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Thread: Animations

  1. #181
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    Ok, sorry to be so pedantic but I'm returning to the survey.
    Now I've got everything automated so my button for doing a
    directory survey is about to be obsolete. Unfortunately, doing the
    survey means I can't look at zxiang1983's anim until I refix my
    cas to txt converter back to where it was.

    Anyway: Let's look at elephant_cavalry/elephant_rider
    because this gave me the best guess for what are floats in the footer.

    Code:
    HR_elephant_rider_celebrate_1.cas                  TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_dying.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.600 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_kill_mount.cas                   TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.400 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_run_to_stand_a.cas               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.800 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_hf_idle_1.cas            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.400 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_hf_idle_2.cas            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_hf_idle_3.cas            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_idle.cas                 TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_to_run.cas               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.900 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_to_walk.cas              TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.200 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_taunt_1.cas                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_walk_to_stand_a.cas              TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.100 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    Processed 12 in this directory...
    
    HR_elephant_rider_celebrate_1.cas                  TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_dying.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.600 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_kill_mount.cas                   TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.400 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_run_to_stand_a.cas               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.800 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_hf_idle_1.cas            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.400 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_hf_idle_2.cas            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_hf_idle_3.cas            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_idle.cas                 TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_to_run.cas               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.900 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_stand_a_to_walk.cas              TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.200 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_taunt_1.cas                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.000 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.30000 +0.00000 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  
    -------
    310 
    
    HR_elephant_rider_walk_to_stand_a.cas              TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.100 1   0      0   0   0      1   0      102 102 102
    222 1  1  CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1   1  0  1  0  0 
             -0.00000 -1.00000 -0.00000 +0.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    310 
    
    Processed 12 in this directory...
    If I follow this I can do other directories with the floats done the same
    way. I leave anything that this directory doesn't tell me is a float as an
    int.

    Camels next: They're funny. New footer here for many of them.
    Distinguished by hex 12 or decimal 18 for the lead int to the footer.
    I'm breaking the footer up following my numerology excursion:


    Code:
    Code:
    Camel_die.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      10  10  10 
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             -0.50000 -0.50000 -0.50000 +0.50000 +0.00000 +0.00000 +0.00000 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  
    -------
    192 
    
    Camel_die_galloping.cas                            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      10  10  10 
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    192 
    
    Camel_Gallop.cas                                   TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +0.500 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_Idle.cas                                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.900 1   0      0   0   0      1   0      10  10  10 
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             -0.50000 -0.50000 -0.50000 +0.50000 +0.00000 +0.00000 +0.00000 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  
    -------
    192 
    
    Camel_R2G.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +0.500 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_R2S.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.180 38  9   0   +1.600 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_R2W.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.180 38  9   0   +0.700 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_run.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.180 38  9   0   +0.700 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_S2G.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_S2R.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +1.100 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_S2W.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_shuffle backwards.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +1.400 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_shuffle forwards.cas                         TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +1.400 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_shuffle_left.cas                             TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.400 1   0      0   0   0      1   0      10  10  10 
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             -0.50000 -0.50000 -0.50000 +0.50000 +0.00000 +0.00000 +0.00000 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  
    -------
    192 
    
    camel_shuffle_right.cas                            TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.400 1   0      0   0   0      1   0      10  10  10 
    191 1  1  CaozSceneCustomAttribNode, CaozSceneCustomAttribNode01, CaozSceneCustomAttribNode02, CaozSceneCustomAttribNode03   1  0  1  0  0 
             -0.50000 -0.50000 -0.50000 +0.50000 +0.00000 +0.00000 +0.00000 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  
    -------
    279 
    
    camel_STAND2SWIM.cas                               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +0.500 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_stand_a_hf_idle_1.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.800 1   0      0   0   0      1   0      10  10  10 
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             -0.50000 -0.50000 -0.50000 +0.50000 +0.00000 +0.00000 +0.00000 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  
    -------
    192 
    
    camel_stand_a_hf_idle_2.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.600 1   0      0   0   0      1   0      10  10  10 
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 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  
    -------
    192 
    
    camel_stand_a_hf_idle_3.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.800 1   0      0   0   0      1   0      10  10  10 
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             -0.50000 -0.50000 -0.50000 +0.50000 +0.00000 +0.00000 +0.00000 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  
    -------
    192 
    
    camel_swim.cas                                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_SWIM2STAND.cas                               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +0.500 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_swim_shuffle_backward.cas                    TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_swim_shuffle_forward.cas                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_swim_shuffle_left.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_swim_shuffle_right.cas                       TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    camel_swim_treadwater.cas                          TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_turn left.cas                                TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +0.700 1   0      0   0   0      1   0      0   0   0  
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_turn right.cas                               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +0.700 1   0      0   0   0      1   0      0   0   0  
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_W2R.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +0.600 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_W2S.cas                                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.020 38  9   0   +1.200 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Camel_walk.cas                                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.170 38  9   0   +1.000 1   0      0   0   0      1   0      10  10  10 
    18  1  0  0  0 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    -------
    94  
    
    Processed 31 in this directory...
    Horsies next: These are fun, lots of extra data here, don't understand
    it but its here....


