Hi KE
Originally Posted by
KnightErrant
Yep, it was a missed x -> -x in the animextract that did the
parity inversion on my guys. I was so careful to take these
OUT of the animmerge. I'll do some surveying on the cas's
to see how the globals and final floats vary. It is an addiction,
good times!
Edit: Read up a little on animating, better example of raised shields
with the MTW2_Spear_walk.cas.
Aw shucks, I kinda miss those sinister left handers
I've gone back and revisited the anim files and this is what I've dug out so far
Code:
Cas Anim format
Short - Num_Frame
short - Num_bone
num_frame * num_bone * float*4 (Quaternion rotations)
num_frame * num_bone * float*3 (local positon data - Pelvis in relation to Root Node ie height off ground, others unchanged from rest positions)
num_frame * float*2 (x and incremental z movement for Root Node)
2 * float (0?)
num_frame * float (approximate absolute z position of Root Node but in reverse order compared to animation ??)
num_frame * float *3 (absolute position of root node and pelvis height)
I'll have a look at the rest later.
Cheers
GrumpyOldMan
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