Kajar Laboratories - Fan Works and Submissions > Chrono Cross Modification
Remaking Lynx battle idle animation
Poshul777:
Hello.
is there a way to change default Lynx idle animation?
In normal condition, he stands like this:
And I would like this:
I will be very happy if it is possible.
alfadorredux:
It's probably not absolutely impossible, but it's likely to be difficult. (And I can't actually see whatever pictures you were trying to provide, but it doesn't really matter anyway.)
Cross's animation format is weird, and unless someone's come up with one fairly recently, we have no tools for working with it. You'll have to set joint translations and rotations manually, with a hex editor.
Animations for Serge-as-Lynx are in files 2134 (overworld) and 3809 (battle) on a standard Cross disc. The special battle animations for scythe-wielding PC Lynx are in file 3811. Animations for Lynx as an enemy at Fort Dragonia are in 3886. Animations for Lynx as an NPC will be embedded in each location where he appears. He may have the most separate sets of animation files of any character, so it may take you a while to accomplish whatever you're trying to do.
Good luck.
Mauron:
The second picture is already from Chrono Cross, so the animation already exists in the proper format. It's more a question of if they're in the right files, and how to reference that one instead of the existing one.
Poshul777:
Yupp. Enemy Lynx already has this animation.
It remains only to understand how to make this animation play on our Lynx in battles.
alfadorredux:
Then one possible game plan would go like this:
0. Rip the first Cross CD and pull the disc image apart. Tools should be floating around here somewhere as part of a sticky post, if you don't have them already.
1. Overwrite file 3809 with 3811 and see if that gets you the animation you want (it will probably mess up the attack animations. Don't worry about that.) If that doesn't work, you'll have to use 3886 as the donor file.
2. Figure out which animation in 3809 you want to replace. Worst case, you can do this by zeroing out parts of the file and seeing where the game breaks.
3. Figure out which animation in your donor file (3811 or 3886) matches the one you want to swap in. They may or may not be in the same order as the animations in 3809.
4. Replace the bytes that correspond to the animation in 3809 with the ones from the donor file and sew everything back up to produce a new CD image. This may require some messing around with pointers, but hopefully the tools will handle that for you.
Navigation
[0] Message Index
[#] Next page
Go to full version