    Code:
    fs_fast_horse_charge.cas                           TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_fast_horse_run.cas                              TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.600 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_heavy_horse_charge.cas                          TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_heavy_horse_run.cas                             TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.600 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_heavy_horse_stand_a_to_run.cas                  TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +3.000 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_heavy_horse_walk_to_run.cas                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.400 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_attack_mid_centre_1.cas                   TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +3.000 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_charge.cas                                TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_default.cas                               TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.200 38  9   0   +0.150 1   0      0   0   0      1   0      102 102 102
    104 1  1  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0  ANOMALOUS CAS FILE DETECTED: BAD FOOTER DATA...MISSING 12 BYTES, THE INTS 12 12 0
            0  1 
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    12 5  0  
    
    -------
    180 
    
    fs_horse_die_backward_1.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_die_backward_2.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_die_forward_1.cas                         TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_die_forward_2.cas                         TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_die_galloping.cas                         TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_die_refusing.cas                          TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +4.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_jump.cas                                  TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.400 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_refuse.cas                                TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.200 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_run.cas                                   TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.600 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_run_to_charge.cas                         TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +0.600 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_run_to_stand_a.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_run_to_walk.cas                           TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_shuffle_backward.cas                      TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_shuffle_forward.cas                       TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_shuffle_left.cas                          TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_shuffle_right.cas                         TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_hf_idle_1.cas                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_hf_idle_2.cas                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.100 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_hf_idle_3.cas                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_idle.cas                          TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.500 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_lf_idle_1.cas                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.400 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_to_charge.cas                     TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.200 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_to_run.cas                        TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +3.000 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_to_walk.cas                       TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.600 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_turn_90_ccw_1.cas                 TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.200 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_stand_a_turn_90_cw_1.cas                  TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +2.200 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_walk.cas                                  TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.000 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_walk_to_run.cas                           TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.800 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    fs_horse_walk_to_stand_a.cas                       TRUE  TRUE  TRUE     IS in descr_skeleton.txt
    +3.210 38  9   0   +1.600 1   0      0   0   0      1   0      102 102 102
    170 1  2  CaozSceneCustomAttribNode   1  0  1  0  0 
             +0.00000 +0.00000 +0.00000 +1.00000 +0.00000 +0.00000 +0.00000 0  0  -1 0            Plane 1  0  1  0  0 
              -0.70711  +0.00000  +0.00000  +0.70711  +2.43048  -4.76820  -7.87057  0  0  0  0  2  
    16 2  0  0  
    16 3  0  0  
    16 8  0  0  
    16 10 0  0  
    73 5  1  0  +0.838 +0.612 +0.612 +1.000 +0.200 +0.200 +0.200 0  0  0  0  0  0  0    1
    12 12 0  
    -------
    319 
    
    Processed 38 in this directory...
    Too much information for this type of posting. I've also done
    siege_crew but maybe I should distill it down before posting more
    stuff. Basically, I've automated to the point I can process everything,
    run through descr_skeleton.txt and check if a file is referenced there,
    and put out a summary like the above to give header and footer info
    with the hope that these can be categorized. The short summary at
    this point is:

    (1) Regular .cas files: 0 0 0 102 102 102 headers, 192 byte footers.
    Most files are this way.

    (2) Horsies have long footers. Distinguished by the first int being 170.
    Deal with it.

    (3) Camels have short footers. Not all but many have the first int being 18.
    Again, deal with it.

    (3) Some anims have NO footers. Many of these have signature bytes to
    tell you this; some don't.

    (4) Some anims look normal but are lacking the last three ints or last twelve
    bytes: 12 12 0. No signatures for these, some are not in the game, some are.

    (5) Camels have signatures 0 0 0 10 10 10

    And there's more, I think med_elephants are normal but have a different
    signature structure, etc. Hopefully this will all be collated into a file format
    spec at some point.

    Will play with this a little more to finish it off, but frankly this is boring me
    just as much as it is probably boring everyone else. Bring on more animation
    experiments, those are cool!

    Catch everyone tomorrow.

  2. #182
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    @zxiang1983
    Got my program put back together to convert a single .cas file
    to its text representation. The anims in new_2H_axe_halberd
    have the jaw and eyebrow bones switched in position. The bone
    section for a retail unit anim like MTW2_Spear_charge_attack.cas
    looks like this:

    Code:
    Scene Root           0      0      0      10560  0      1      0     
    bone_pelvis          33     33     0      10560  0      1      0     
    bone_RThigh          33     33     528    10956  0      1      0     
    bone_Rlowerleg       33     33     1056   11352  0      1      0     
    bone_Rfoot           33     33     1584   11748  0      1      0     
    bone_abs             33     33     2112   12144  0      1      0     
    bone_torso           33     33     2640   12540  0      1      0     
    bone_head            33     33     3168   12936  0      1      0     
    bone_jaw             33     33     3696   13332  0      1      0     
    bone_eyebrow         33     33     4224   13728  0      1      0     
    bone_Rclavical       33     33     4752   14124  0      1      0     
    bone_Rupperarm       33     33     5280   14520  0      1      0     
    bone_Relbow          33     33     5808   14916  0      1      0     
    bone_Rhand           33     33     6336   15312  0      1      0     
    bone_Lclavical       33     33     6864   15708  0      1      0     
    bone_Lupperarm       33     33     7392   16104  0      1      0     
    bone_Lelbow          33     33     7920   16500  0      1      0     
    bone_Lhand           33     33     8448   16896  0      1      0     
    bone_LThigh          33     33     8976   17292  0      1      0     
    bone_Llowerleg       33     33     9504   17688  0      1      0     
    bone_Lfoot           33     33     10032  18084  0      1      0

    while the 2H_axe_charge_attack.cas goes like this:

