Utility of Time animation support

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
3,415
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Jan 19, 2010

Testing a few animations in Utility of Time, using the Zelda 64 Debugger's ROM.

You may not recognize the second model loaded - it is, as far as I know, an extremely old Zora. It has no textures, nor does it use any of the RDP's shading/blending techniques to any extent. I don't think it's ever previously been seen in motion.

Thanks to Spinout & Euler for documentation.

http://code.google.com/p/uot

Category:

Science & Technology

Tags:

License:

Standard YouTube License

  • likes, 1 dislikes

Link to this comment:

Share to:

Uploader Comments (cooliscool)

  • Are still working on UoT?

  • @willfullcookie

    Not really. Maybe someday it'll manifest as something worth releasing, but as it stands the whole project is a steaming pile of shit.

Top Comments

  • @Gorilla6602

    Uh, what.

  • Cooliscool Why does everyone say Zeth Alkair and Flotonic and spinout and the other looneys are at "modding war"... I love flotonics work as a helper and tutorial guy especially since were under 50 miles away :P and i like spinouts editing stuff so im with everyone but Zeth because he steals flotonics and possibly spinouts ideas.

see all

All Comments (55)

Sign In or Sign Up now to post a comment!
  • are you ever going to release it?

  • @cooliscool

    How is it a steaming pile of shit? Its the only working Zelda model viewer I know of, sure it is not all that polished but its still very usable and user friendly. I think you did a great job on it, and honestly I think it warrants a further release. Is there any possibility you can upload it somewhere, all the old links where taken down for obvious reasons, and I would love to be able to use it again.

  • Any plans to readd a VRML export function?

  • @xdanielDZD

    Indeed. 

  • @cooliscool Just adding that it was spinout who deciphered object_human's formats, not me - credit where credit is due ;)

  • @cooliscool in the vid ur using the final Zoras animations on the old model correct? thats a shame I thought those were exclusive to the discarded model

  • @fullmetalmc

    I should add that this zora may not necessarily be extremely old based solely on its primitiveness - it could have just been one of the many things that was scrapped long before it was finished. It has no unique animations, but its hierarchical bone structure is identical to the NPCs which use the common animation file "object_oe_anime," which allows those animations to be applied to the old zora model.

  • @fullmetalmc

    I assume that object_human is older than object_oa2; however, it's not at all clear how they correlate on the development timeline, as there are no screenshots of this Zora in any prerelease build. Human's animation data is stored in a different format than used in the final, but they're all there. I was planning on decoding & implementing it but never got around to it. xdaniel seems to have done it for his viewer, which is quite nice. :)

  • @cooliscool I ask because object humans animations were inaccessible until recently and I assumed this model was as old as that one and had the same issues

  • I have a problem... whenever I load a map everything is just green... plz help...

Loading...

Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more