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  1. #1

    Default Re: Animations

    Just briefly, yes the old Verci script works halfway. It can extract, if you replace the title string above with the RTW version, and the animations are half-way ok, but still not 100% good. Caliban wrote a post somewhere here that the reason is that in M2 bones are weighted, whereas in RTW they weren't.


    Caliban, is it a secure fact that once the animations are extracted and work properly, they don't have to be put back into the packed files again, and work using that anim_db switch you once posted?
    Last edited by SigniferOne; 04-10-2007 at 14:55.

  2. #2
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    The bones section at the top of the .dat file has
    the idle pose of the standard skeleton in the first three
    floats after the null terminated ASCII string. There's 19
    floats in each data section between the bone strings,
    3 are the idle pose offsets, 3 probably 0.0 rotations, and
    who knows for the remaining 13 floats.

    Edit: Sorry, not the first three. Skip the first float after the
    bone string, then the next three floats are the idle pose offsets.
    Last edited by KnightErrant; 04-10-2007 at 16:47.

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Animations

    KE: Are you talking about the skeletons.dat? I was looking at the pack.dat
    I got the impression we could still extract the skeletons with xidx?

    Edit: By the way, don't forget ICQ XD
    Last edited by alpaca; 04-10-2007 at 17:01.

  4. #4
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Oops, my mistake, wrong .dat.

    Edit: What does ICQ XD mean?
    Last edited by KnightErrant; 04-10-2007 at 17:04.

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Animations

    Well I don't really know how the skeletons work at any rate.
    Do they just link the bones in the .cas/.mesh files to the anims?

  6. #6
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Don't know, the only .cas files I've worked through are the
    _idle ones in animations/engine and they're short.
    They just have the idle pose for rigging the skeletons.
    I was digging for where the human animations were.
    Last edited by KnightErrant; 04-10-2007 at 17:21.

  7. #7

    Default Re: Animations

    Hi KE et al

    Quote Originally Posted by KnightErrant
    Don't know, the only .cas files I've worked through are the
    _idle ones in animations/engine and they're short.
    They just have the idle pose for rigging the skeletons.
    I was digging for where the human animations were.
    I've just about finished the CAS figure to Mikshape converter, and I've already got code to convert m2tw animations to Milkshape, including the quaternion to euler changes. It shouldn't take too long (famous last words?) to do the re-convert.

    The main issue is that the way the figure cas' are set up it's easier to convert to Milkshape ascii.

    Cheers

    GrumpyOldMan

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