    Code:
    Scene Root           0      0      0      16960  0      1      0     
    bone_pelvis          53     53     0      16960  0      1      0     
    bone_RThigh          53     53     848    17596  0      1      0     
    bone_Rlowerleg       53     53     1696   18232  0      1      0     
    bone_Rfoot           53     53     2544   18868  0      1      0     
    bone_abs             53     53     3392   19504  0      1      0     
    bone_torso           53     53     4240   20140  0      1      0     
    bone_head            53     53     5088   20776  0      1      0     
    bone_eyebrow         53     53     5936   21412  0      1      0     
    bone_jaw             53     53     6784   22048  0      1      0     
    bone_Rclavical       53     53     7632   22684  0      1      0     
    bone_Rupperarm       53     53     8480   23320  0      1      0     
    bone_Relbow          53     53     9328   23956  0      1      0     
    bone_Rhand           53     53     10176  24592  0      1      0     
    bone_Lclavical       53     53     11024  25228  0      1      0     
    bone_Lupperarm       53     53     11872  25864  0      1      0     
    bone_Lelbow          53     53     12720  26500  0      1      0     
    bone_Lhand           53     53     13568  27136  0      1      0     
    bone_LThigh          53     53     14416  27772  0      1      0     
    bone_Llowerleg       53     53     15264  28408  0      1      0     
    bone_Lfoot           53     53     16112  29044  0      1      0
    It's easy to cut and paste the jaw part and move it in front of the
    eyebrow bone. The hierarchy doesn't have to change because they're
    both children of the head. This looks like all you have to change to
    get them to look ok.

    I posted an edited version of 2h_axe_charge.cas here:

    http://www.twcenter.net/forums/downl...o=file&id=1420

    Give it a try and see if the faces are ok when charging (not attacking).

    Edit: Never mind, post in haste, regret in leisure. The problem seems to be bad data
    now that I've looked more carefully. Here's the pose frames for a retail unit for
    bone_jaw then bone_eyebrow

    +0.0003562549 +0.0108105317 -0.0034470237
    +0.0016836975 +0.1178485230 -0.0744605586

    Pose frames for 2h_axe_charge for reversed bone_eyebrow then bone_jaw

    -0.0015659166 +0.1178485230 -0.0744630992
    +0.0002055481 +0.0108106285 -0.0034593095

    The red number for the x-component of bone_eyebrow looks opposite compared
    to the other set.
    Last edited by KnightErrant; 05-31-2007 at 21:42.

  3. #183
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    @zxiang1983
    Didn't mean to leave you hanging.
    I've looked at the pose skeleton for
    2H_Swordsman which is the parent animation
    for Janissary_heavy_infantry and the skeleton
    pose data definitely seems to be the problem for
    using these animations. Here's a solution in two parts:

    (1) I'll edit the files using a hexeditor and change the pose
    data on the two bones to what is used for the MTW2_2H_Swordsman
    anim. This is charge, charge_to_ready, and charge_attack.
    If these look ok, then problem is understood.

    (2) I can reexport a new skeleton to all the anims in
    new_2H_Axe_halberd so you can use any of them with the
    new skeleton pose data. (If this function stll works, I've been
    messing with everything to do the survey stuff.)

    I'm at the end of my day here so I don't want to hexedit floats
    right now. Let me try this tomorrow and post updated anim
    files for these three anims. If this is ok we try the next step.

  4. #184

    Default Re: Animations

    Hi, KE!
    Thank you! You are so warmhearted. Just take your time:)

    and BTW, I've already done what GOM said, assigned the face vertexes all to head bone and now the problem is "solved". I can use them until you guys find a more perfect way.:)



    I've also imported the idle, stand, walk, run, ready, run to charge animation(all animation except attack and defence) for janissary heavy infantry. All works fine. Just pay attention that 2h_axe_walk.cas and 2h_axe_run.cas are broken. Use 2HAxe_Run.cas and 2HAxe_walk.cas instead.

    The latest report on my front is that the new charge animation is good-looking but effectiveless. They kill very little enemy during this charge.
    Last edited by zxiang1983; 06-01-2007 at 05:56.

  5. #185
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Hi zxiang1983,

    Try these two files in the .zip file here:

    https://forums.totalwar.org/vb/forumdisplay.php?f=150

    I just did the 2h_axe_charge.cas and 2h_axe_charge_attack.cas files.
    Should be enough for a test.

    All I changed was the x-component of the bone_eyebrow from the negative
    value back to the value in the standard skeleton, 0.0016836975. If this
    does the trick it will take a little more work to export it to all the animations
    in the directory. The problem is that with the bones out of standard order,
    the data is also out of order compared to a Milkshape .ms3d file so I can't
    just blindly merge the two. I'll need to write a resorting function to reorder the
    .cas quats, anim, and pose data to line up with what Milkshape will be
    expecting. I think I'll leave the animextractor alone since this means a
    converted animation, one that animmerge and then animextract are run on,
    will then turn out to be in standard order after processing.

    Too bad about the animation not being very effective. It looks cool! I wonder
    if messing about with the -fr frame option and -id impact delta option could
    tweak this better somehow. Pure speculation, I've never tried doing anything
    with those options.

    Thank you for the testing, best way to find out what tools are needed!

  6. #186

    Default Re: Animations

    Hi, KE!

