taarna23 Posted May 16 Posted May 16 I've been chipping away at this for... Weeks now? I've been making improvements to the program called StudioCCS which is a model viewer/exporter for the .hack games. My primary focus is the original series' model animations. I have had some successes - characters largely now look a little bit off rather than twisted and deformed. I have, however, hit the limits of my understanding. An archived XenHax post indicates these use standard PS2 vif tags, and despite reading over the linked posts (through the wonders of the Wayback Machine), I still don't know what I can do. I've had some successes with fixing some of the rotation values so things don't look like garbage, and implemented a few things like exporting a current scene and exporting all animation data. A lot of what I've done is a little hacky, for now, and my code is a mess of commented out attempts and whatnot. My repo is here, and does include a built version in the bin/Debug folder (it's how what I forked from what doing, so I stuck with it): https://github.com/taarna23/StudioCCS I'm attaching 3 character models that the program will load. I hope someone will be able to help. ccs_chara_models.zip 2
OugiSHU Posted June 18 Posted June 18 Amazing work regardless. I and I'm sure many others will appreciate this even if it's not improved. 1
Engineers shak-otay Posted June 20 Engineers Posted June 20 (edited) Nice going. Looks as if this project were complete, 98%? (the walk animation, at least 😉 ) Edited June 20 by shak-otay
taarna23 Posted August 1 Author Posted August 1 On 6/20/2025 at 12:44 PM, shak-otay said: Nice going. Looks as if this project were complete, 98%? (the walk animation, at least 😉 ) I didn't even realize this reply was here, sorry! The walk animation tends to look decent... but have a peek at the run, heh. I don't know if I would say 98%... Maybe more like 85? But the changes positively impact other animations as well, so I feel like if this one looks right, it's entirely possible the rest of them will have fallen in line as well. The problem is, I don't really know what the issue with them would be, and being on Linux these days makes this harder to work on. The bigger change I had done is if you look at the dungeon animations... well, weirdly the room layouts were stored as such. So there's complete dungeon rooms. 1
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