Difference between revisions of "ANIM (File Format)"
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− | The '''ANIM''' format is used to represent [[wikipedia:Key frame|animation keys]] | + | The '''ANIM''' format is used to represent discrete [[wikipedia:Key frame|animation keys]] |
bound to a skeletal rig. | bound to a skeletal rig. | ||
Line 14: | Line 14: | ||
Each game has deviations in the format, but the principle of operation remains the same for all of them: | Each game has deviations in the format, but the principle of operation remains the same for all of them: | ||
− | * [[ANIM (Metroid Prime)]] | + | * [[ANIM (Metroid Prime)]] (used in Metroid Prime 1 and 2) |
− | + | ||
* [[ANIM (Metroid Prime 3)]] | * [[ANIM (Metroid Prime 3)]] | ||
+ | * [[ANIM (Donkey Kong Country Returns)]] | ||
+ | * [[ANIM (Tropical Freeze)]] | ||
+ | |||
+ | [[Category:File Formats]] | ||
+ | [[Category:Metroid Prime]] | ||
+ | [[Category:Metroid Prime 2: Echoes]] | ||
+ | [[Category:Metroid Prime 3: Corruption]] | ||
+ | [[Category:Donkey Kong Country Returns]] | ||
+ | [[Category:Donkey Kong Country: Tropical Freeze]] |
Latest revision as of 18:50, 5 May 2016
The ANIM format is used to represent discrete animation keys bound to a skeletal rig.
Keyed attributes include:
- Quaternion Rotations (WXYZ)
- Translations (XYZ)
- Scale (XYZ, since MP2)
ANIMs are used in a variety of ways by Retro's engine. A single ANIM resource is known as a primitive which may be blended and/or sequenced with other primitives to assemble complex character animations (defined by ANCS and CHAR).
Each game has deviations in the format, but the principle of operation remains the same for all of them:
- ANIM (Metroid Prime) (used in Metroid Prime 1 and 2)
- ANIM (Metroid Prime 3)
- ANIM (Donkey Kong Country Returns)
- ANIM (Tropical Freeze)