    The link is probably wrong but never mind I've found it on TWC, lol. It's bonechange.zip, right?

    I put your files in new_2h_axe_halberd folder and edited descr_skeleton.txt, using 2h_axe_charge_attack_bonechange.cas and 2h_axe_charge_bonechange.cas. Then let them reproduce the idx/dat files.

    Unfortunately, in my test their faces are still twisted. Actually I see no difference with before... :P



    Hope this helps.

    Oh, and BTW, their walk_to_run, run_to_charge animation, etc have exactly the same problem. But, 2HAxe_Run.cas and 2HAxe_walk.cas are fine! Maybe you could look into these two files and compare them with others.

  7. #187
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Well, I had hoped that would solve the problem.
    But, no matter, this is getting interesting. I'll
    take your advice and look at the good files versus
    the bad files and see if that narrows down the problem.

    Many thanks for running the tests. Have a good weekend.
    I'll report back if I find anything interesting to try.

  8. #188

    Default Re: Animations

    You are welcome!

    After all testing is not so hard as researching

  9. #189

    Default Re: Animations

    Aaarrrghhhh .... was what I said when I spotted this.

    I have made a brand new model for the Dwarf, but am using the same skeleton as the previous one. I rigged it..and put it in game..but noticed I had an issue with levitation again.... but not the same as before.

    The body is in the right place, and the bulk of th eDwarf is fine...just the feet are wrong. They have been dragged upwards and compressed into the bottom of the legs. It looks like everything else is OK...just the feet aren't.

    I put the old model back in...and it did the same thing. I am sure it didn't do this before.... but I am worried it might have and I just missed it.

    When, however, I run Animerge, and play the animation in MS3D, the feet are perfectly planted. When we had the problem with an incorrect centre before, the Animerge result was clearly not in the right place...but you were able to fix that. Any thoughts as to what might be causing this?

    I am going to remove all the extra anims and re-run the process in case something is messed up. I'll post back if this cures it.

    EDIT: Nope ... it doesn't cure it. I am wondering if this is an error that came in with a later version of hte tool?
    Last edited by Bwian; 06-02-2007 at 17:44.
    Careless Orc Costs Lives!

  10. #190
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    @Bwian
    I've been updating the tool but I haven't sent out anything new since we
    fixed the problem a couple of weeks ago. I had left out the scaling but when
    that was actually put in you got the old dwarves to hit the y=0 plane
    with the scaling values I used. So this must be something new.

    Meshes only have bone name strings in them which is how they are
    animated but they don't have any other skeleton information such
    as pose data so the problem would seem to be with the animations,
    except, the animations work in Milkshape!

    I haven't done anything to my dwarves since we got this working
    so (1) I'll check the in-game feet very carefully just to make sure I'm
    not seeing this as well and just missed it a while back. If I don't
    see it then the only thing I can think to do is check the dwarf .ms3d
    file against the one I've got and to check the walk .cas files against
    the one I've got to see if anything is different that could account for this.

    Edit: Well, shoot! I think I see it too in my old dwarves stuff. I'll post
    a pic but it's really easier to see as they move that they float a bit and the feet
    seem "crumpled" if that's the right word.



    No inspiration is striking at the moment; I'll compare the skeleton I exported
    to what is in .ms3d file but since Milkshape animations look ok I can't see how
    that could be it.
    Last edited by KnightErrant; 06-03-2007 at 04:05.

  11. #191
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    @Bwian
    Ok, inspiration IS striking. Just checked some dates on an e-mail
    from GrumpyOldMan. 5-22-2007 he says we need to check rotations.
    I find a problem with my quats to euler and euler to quats conversions.
    I update my utility and voila! the feudal knight slashing animation is ok
    now. Problem is, the dwarf animation .cas files I have are dated 5-21-2007
    so I never applied the updated transformations to any of the cas files.

    Your copy of my utility must also be outdated. This shouldn't make a difference
    for small angles but maybe it is affecting the foot bone and lower leg for
    animations. I've been updating my stuff all along to deal with the new
    header/footers in Caliban's directory so I don't know how to backtrack
    on this. Could you check the creation date on your copy of
    animationlibrary.py and see if it is about 5-21-2007? Might help to narrow
    down the culprit here. We can compare the algorithm in the function
    computeeulers to be sure. Hope this might be it. Would make life
    easier except I've got animmerge torn apart at the moment trying to
    deal with the animations in new_2h_axe_halberd which have bones out
    of order.

  12. #192

    Default Re: Animations

    The squashed feet thing is exactly what I am seeing. It is as if the lower bones have been compressed upwards. The bones are to blame...
    To test, I assigned ALL the feet bones to lower leg. This let the feet show correctly, but the knee joint was wrong. It also allowed the feet to touch the ground. This confirms that the Y scaling is hitting the target OK. Assign all the verts to 'Thigh' bones, and the legs appear OK...but he walks like a scarecrow

    The file has a date on it of 24/5/07 as last modified, so I am guessing this is when you mailed it over.

