ANIM (File Format)
The ANIM format is used in conjunction with CINF and CSKR rigging to animate 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 |
Contents
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.
Layout
Data Type | Element Count | Identifier | 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. The index-positions of this table correspond to the values in the bone_entry_map above. The value is 0xff if the bone is not translated by this ANIM or an index relating the quaternion_key_array below |
long | 1 | quaternion_key_count | Count of elements in 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 in 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 | |------------|------------|-----|------------| Any bone channels that were marked 0xff in the bone_translation_map are skipped by this array |
long | 1 | evnt_ref | ID for this ANIM's EVNT resource, or 0xffffffff if no events triggered |
Header0
Offset | Length | Data Type | Identifier | 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) |
Rotation Vector Bitstream Format
The Rotation Vector Bitstream Format (0x2) is the most widely used animation format in Metroid Prime. The format uses a compressed bitstream to store keys that have been delta encoded and quantized to make for a very compact, compressed animation. The data is processed sequentially to reconstruct the uncompressed bone channel data.
In addition to the bitstream quantization, the format includes a bitmap specifying which frames of the animation have keys added. Consequently, the runtime generates missing keys via interpolation (reducing animation size further).
Key Values
When decoding the animation, each bone's rotation (and possibly translation) values are initialized to the initial_* values in the bone channel descriptors. For every frame of every bone channel, the key value in the bitstream is added with the previous key value (to resolve the delta encoding).
Once resolved, rotation components are divided by rotation_divisor, resulting in an axis-angle rotation vector. The magnitude of this vector is the angle part and is multiplied by π and combined with the angle sign-bit to get the rotation in radians.
Translation components are multiplied by translation_multiplier, yielding world coordinates.
Layout
Data Type | Element Count | Identifier | Notes |
---|---|---|---|
Header2 | 1 | header | |
long | round_up(header‑>key_bitmap_length / 32) | key_bitmap | Word-packed bitmap. Each word is read from least-significant to most-significant bit. A set bit indicates the frame at the bit's position has keys for each bone channel. |
long | 1 | bone_channel_count | Count of animated bone channels (matches header‑>bone_channel_count) |
long | 1 | bone_channel_count | Duplicate channel count for some reason |
Bone Channel Descriptor | header‑>bone_channel_count | bone_channel_descriptor_table | Table describing animated bone channels |
long | <remainder of file> | key_bitstream | Word-packed bitstream laid out as described by the descriptor table. The bitstream is unpacked just like key_bitmap (least-significant to most-significant).
Key values are tightly-packed, quantized integers whose bit-depth is specified by the q_* values in the descriptor table. Each bone-channel key-set starts with a single bit providing the angle sign-bit (1 for negative, 0 for positive). The key integers are signed using Two's complement representation. |
Header2
Offset | Length | Data Type | Identifier | Notes |
---|---|---|---|---|
0x0 | 4 | long | scratch_size | Amount of memory that the animation system needs to allocate to process animation |
0x4 | 4 | long | evnt_ref | ID for this ANIM's EVNT resource, or 0xffffffff if no events triggered |
0x8 | 4 | long | unknown0 | Always 0x1 |
0xC | 4 | float | duration | Time in seconds that the animation plays for |
0x10 | 4 | float | interval | Time in seconds between keys of each bone channel (reciprocal of frame-rate, typically 30-fps) |
0x14 | 4 | long | unknown1 | Always 0x3 |
0x18 | 4 | long | unknown2 | Always 0x0 |
0x1C | 4 | long | rotation_divisor | Rotation vectors are divided by this value before being applied |
0x20 | 4 | float | translation_multiplier | Translation vectors are multiplied by this value before being applied |
0x24 | 4 | long | bone_channel_count | Count of bone channels present in ANIM |
0x28 | 4 | long | unknown3 | Always 0x1 |
0x2C | 4 | long | key_bitmap_length | Number of bits in key_bitmap |
Bone Channel Descriptor
Offset | Length | Data Type | Identifier | Notes |
---|---|---|---|---|
0x0 | 4 | long | bone_id | Bone ID in the associated CINF for this bone channel |
0x4 | 2 | short | key_count | Number of keys in the bitstream for this bone channel (same value for all channels in animation) |
0x6 | 2 | short | initial_rx | Initial X value of bone's rotation vector |
0x8 | 1 | char | q_rx | Number of bits allocated to bone's rx in bitstream |
0x9 | 2 | short | initial_ry | Initial Y value of bone's rotation vector |
0xB | 1 | char | q_ry | Number of bits allocated to bone's ry in bitstream |
0xC | 2 | short | initial_rz | Initial Z value of bone's rotation vector |
0xE | 1 | char | q_rz | Number of bits allocated to bone's rz in bitstream |
0xF | 2 | short | translation_key_count | If this bone channel has an animated translation, its value will match key_count, otherwise the value will be 0.
If the value is 0, this descriptor ends here |
0x11 | 2 | short | initial_tx | Initial X value of bone's translation vector |
0x13 | 1 | char | q_tx | Number of bits allocated to bone's tx in bitstream |
0x14 | 2 | short | initial_ty | Initial Y value of bone's translation vector |
0x16 | 1 | char | q_ty | Number of bits allocated to bone's ty in bitstream |
0x17 | 2 | short | initial_tz | Initial Z value of bone's translation vector |
0x19 | 1 | char | q_tz | Number of bits allocated to bone's tz in bitstream |