Just to note about the previous posts: there are 108 named types
or families of animations.
Here's the survey results. Not complete because some more
questions were raised by the survey but this will do for now.
First here's list of the directories surveyed in roughly the order encountered
in descr_skeleton.txt. Note that we ignore /weapon subdirectories etc.,
we just do the main directories with human or mount animations.
Our requirement was not to do what was in Caliban's directory, but only
do what is actually used in descr_skeleton. There's a lot of new_...
directories NOT used; maybe we'll see these in the future?
Code:
----------------------------------------------------------------
Summary of Summary: Directories in descr_skeleton.txt
----------------------------------------------------------------
root directory of /animations for:
navy
witch
legion_pole
standard_legion_pole
general_legion_pole
test_weapon
Stratmap_General
Stratmap_Spy
Stratmap_Assassin
Stratmap_Diplomat
Stratmap_Merchant
Stratmap_Preist
Stratmap_Princess
MTW2_Crew
MTW2_Knifeman
MTW2_Mace
MTW2_Swordsman
New_Swordman/Weapon (2 anims)
MTW2_2HSwordsman
MTW2_2H_Axe
MTW2_Spear
MTW2_Javelin
MTW2_Pike
MTW2_Halberd
MTW2_Musket
MTW2_Handgun
MTW2_Bowman
MTW2_Crossbow
siege_crew
new_crew
HR_lance
HR_Sword
HR_Sword
HR_Spear
HR_Spear
HR_Bow
HR_Crossbow
HR_Pistol
HR_Arquebus
CR_Spear
CR_Sword
CR_Bow
CR_Arquebus
elephant_cavalry/Elephant_Crew
elephant_cavalry/elephant_rider
fs_horse
med_elephant
camel
banners
The test_weapon survey:
Code:
test_weapon: 34 Processed .cas files.
All missing footers. No quats or anim data, only pose data.
Signature bytes: 154 154 154 63 63 63 Version: 3.20 (16 of these)
0 0 0 63 63 63 3.21 ( 8 of these)
0 0 0 0 0 0 3.21 ( 8 of these)
89 89 89 74 74 74 3.20 ( 2 of these)
Only 12 of them used in descr_skeleton.txt.
Ignoring navy and the witch, the stratmap animations follow this:
Code:
Stratmap_Assassin: 23 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Stratmap_Diplomat: 22 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Stratmap_General: 41 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Stratmap_Merchant: 23 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Stratmap_Preist: 41 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Stratmap_Princess: 23 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Stratmap_Spy: 25 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
The MTW2 infantry units go like this:
Code:
MTW2_2HSwordsman: 185 Processed .cas files.
2 Variant files: No footers.
MTW2_2HSwordsman_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_2HSwordsman_die_flailing_cycle_end.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_2H_Axe: 215 Processed .cas files.
2 Anomalous files: No footers.
MTW2_2H_Axe_attack_centre_Hi_Stab_Fail.cas 0 0 0 102 102 102 These anomolous files are
MTW2_2H_Axe_attack_centre_Hi_Stab_Success.cas 0 0 0 102 102 102 NOT in descr_skeleton.txt
2 Variant files: No footers.
MTW2_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_die_flailing_cycle_to_land.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_Bowman: 125 Processed .cas files.
2 Variant files: No footers.
MTW2_Bowman_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_Bowman_die_flailing_cycle_end.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_Crossbow: 127 Processed .cas files.
2 Variant files: No footers.
MTW2_Crossbow_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_Crossbow_die_flailing_cycle_end.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_Halberd: 205 Processed .cas files.
2 Variant files: No footers.
MTW2_Halberd_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_Halberd_die_flailing_cycle_end.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_Handgun: 30 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
MTW2_Javelin: 6 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
MTW2_Knifeman: 188 Processed .cas files.
13 Variant files: No footers.
MTW2_Knifeman_die_flailing_cycle.cas 154 154 154 63 63 63
MTW2_Knifeman_die_flailing_cycle_end.cas 0 0 0 0 0 0
MTW2_Knifeman_swim.cas 154 154 154 102 102 102 Passes our 102 test!!!!!!!
MTW2_Knifeman_swim_attack1.cas 154 154 154 63 63 63
MTW2_Knifeman_swim_attack2.cas 154 154 154 63 63 63
MTW2_Knifeman_swim_idle.cas 154 154 154 63 63 63
MTW2_Knifeman_swim_idle_to_swim.cas 154 154 154 102 102 102 Passes our 102 test!!!!!!!