    Code:
    # -----------------------------------------------------------------------------------
    #    Computes Euler angles from quaternions.                                        |
    # -----------------------------------------------------------------------------------
    def computeeulers( quatfloats ) :
    
        nfloats                = len( quatfloats )
        nvecs                  = nfloats / 4              
        eulers                 = array.array( 'f' )
    
        for ivec in range( nvecs ) :
            idx                = ivec * 4
            q1                 = quatfloats[idx+0]
            q2                 = quatfloats[idx+1]
            q3                 = quatfloats[idx+2]
            q4                 = quatfloats[idx+3]
                               
            Q11                = 1 - 2 * ( q2*q2 + q3*q3 )
            Q12                =     2 * ( q1*q2 - q3*q4 )
            Q13                =     2 * ( q1*q3 + q2*q4 )
            Q21                =     2 * ( q1*q2 + q3*q4 )
            Q22                = 1 - 2 * ( q1*q1 + q3*q3 )
            Q23                =     2 * ( q2*q3 - q1*q4 )
            Q31                =     2 * ( q1*q3 - q2*q4 )
            Q32                =     2 * ( q2*q3 + q1*q4 )
            Q33                = 1 - 2 * ( q1*q1 + q2*q2 )
                               
    #        # 231 method.      
    #        spsi               = Q21
    #        cpsi               = ( 1 - spsi*spsi )**0.5
    #        stheta             = -Q31 / cpsi
    #        ctheta             = +Q11 / cpsi
    #        sphi               = -Q23 / cpsi
    #        cphi               = +Q22 / cpsi
    #                           
    #        phi_rad            = math.atan2( sphi,   cphi )       
    #        theta_rad          = math.atan2( stheta, ctheta )     
    #        psi_rad            = math.atan2( spsi,   cpsi )       
    #                           
    #        # Try.             
    #        eulers.append( phi_rad )
    #        eulers.append( -theta_rad )
    #        eulers.append( -psi_rad )
    #                           
    #        # Hey! this way  works!
    
            # GrumpyOldMan's code.
            sint               = 2 * ( q2 * q4 - q1 * q3 )
            cost_tmp           = 1.0 - sint*sint
            if abs( cost_tmp ) > 0.0001 :
                cost           = cost_tmp**0.5
            else :
                cost           = 0.0
    
            if abs( cost ) > 0.01 :
                sinv           = 2 * ( q2 * q3 + q1 * q4 )     / cost
                cosv           = ( 1 - 2 * ( q1*q1 + q2*q2 ) ) / cost
                sinf           = 2 * ( q1 * q2 + q3 * q4 )     / cost
                cosf           = ( 1 - 2 * ( q2*q2 + q3*q3 ) ) / cost
            else:
                sinv           = 2 * ( q1 * q4 - q2 * q3 )     
                cosv           = 1 - 2 * ( q1*q1 + q3*q3 )  
                sinf           = 0.0
                cosf           = 1.0
    
            roll               = math.atan2( sinv, cosv )
            pitch              = math.atan2( sint, cost )
            yaw                = math.atan2( sinf, cosf )
    
            eulers.append( roll )
            eulers.append(-pitch )
            eulers.append(-yaw )  
    
        return eulers
    
    
    # -----------------------------------------------------------------------------------
    #    Computes quaternions from Milkshape's x, y, z Euler angles.                    |
    # -----------------------------------------------------------------------------------
    def computequats( eulers ) :
    
        nfloats                = len( eulers )
        nvecs                  = nfloats / 3 
        quatfloats             = array.array( 'f' )
    
        for ivec in range( nvecs ) :
            idx                = ivec * 3
            phi_rad            = +eulers[idx+0]                # NOTE: These are the signs that worked in animmerge.py
            theta_rad          = -eulers[idx+1]
            psi_rad            = -eulers[idx+2]
                             
            sphi               = math.sin( phi_rad )
            cphi               = math.cos( phi_rad )
            stheta             = math.sin( theta_rad )
            ctheta             = math.cos( theta_rad )
            spsi               = math.sin( psi_rad )
            cpsi               = math.cos( psi_rad )
                             
    #        # 231 method (or 132 if you follow that naming convention).
    #        R11                = ctheta * cpsi       
    #        R12                = -ctheta * spsi * cphi + stheta * sphi
    #        R13                =  ctheta * spsi * sphi + stheta * cphi
    #        R21                = spsi
    #        R22                = cpsi * cphi
    #        R23                = -cpsi * sphi
    #        R31                = -stheta * cpsi
    #        R32                =  stheta * spsi * cphi + ctheta * sphi
    #        R33                = -stheta * spsi * sphi + ctheta * cphi
                             
            # 321 method (or 123 if you follow that naming convention).
            R11                = cpsi * ctheta       
            R12                = cpsi * stheta * sphi - spsi * cphi 
            R13                = cpsi * stheta * cphi + spsi * sphi
            R21                = spsi * ctheta
            R22                = spsi * stheta * sphi + cpsi * cphi
            R23                = spsi * stheta * cphi - cpsi * sphi
            R31                = -stheta
            R32                = ctheta * sphi
            R33                = ctheta * cphi
                             
            q4                 = 0.5 * ( 1 + R11 + R22 + R33 )**0.5
            q1                 = 0.25 * ( R32 - R23 ) / q4
            q2                 = 0.25 * ( R13 - R31 ) / q4
            q3                 = 0.25 * ( R21 - R12 ) / q4
    
            quatfloats.append( q1 )
            quatfloats.append( q2 )
            quatfloats.append( q3 )
            quatfloats.append( q4 )
    
        return quatfloats
    I am guessing this is the bit you wanted from the code

    The animation library has a created date of 16th May in the header...but I guess if youare like me with this sort of thing, that's not necessarily when you last changed it! The e-mail you sent me confirmed that this was the version you did AFTER you had changed the calcs for the extreme rotations to GOM's version. The version you sent me on the 22nd had the scaling function added.

