Difference between revisions of "CINF (File Format)"
From Retro Modding Wiki
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− | The '''CINF format''' is for skeletons. | + | The '''CINF format''' is for character layouts (i.e. skeletons/armatures). |
+ | Character layouts are associated with models and skins through [[ANCS (File Format)|ANCS]] files. | ||
{{todo|MP2/3/DKCR differences}} | {{todo|MP2/3/DKCR differences}} | ||
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| 3 | | 3 | ||
| '''Position''' | | '''Position''' | ||
− | | The position is in the | + | | The position is in the armature's local space, not in the parent's bone space. |
|- | |- | ||
| 0x14 | | 0x14 |
Revision as of 17:23, 13 April 2016
The CINF format is for character layouts (i.e. skeletons/armatures). Character layouts are associated with models and skins through ANCS files.
To do: MP2/3/DKCR differences |
Format
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Bone Count | |
Bone | Bone Count | Bone Table | |
u32 | 1 | Build Order ID Count | |
u32 | Build Order ID Count | Build Order ID Table | The first element of the ID table is the root bone, followed by the rest of the bone IDs in reverse numerical order. This table is enumerated in-order to construct a singly-linked hierarchy of bones using child/sibling convention. |
u32 | 1 | Bone Name Count | |
Bone Name | Bone Name Count | Bone Name Table | |
End of file |
Bone
Offset | Type | Count | Name | Notes |
---|---|---|---|---|
0x0 | u32 | 1 | Bone ID | |
0x4 | u32 | 1 | Parent Bone ID | |
0x8 | float | 3 | Position | The position is in the armature's local space, not in the parent's bone space. |
0x14 | u32 | 1 | Linked Bone Count | |
0x18 | u32 | Linked Bone Count | Linked Bone ID Array | This array includes both the parent bone ID as well as all children. |
End of bone |
Bone Name
Type | Count | Name | Notes |
---|---|---|---|
string | 1 | Bone Name | |
u32 | 1 | Bone ID | |
End of bone name |