MTW2_Knifeman_swim_shuffle_backward.cas 154 154 154 63 63 63
MTW2_Knifeman_swim_shuffle_forward.cas 154 154 154 63 63 63
MTW2_Knifeman_swim_shuffle_left.cas 154 154 154 63 63 63
MTW2_Knifeman_swim_shuffle_right.cas 154 154 154 63 63 63
MTW2_Knifeman_swim_to_Stand_A.cas 154 154 154 102 102 102 Passes our 102 test!!!!!!!
MTW2_Knifeman_swim_to_Swim_Idle.cas 154 154 154 102 102 102 Passes our 102 test!!!!!!!
MTW2_Mace: 185 Processed .cas files.
2 Variant files: No footers.
MTW2_Mace_die_flailing_cycle.cas 154 154 154 63 63 63
MTW2_Mace_die_flailing_cycle_end.cas 0 0 0 0 0 0
MTW2_Musket: 132 Processed .cas files.
1 Anomalous files: No footers.
MTW2_Musket_attack_missile_reload_extended.cas 0 0 0 102 102 102 TRUE ANOMALY. This file NOT in descr_skeleton.txt.
2 Variant files: No footers.
MTW2_Musket_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_Musket_die_flailing_cycle_end.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_Pike: 182 Processed .cas files.
2 Variant files: No footers.
MTW2_Pike_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_Pike_die_flailing_cycle_end.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_Spear: 153 Processed .cas files.
2 Variant files: No footers.
MTW2_Spear_die_flailing_cycle.cas 154 154 154 63 63 63 These variant files are in
MTW2_Spear_flailing_cycle_to_land.cas 0 0 0 0 0 0 descr_skeleton.txt
MTW2_Swordsman: 16 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
MTW2_Crew: 19 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
We omit new_Swordman since it is used in only 4 places in descr_skeleton.txt and
only for its \weapon subdirectory for use with weapons.
The flailing ones are all variants that are in the game but can be
recognized by their signature bytes. The anomalous ones like
in MTW2_2H_Axe and MTW2_Musket aren't in game. A lot of the
MTW2_Knifeman ones had a second signature byte group of 102 102 102
so they would pass my test for that but they have a first signature
byte group of 154 154 154 so could be recognized by this.
The crew ones are very problematic as noted:
Code:
Siege_crew: 108 Processed .cas files.
Very problematic. Every file is a variant or anomalous. The anomalies ARE in descr_skeleton.txt.
(1) 154 154 154 102 102 102 variants with no footers.
(2) 0 0 0 102 102 102 anomalies with no footers.
(3) 154 154 154 102 102 102 variants WITH footers but the footers are bad because missing 12 bytes
or the last three ints 12 12 0.
Looking at some of them, they have quat data as indicated by the first int after the bone name
but DON'T have anim data looking at the second int. The ones without footers end with pose
data.
new_crew: 23 Processed .cas files.
Very problematic as well. Many are variants of type 154 154 154 102 102 102 with no footers
but some are variants of type 154 154 154 102 102 102 with perfectly formed footers.
Also one 154 154 154 63 63 63 variant with no footer.
(Only three .cas files from this directory are used in descr_skeleton.txt:
Crew_Stand_to_Wide_Push.CAS
Crew_Wide_Push.CAS
Crew_Wide_Push_to_Crew_Stand.CAS
and only for the ribault and monster_ribault.)
Horse rider animations:
Code:
HR_Arquebus: 5 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
HR_bow: 9 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Node name for these is CaozSceneCustomAttribNode 1. First footer int is 106 not 104.
HR_crossbow: 9 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
HR_lance: 26 Processed .cas files.
HR_lance_basepose.CAS 0 0 0 117 117 117 Bad footer, missing 12 bytes.
Version 3.20, but IS in
descr_skeleton.txt as default anim
command pair.
HR_lance_fs_horse_taunt.cas 0 0 0 102 102 102 Bad footer, missing 12 bytes.
NOT in descr_skeleton.txt
NOTE: The node name for these is CaozSceneCustomAttribNode 1. (That's SPACE 1 for the end of the name.)
HR_Pistol: 4 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Node name for these is CaozSceneCustomAttribNode 1. First footer int is 106 not 104.
HR_Spear: 30 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Node name for these is CaozSceneCustomAttribNode 1. First footer int is 106 not 104.
HR_Sword: 67 Processed .cas files.
18 anomalous files with 12 bytes missing from the footer. All have regular 0 0 0 102 102 102 signatures.