    As a last test, I will remove all the tools and bits and pieces, and make 100% I have only the correct versions in place, and double check. At each stage, I will run a test on the model to see if the legs are correct. This should help to pin down if it's an error that was always there, or something that crept in when a feature was added. I will PM you later on when I have some more data for you to work with
    Careless Orc Costs Lives!

  13. #193

    Default Re: Animations

    Update:

    Ran the original version of the files you sent over, and the crunched legs are there from the outset. In order to test it, I put my modified mesh in with all the leg verts assigned to the thigh bones. This showed that, as expected, the feet did not reach the ground.

    I ran version 2, which had the added 'input' function to re-scale the root position. This did put the feet on the ground. The crunched legs are still present when the correct model is put back in again.

    Ran version 3. Exactly the same effect as version 2. The legs are crunched, but the location of the mesh is still spot on confirmed by the modified model with all verts on the thigh bones. I figured this was the best way to confirm exactly where to look.

    Conclusion:

    The length of the leg bones is being incorrectly read by the game engine. The upper part of the unit is fine, and behaves as expected ..so it must be something that is unique to the lower half.

    The root position of the model is fine. This is confirmed by making the legs 'rigid' and seeing that they hit the ground just right.

    When the feet are also assigned to the lower leg, the knee joint is compressed and out of position. This confirms that it is not just the feet ... the pivot points on the lower half are being incorrectly scaled. The knee pivot had moved up ...but did not appear to be as far removed from correct as the feet. This would imply that the error is compunded as each set of calcs is done. I assume all the calculations start at the root, and are worked out from there....so a 10% error in the calculations would move the knee up 10% and the feet would be 20% ...if you see what I mean.

    Hope this helps
    Careless Orc Costs Lives!

  14. #194
    Member Member Csatadi's Avatar
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    Default Re: Animations

    Horse archers have their quivers on their back in vanilla. It can replaced to the right place to the belt right side. Ok.
    But is it also possible with animations bringing out arrows from there?

  15. #195

    Default Re: Animations

    Hi KE and Bwian

    Quote Originally Posted by KnightErrant
    @Bwian
    Ok, inspiration IS striking. Just checked some dates on an e-mail
    from GrumpyOldMan. 5-22-2007 he says we need to check rotations.
    I find a problem with my quats to euler and euler to quats conversions.
    I update my utility and voila! the feudal knight slashing animation is ok
    now. Problem is, the dwarf animation .cas files I have are dated 5-21-2007
    so I never applied the updated transformations to any of the cas files.

    Your copy of my utility must also be outdated. This shouldn't make a difference
    for small angles but maybe it is affecting the foot bone and lower leg for
    animations. I've been updating my stuff all along to deal with the new
    header/footers in Caliban's directory so I don't know how to backtrack
    on this. Could you check the creation date on your copy of
    animationlibrary.py and see if it is about 5-21-2007? Might help to narrow
    down the culprit here. We can compare the algorithm in the function
    computeeulers to be sure. Hope this might be it. Would make life
    easier except I've got animmerge torn apart at the moment trying to
    deal with the animations in new_2h_axe_halberd which have bones out
    of order.
    If you'd like a fresh (relatively speaking ) set of eyes to look over the anims, you could send me the basepose and one of the affected anims and I can run my multifocals over them.

    With the new_2h_axe_halberd anim would you like me to extract it and do a cut and paste to get the anim working correctly? It's probably easier to do in milkshape ascii rather than try to get your converter working with a few rogue anims.

    Just while I've got your attention, I've been chewing on the end of my pencil to get an overall view of how the template system will work. Basically I was going to set up the converter to extract and write templates from Milkshape files. How I was going to deal with those templates probably requires some user input. Converting from mesh to ms3d is fairly straightforward, after you select a mesh to convert you're then asked what template you'd like to apply. How we deal with the other conversions/mergers requires some thought though. One of my original ideas was to record the template as a fifth line in the model comments so that after the initial conversion everything was then automatic. I've had second thoughts now (but not after doing some extensive recoding - curses) and my inclination now is that the user specifies at merger or conversion to mesh what template they'd like to apply. This is a more flexible system because you won't be stuck with what was recorded at the initial conversion. Any input guys?

    Cheers

    GrumpyOldMan

  16. #196

    Default Re: Animations

    Hi Csatadi

    Quote Originally Posted by Csatadi
    Horse archers have their quivers on their back in vanilla. It can replaced to the right place to the belt right side. Ok.
    But is it also possible with animations bringing out arrows from there?
    With KE's utilities you will be able to change the loading anims so that they get their arrows from the hip quiver but there will be one problem. The horse archers have an ability to turn toward their targets independent of the horse. This means that the bones of the upper body are turned but the lower body is stationary (compared to the horse). The right arm is part of the upper body and the hip quiver is assigned to the lower body. This means that with the new anims, unless the target is straight ahead, the hand will either be dipping into space before or behind the quiver. If you can live with this, then yes you can move the quiver and change the anims. I suspect that this is why they placed the quivers on the figures' backs in the first place. You could try attaching the quiver to an upper body bone but I'm not sure what the resultant rotation would look like, and it may have strange side effects with other animations.

    Cheers

    GrumpyOldMan

  17. #197
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    @GrumpyOldMan
    I'd love another pair of eyes on this one. I'll e-mail the
    basepose and walk anim from my game directory tonight.

