Yea all of the FFVII characters where broken up into segments with 100% of the verts in that segment being weighted to the bone, 1:1 weighting. Some "rigs" didn't have bones and where just well placed object pivots linked together to form chains. I forget if vertex weighting was even possible on the PS1, it might have been…
Different games on PS1 did that differently. I remember Resident Evil 1 and 2 had characters having limbs being separate meshes from the body. So i presume they animated them as separate pieces, probably done procedurally. Some games like MGS had a vertex animation. It's very notable effect, when mesh always kinda warps,…
I've been interested in learning to how rig/pose characters/objects and so I started looking at some PS1 games (because I want to get the simplest idea of how it works). Compared to today, how much different were the tools/pipeline/effort needed to make moving characters like this? Did they just rely on one skeleton/few…
I remember messing about with the Gamestudio 5 engine back in the day and it was vertex-based animation.....I spent hours animating the worst walk cycle ever commited to a level..... :) But, skeleton hierarchy-wise, the principles are pretty much the same, minus the engine limitations of the day, obviously. Things have, of…
the tools used back then were most likely alias poweranimator (precursor to maya) and softimage 3D. i can't say anything about alias but softimage worked pretty much like what we have today - IK rigs with floating control elements and the option to use blendshapes. vertex weighting to bind models to the rig.