HR_Sword_Defend_LOW_slashLR.cas None of these files are in descr_skeleton.txt
HR_Sword_Defend_LOW_slash_RL.cas
HR_Sword_Defend_OVERHEAD_slashLR.cas
HR_Sword_Defend_OVERHEAD_slash_RL.cas
HR_Sword_Defend_slashLR.cas
HR_Sword_Defend_slash_RL.cas
HR_Sword_Left_low_SlashRL_fail.cas
HR_Sword_Left_low_SlashRL_success.cas
HR_Sword_Left_MID_SlashRL_fail.cas
HR_Sword_Left_MID_SlashRL_success.cas
HR_Sword_Left_OVERHEAD_SlashRL_fail.cas
HR_Sword_Left_OVERHEAD_SlashRL_success.cas
HR_Sword_Right_MID_C_slashLR_fail.cas
HR_Sword_Right_MID_C_slashLR_success.cas
HR_Sword_Right_OVERHEAD_C_slashLR_fail.cas
HR_Sword_Right_OVERHEAD_C_slashLR_success.cas
HR_Sword_right_slashLR_low_fail.cas
HR_Sword_right_slashLR_low_success.cas
HR_Swordman: 25 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Camel rider animations:
Code:
CR_Arquebus: 26 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
NOTE: The die_galloping and die_standing files have these two node names and first footer int value:
135 1 1 CaozSceneCustomAttribNode01, CaozSceneCustomAttribNode02
Others are regular node name.
CR_Bow: 26 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
NOTE: Here only the die_standing has the following node names and first footer int value:
135 1 1 CaozSceneCustomAttribNode01, CaozSceneCustomAttribNode02
Others are regular node name.
CR_Spear: 26 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
CR_Sword: 26 Processed .cas files. All regular version: 3.21 Signature: 0 0 0 102 102 102
Elephant riders:
Code:
elephant_cavalry/Elephant_Crew 8 Processed .cas files.
All anomalous with no footers but regular signature bytes 0 0 0 102 102 102
elephant_cavalry/elephant_rider 12 Processed .cas files.
All have 5 nodes, instead of 104 to start the footer these start with 222.
Footer indicates that what I've been calling ints are really floats for the footers.
Regular signature bytes 0 0 0 102 102 102
Here's an example with a footer:
Cas file: HR_elephant_rider_stand_a_to_walk.cas
+3.210 38 9 0 +1.200 1 0 0 0 0 1 0 102 102 102
15316 0
21 bones in hierarchy tree
25 time ticks
222 1 1 CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1
1 0 1 0 3989597952 2147483814 3149737919 178 +0.00 0 0 0 0 0 -1 0 0
1 16 2 0 0 16 3 0 0 16 8 0 0 16 10 0 0 12 5 0 12 12 0
Those big ints seem to be the floats:
-1.650059e-15 -1.0000000 -2.1855696e-08 7.5497901e-08
Other examples have floats in other places. This might force me to redo the footers and make
these fields floats. Here's regular footer of that same line:
1 0 1 0 0 0 0 0 +1.00 0 0 0 0 0 -1 0 0
_ _ _ _ _ _ _ _ _
The underlined zeroes could all be float zeroes.
This directory is worth coming back to for further study of the footers.
Last stuff, mounts and banners:
Code:
fs_horse: 38 Processed .cas files.
footers again indicate what I've called ints could well be floats.
Can't tell actually, footer is much longer than a normal one. Another variant.
Signature is regular 0 0 0 102 102 102.
The int starting the footer is 170 and not 104.
Must revisit this one. The extra floats seem to be preceded by int counts
so maybe this is an example of a more general format that we only see in this
case?
med_elephant: 29 Processed .cas files. All regular but the signature is: 104 104 104 104 104 104
camel: 29 Processed .cas files. Signature is : 0 0 0 10 10 10
Seem to have normal footers. (My trap on second signature byte means it didn't print out.)
banners: footer looks odd but this is an odd file anyway. Only one file of the two used in
descr_skeleton.txt
That's the survey. Definitely need to revisit this to be sure how to process
these generally. The problem that's nagging me is animmerge and animextract.
If I animmerge a variant into a .ms3d file, how much info do I have to put
into a .ms3d comment so I can reconstruct it in animextract? We've seen
missing footers with odd signature bytes. That makes sense. We've seen
missing footers with regular signature bytes. Uh oh. We've seen footers
that are missing 12 bytes (three ints 12 12 0). Long footers with lots of
extra floats for fs_horse. etc. etc.
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