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COMPLETE SFX OVEHAUL
#11
The original games' animations are stored fundamentally differently than NST's. There's no instructions as to how the original models animate, each frame of every animation exists separately. (It's a little more complicated than that but my level of understanding isn't high enough to explain any better.) As I understand, NST uses bones/physics to animate models in realtime. It's like the difference between a spritesheet of multiple frames vs stretching/squashing/warping a single image in 2D. The only way to use the original animations in NST would be to change the display model every frame.

Besides the Crash Dance and anything involving Crash's mouth, NST's animations are pretty much the same anyway. If importing models and animations becomes possible, I think a better solution would be to tweak the existing animations.
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#12
I think the Crash Bandicoot PS1 games uses vertex animation actually to be more specific. If you want your game to have a genuine classic crash experience. Then don't use bone animations. Otherwise your fan game is another imposter.
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#13
(26-10-2021, 09:19 PM)Erdrick The Hero Wrote: The original games' animations are stored fundamentally differently than NST's. There's no instructions as to how the original models animate, each frame of every animation exists separately. (It's a little more complicated than that but my level of understanding isn't high enough to explain any better.) As I understand, NST uses bones/physics to animate models in realtime. It's like the difference between a spritesheet of multiple frames vs stretching/squashing/warping a single image in 2D. The only way to use the original animations in NST would be to change the display model every frame.

Besides the Crash Dance and anything involving Crash's mouth, NST's animations are pretty much the same anyway. If importing models and animations becomes possible, I think a better solution would be to tweak the existing animations.

Not really. Trash's facials in NST are more retarded and less cartoony than Naughty Dog's, and he does Crash's victory dance quite wrong
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#14
(29-10-2021, 01:38 PM)npzman Wrote: I think the Crash Bandicoot PS1 games uses vertex animation actually to be more specific. If you want your game to have a genuine classic crash experience. Then don't use bone animations. Otherwise your fan game is another imposter.

Oh, but I've managed to recreate lots of Crash's ingame animations and poses accurately with bone rigged PS1 Crash. At least more accurately than Fucktivision's devs.

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