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  1. #11

    Default Re: Animations

    Hi KE

    Quote 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
    Last edited by GrumpyOldMan; 04-27-2007 at 05:50.

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