    @Bwian
    Thanks, that was a very detailed examination of the problem.
    I've converted the stock walk anim and the converted anim
    to text and here's the bone_pelvis anim blocks side by side:


    Code:
    0 bone_pelvis  animation data and deltas        0 bone_pelvis  animation data and deltas  
    +0.0000122126 +0.9590483308 -0.0000000000       +0.0000084836 +0.6137909293 -0.0000000000 
    +0.0017991858 +0.9512157440 +0.0901285559       +0.0012498223 +0.6087780595 +0.0626087040 
    +0.0026300352 +0.9396055937 +0.1802604198       +0.0018269803 +0.6013475657 +0.1252197027 
    +0.0000594494 +0.9203369617 +0.2704085112       +0.0000412971 +0.5890156627 +0.1878419816 
    -0.0063111591 +0.9033862948 +0.3605716527       -0.0043841098 +0.5781672001 +0.2504746914 
    -0.0137326801 +0.9005295038 +0.4507446289       -0.0095395437 +0.5763388872 +0.3131142557 
    -0.0189423133 +0.9042277336 +0.5409182310       -0.0131584676 +0.5787057281 +0.3757542670 
    -0.0211101491 +0.9193583131 +0.6310883760       -0.0146643762 +0.5883893371 +0.4383918643 
    -0.0210416745 +0.9396334291 +0.7212522626       -0.0146168098 +0.6013653874 +0.5010250807 
    -0.0201377589 +0.9517263174 +0.8114059567       -0.0139888953 +0.6091048717 +0.5636512637 
    -0.0226440672 +0.9510992169 +0.9015470743       -0.0157299284 +0.6087034941 +0.6262686849 
    -0.0249393098 +0.9356126189 +0.9916793704       -0.0173243415 +0.5987920761 +0.6888799667 
    -0.0272242893 +0.9162625670 +1.0818185806       -0.0189116243 +0.5864080191 +0.7514960766 
    -0.0254939552 +0.8969492912 +1.1719760895       -0.0177096315 +0.5740475655 +0.8141248822 
    -0.0179745089 +0.8883986473 +1.2621510029       -0.0124861719 +0.5685751438 +0.8767657876 
    -0.0077288523 +0.8950952291 +1.3523342609       -0.0053689247 +0.5728609562 +0.9394125342 
    -0.0011719284 +0.9107339382 +1.4425106049       -0.0008140918 +0.5828697085 +1.0020544529 
    +0.0010084946 +0.9343801737 +1.5326695442       +0.0007005609 +0.5980033278 +1.0646842718 
    +0.0000120707 +0.9590483308 +1.6228270531       +0.0000083850 +0.6137909293 +1.1273130178
    and the stock and new skeleton pose block side by side:

    Code:
    0    skeleton pose data, all bones including Scene_Root   0    skeleton pose data, all bones including Scene_Root   
    +0.0000000000 +0.0000000000 +0.0000000000                 +0.0000000000 +0.0000000000 +0.0000000000                 
    +0.0000000000 +0.0000000000 +0.0000000000                 +0.0000000000 +0.0000000000 +0.0000000000                 
    +0.0952388048 +0.0007522844 -0.0000000837                 +0.0952389985 +0.0007520000 +0.0000000000                 
    +0.0225614067 -0.4644486308 +0.0143960081                 +0.0225610007 -0.3418302238 +0.0143959997                 
    +0.0241625141 -0.3995063901 -0.0316344053                 +0.0241630003 -0.2538871169 -0.0316339992                 
    -0.0000000065 +0.2124619335 +0.0000000110                 +0.0000000000 +0.2124619931 +0.0000000000                 
    -0.0002945312 +0.2115576267 +0.0000000300                 -0.0002950000 +0.2115579993 +0.0000000000                 
    -0.0000617070 +0.2349729538 +0.0000000693                 -0.0000620000 +0.2349729985 +0.0000000000                 
    +0.0003562541 +0.0108104832 -0.0034470418                 +0.0003560000 +0.0108099999 -0.0034469999                 
    +0.0016836945 +0.1178485677 -0.0744605809                 +0.0016840000 +0.1178480014 -0.0744609982                 
    +0.0132546537 +0.1300112009 -0.0273842514                 +0.0132550001 +0.1300110072 -0.0273839999                 
    +0.1653587520 -0.0517836586 +0.0034831662                 +0.1762007326 -0.0517840013 +0.0034830000                 
    +0.3022065163 +0.0111386608 -0.0137688387                 +0.3022060096 +0.0111389998 -0.0137689998                 
    +0.2838369310 -0.0030556275 +0.0263377447                 +0.2853106558 -0.0030560000 +0.0263379999                 
    -0.0102220690 +0.1300112009 -0.0273842178                 -0.0102220001 +0.1300110072 -0.0273839999                 
    -0.1678021550 -0.0517837554 +0.0034834931                 -0.1762007326 -0.0517840013 +0.0034830000                 
    -0.3021733165 +0.0111956345 -0.0144309197                 -0.3021729887 +0.0111950003 -0.0144309998                 
    -0.2838011682 -0.0031999985 +0.0267028809                 -0.2853106558 -0.0031999999 +0.0267040003                 
    -0.0952387750 +0.0007523637 +0.0000000981                 -0.0952389985 +0.0007520000 +0.0000000000                 
    -0.0216095932 -0.4641435742 +0.0230794586                 -0.0216090009 -0.3414067626 +0.0230780002                 
    -0.0250772368 -0.3986372054 -0.0406128988                 -0.0250770003 -0.2543957829 -0.0406120010
    And that's all we're trying to do. Shorten the legs and scale the anims
    to match. From your experiments the game is doing something very odd
    with the new leg data and frankly I'm stumped as to what it is.

