and enjoy~

- CheesyDave -
Cheesydave@hotmail.com



I've gotten two messages saying that this isn't working. I don't have a taru. Going to make a character to test in-game. The theory presented here should work. The animation looks correct in the Model Viewer, but doesn't play correctly in-game. I'm told that it runs really quickly. :( sorries. going to try working on this. ._.;

Gulkeeva
03-03-2006, 10:28 PM
Dosen't seem to work on mithra to well either.

I'm thinking you need to hex edit in hexadecimal mode or something... uhh... dunno O_o
Might try playing around with it more.

tried changing kneel emote to the emote the fishfeeding mithra does.. XD

CheesyDave
03-03-2006, 10:51 PM
i've tried a couple of the emotes. it doesn't look like you can swap emotes and other animations w/o some other modifications that i don't know about yet. i'll update the guide with a more simple attack animation swap tomorrow ._.

Gulkeeva
03-04-2006, 01:31 PM
I found a persons notes on making, custom emotes not just swapping but making a whole new motion out. Unfortunantly the notes ar ein japanese and need a translator (better then babelfish etc)

anyone able to translate the below would be nice (in readable forum and not using autotranslate websites that butcher the english language.

※元データを壊す可能性があります
「FFXIモーション書き込み」を行う際 参照先に気をつけて下さい。
また、間違って書き込んでしまった 合は、
同フォルダ内に<ファイル名>org.dat いうバックアップファイルが生成さ れるので、
間違った方のファイルを捨て、上記 ファイルのorgを削れば復旧できます
最悪の場合はインストールし直しに るので自己責任でおながいします。

昨日いじり始めたばかりなので実は とんどわかってませんlol
ってなわけで、とりあえず今ある情 を書いていきますので、
共有して色々いじってみましょう。
ポリゴンいじり等である程度VRSの使 方がわかる人向けに書きます。

0.準備段階

最初はidlやsi1のような静止したモー ョンから始めた方がよさそうです。
シャキーンで対応するファイルを探 ます。
大抵3つのファイルが表示されます 上半身、下半身、衣服の順です(た ん)。

いきなり作業を開始すると誤操作で データを壊してしまいそうなんで、
デスクトップやウマーの参照先なん にコピーしてからいじると良いと思 ます。


1.モデルの読み込み

VRSを起動し、フェイス、胴装備、腕 備、脚装備、足装備を(必要なら武 も)読み込みます。


2.モーションの読み込み

コピーしたファイルからモーション 読み込みます。
読み込み方はVRSのHPを参照してくださ い。
モーションの順番は良くわからない で1から順に探してみてください。
とりあえず1-32-58(ヒュム♀通常モーション)の順番 は
「ふぉ(ffxitool4)」のモーションの順番 と一致してました。

3.モーションの確認

構造図でモーションを選択すると空 図でモデルがポーズをとります。
「ビュー」メニューから「モーショ を開く」を選択し、モーションウィ ドウを開きます。
最下部にスライダーがありますので かしてみてください。空間図のモデ が動きます。
構造図でモーションを消去すると空 図でモデルが元に戻ります。
読み込みと消去を繰り返していじり いモーションの順番を探します。


4.スケルトンの選択

モーションいじり開始です。
まず構造図でいじりたいモーション 選択します。
次に構造図でいじりたいスケルトン 追加選択します。
複数のスケルトンを同時に編集する とも可能ですが、初めは混乱するの 1つで。
最初は太股とか二の腕とかわかりや い場所が良いと思います。


5.モーションウィンドウの見方

モーションウィンドウを開きます。
複数の折れ線グラフと下の方に青い インが表示されているはずです。

折れ線グラフはそのスケルトンのス ール、回転、移動の座標がどう推移 ていくかを表しています。
縦軸が数値、横軸が時間です。
スケール、回転、移動にはそれぞれXY Zの数値情報がありますから計9本の折 れ線グラフになります。
どの色がどの数値に対応しているか プロパティを見ればわかります。
モーションウィンドウ上で右クリッ し、メニューからプロパティを選択 てみてください。

下の青いラインはどのスケルトンの の時間を選択してるかを確認するも です(たぶん)。

最下部のスライダーを動かすと赤い 線が左右に動きます。
この赤い線と折れ線グラフが交差す 点の情報が空間図に反映されるとい わけです。


6.折れ線グラフの選択

よくわからないと思うのでとりあえ いじってみましょう。
「対象」を「モーションフレーム( ラフに赤いチェックがついたアイコ )」にしてください。
どの折れ線グラフでも良いので一番 の点を選択してみてください。
1つ選択すると全ての折れ線グラフ 一番左の点が選択された状態になり す。
下のラインの一番左もハイライトに っているはずです。
このラインの意味するところは「そ スケルトンのその時間が選択されて すよ」ってことです。


