Difference between revisions of "ANIM (File Format)"
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|header‑>bone_entry_count | |header‑>bone_entry_count | ||
|bone_entry_map | |bone_entry_map | ||
− | |The index-positions of this table correspond to the ''bone ids'' in the associated CINF. The value is 0xff if the bone is not animated by this ANIM or an index relating the '' | + | |The index-positions of this table correspond to the ''bone ids'' in the associated CINF. The value is 0xff if the bone is not animated by this ANIM or an index relating the ''bone_translation_map'' and ''quaternion_key_array'' below |
|- | |- | ||
|long | |long |
Revision as of 17:45, 22 February 2015
This file format is almost completely documented Having trouble with bone rotations +/- 180 degrees in format 2 |
The ANIM format is used in conjunction with the CINF and CSKR to animate rigged CMDL meshes.
There are two versions of the ANIM format in Metroid Prime (indicated by the file's first long value):
Version | Description |
---|---|
0x0 | Quaternion array format |
0x2 | Rotation vector bitstream format |
Quaternion Array Format
The Quaternion Array Format (0x0) is a less common animation format in Metroid Prime. It's only used in a Ridley intro animation and the rotating pirate data artifact hologram above the Impact Crater.
The format maps animation channels to bones and supplies rotations as an array of quaternion (WXYZ) keys. Optionally, translations may be specified for a subset of bones as an array of float3 keys.
Data Type | Element Count | Description | Notes |
---|---|---|---|
Header0 | 1 | header | |
char | header‑>bone_entry_count | bone_entry_map | The index-positions of this table correspond to the bone ids in the associated CINF. The value is 0xff if the bone is not animated by this ANIM or an index relating the bone_translation_map and quaternion_key_array below |
long | 1 | bone_channel_count | Count of bone channels present in the bone_translation_map and quaternion_key_array below |
char | bone_channel_count | bone_translation_map | Each bone channel may be optionally augmented with translation vectors at the bottom of the file |
long | 1 | quaternion_key_count | Count of elements quaternion_key_array below |
float4 | quaternion_key_count | quaternion_key_array | The quaternion keys are interleaved like such (bone-major):
|------------|------------|-----|------------| | bone0/key0 | bone0/key1 | ... | bone0/keyN | | bone1/key0 | bone1/key1 | ... | bone1/keyN | | .......... | .......... | ... | .......... | | boneN/key0 | boneN/key1 | ... | boneN/keyN | |------------|------------|-----|------------| |
long | 1 | translation_key_count | Count of elements translation_key_array below |
float3 | translation_key_count | translation_key_array | The translation keys are interleaved like such (bone-major):
|------------|------------|-----|------------| | bone0/key0 | bone0/key1 | ... | bone0/keyN | | bone1/key0 | bone1/key1 | ... | bone1/keyN | | .......... | .......... | ... | .......... | | boneN/key0 | boneN/key1 | ... | boneN/keyN | |------------|------------|-----|------------| |
long | 1 | evnt_ref | ID for this ANIM's EVNT resource, or 0xffffffff if no events triggered |
Header0
Offset | Length | Data Type | Description | Notes |
---|---|---|---|---|
0x0 | 4 | float | duration | Time in seconds that the animation plays for |
0x4 | 4 | float | key_interval | Time in seconds between keys of each bone channel (reciprocal of frame-rate) |
0x8 | 4 | long | bone_entry_count | Count of bone-channels in animation |
0xC | 4 | long | key_count | Count of keys for each bone channel (keys are set for every frame of the animation) |