7.座標入力

座標ウィンドウに注目してください
スケールはそのスケルトンの倍率を します(遠隔で武器が拡大縮小した しますよね)。
回転はそのスケルトンの回転角度を します。
移動はそのスケルトンの移動距離を します。
そのまんまですねlol

まあ腕や足が伸びたり縮んだりはし いので、
ポーズいじりだけなら回転だけ考え ばOKです(たぶん)。
とりあえず数値を入力してみてくだ い。空間図のポーズが変化します。
これを各スケルトンごとに行います


8.時間ごとの編集

ポーズのいじり方は大体わかってい だけたと思います(たぶん)。
しかしこのままだと最初の一瞬その ーズをとるだけでその後は元のまま す。
スライダーを動かすとよくわかると います。
先ほどの作業を各フレームごとに行 ないとモーションになりません。
しかしそれも激しくめんどくさいの 、
静止モーションであれば折れ線グラ を全選択して一括処理してしまいま ょう。
M字座りはほとんどこれで作ってま 。

しかし静止モーションといっても微 に揺れていた方がそれっぽいので、
こだわるなら後から折れ線グラフが るやかなカーブになるように再編集 た方が良いでしょう。


9.モーションの書き込み

最初にコピーしたファイルにモーシ ンを書き込みます。
書き込み方はVRSのHPを参照してくださ い。


以上が大まかなモーションのいじり になります。
適当な解説で申し訳ありませんが、 考にして色々いじってみてください

Nakate
03-04-2006, 02:40 PM
It's a bit much for me to run through a translator and then translate over from engrish, but reading the first few steps, it's done in VRS. Appearantly we can import the animations into VRS, but I have no idea how. It seems (this is half speculation since I didn't read very far) that animations aren't actually full animations, but a compilation of poses. The skeleton moves fluidly from one pose to another making the animation. There may only be three poses for all I know, and if that's the case it shouldn't be very at all hard to edit them.

Gulkeeva
03-04-2006, 03:34 PM
Yeah most posses are 3 animations.. but! If you notice NPC's do a full motion in 1 .DAT, the .dat the person posted when I used ingame does not make a fluid motion however, it just "jumps" into position suddenly not making a fluid motion. My guess is the initial start of the animation is necessary and only the middle can be changed, but the start/end must stay the same or it probably causes a game crash as the person probably found out so didn't attempt to change it.

2112 damage interesting :P

Stromgarde
03-04-2006, 09:26 PM
It would seem VRS recently went through a version update. Perhaps animation editing was something included in that update?

Gulkeeva
03-04-2006, 11:21 PM
It would seem VRS recently went through a version update. Perhaps animation editing was something included in that update?

Possible, I msged the original person that made the NA translated VRS about it and also spoke a bit with the JP vrs creator. new VRS definantly runs alot faster, I cna't do to much in it though since its 100% jp :P

Aeni
03-05-2006, 12:42 AM
I found a persons notes on making, custom emotes not just swapping but making a whole new motion out. Unfortunantly the notes ar ein japanese and need a translator (better then babelfish etc)

anyone able to translate the below would be nice (in readable forum and not using autotranslate websites that butcher the english language.

You're missing several kanjis as well as other characters. You have way too many ?? and it's no wonder I'm not making sense of what he's writing about. Also, it seems this is more of a personal comment, where he's putting his own thoughts on paper (he seems to be questioning himself a lot in there and/or about the topic he's writing about)

Nakate
03-05-2006, 06:28 AM
Yeah most posses are 3 animations.. but! If you notice NPC's do a full motion in 1 .DAT

I actually ment individual poses, not files. The single file would have the three poses in it, and move fluidly from one pose to another to make the full animation. I believe the reason some animations look like a static image is because there's only one pose, so it can't move between them.

Also, reading a little bit more, it mentioned that the three files are for the upper body, lower body, and clothes. I don't really understand why they would need a seperate file for clothes, just saying what I read >.>

Gulkeeva
03-05-2006, 03:49 PM
You're missing several kanjis as well as other characters. You have way too many ?? and it's no wonder I'm not making sense of what he's writing about. Also, it seems this is more of a personal comment, where he's putting his own thoughts on paper (he seems to be questioning himself a lot in there and/or about the topic he's writing about)

View text in
Unicode UTF-8 text
it will appear normal without alot of ???'s