    I've checked the quat data and of course it's exactly the same so nothing
    going on there.

  18. #198

    Default Re: Animations

    The pelvis location is spot on, and from the experiments I have done, is spot on. The problem seems to be the relative calculation of the child bones on the lower half of the model. It is almost as if the scaling effect has been applied to the relative translation of the bones in game....but not when animerge creates a file for Milkshape.

    The overall effect has been there since the start though...so it is not related to the position of hte model in terms of pelvic location. This was wrong to start with, and was fixed by putting in an extra scale factor.

    I think whatever the problem is, it must be in something that is bone specific....or else is a + or - thing. The bones in a positive translation from the pelvis ( or UP as I like to call it ) are fine, and show no evidence of issues. If they were wrong, then distortion of the joints at head, torso and abs would be evident. They aren't. Where the trouble starts is when we go DOWN from the pelvis.

    If th epelvis is a 'zero' point for working out the bone locations before the rotational values are applied. This...I guess...is the basepose. Thats how it looks to me anyway! The actual rotatons seem to be fine, and the walking movement is definitely walking.

    What also makes me think this is hte fact that the MS3D animerge output works fine. This would take it's basepose position from the MS3D containing the model I had used to build the 'skeleton' that was applied to the anims. An untouched version of this. If the calculation of the basepose that was put into the animation exporter was flawed, then it could put an error into the animations....but animerge would use the MS3D model unconverted. One less step. The rotations are then applied in MS3D from correct start points. In game, though, the startpoints are wrong, and when the correct rotations are applied, the movement is right....but the look is worng.

    Of course...this is just mental gymnastics from someone who knows nothing of what he is talking about.... but I am pretty sure what I am seeing, and I just get that 'feeling' that says this might be an explanation for what I have seen. ~Might not help ... but I feel I am at least contriuting!
    Careless Orc Costs Lives!

  19. #199
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Following is just speculation on my part too. I did the scaling based
    on putting the feet on y=0 in Milkshape but that was just
    a predjudice on my part. Did I force the dwarf too low
    and some other mechanism of the game won't let feet go
    below ground level and that is causing the distortion, like
    it's "reflecting" the lower limbs upward. Consistent with it
    only affecting the linked bones below the pelvis but it may
    not square with your experiments of tying all the vertices
    to the thigh bone. Can't do any tests until I get home to run
    a battle with a different scaling exported to the animations,
    like 0.8 which isn't small enough so they should float, but are
    the legs normal otherwise? Then work downwards towards 0.61
    to see when the effect occurs.

  20. #200

    Default Re: Animations

    The vertex thing just confirmed that the pelvis was in the correct place for the scaling. The bones may be affected...but the mesh is just 'hung' on the bones.
    Careless Orc Costs Lives!

  21. #201
    Member Member Csatadi's Avatar
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    Default Re: Animations

    GrumpyOldMan:
    Thanks! I'm not familiar with modelling and animations so I cannot test it. I was only curios what is possible.

  22. #202
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    To all,
    I've just been trying to fudge things by messing with the skeleton
    I export, longer thigh bones etc. then the scaling. I can get it to
    look ok, a little bit of floating, but then when the dwarves taunt the
    foe the feet distort a bit. Also they seem to "scoot" a bit when walking
    etc. so this is no solution. Here's a pic of something not too bad.



    So no closer to a resolution on this one. I'll send out my latest utilities
    but don't delete the old ones. The new ones will do:
    animmerge - tries to handle zxiang1983's new_2H_axe_halberd but not
    finished yet.
    animextract - probably ok
    convert cas to txt - been using this a lot
    exportskeleton - used all the time to change scalings and skeletons
    extractskeleton - haven't used for a while but probably ok.
    convertcasdirectory - used to do the surveys. Writes a summary of a moused
    to directory. Uses check boxes to decide what data to
    include.

    animmerge now has a dialog to choose the FPS desired. 2 seems to be good
    for really looking at anims. 20 is game speed but this is too fast for me.

    If anybody else wants to experiment please PM an e-mail and I'll send out
    the utilities and a brief description of what we're working on. If Bwian
    has no objections, you can have the dwarf .ms3d file to use for experimenting
    with exporting skeletons and scalings.

  23. #203
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Hi all,

    GrumpyOldMan found the problem! Bwian check your copy
    of descr_skeleton.txt. Look for the basepose.cas file entry
    in the MTW2_Dwarf_2H_Axe. If you copied my stuff it's pointing
    to the wrong directory. Make sure it's pointing to the Dwarf
    directory's copy of the basepose file then everything works out
    fine. This is exactly what you were saying, the skeleton isn't
    right. Mind you, GOM never saw a copy of my descr_skeleton.txt
    file and HE STILL CAUGHT THIS!!! After this is working we must
    conquer a Kingdom so he can rule it. Agreed?

    KE

  24. #204

    Default Re: Animations

    ah.... that would be this bit :

    Code:
    type		MTW2_Dwarf_2H_Axe
    strike_distances 1.15 1.8 2.8 3.5 4.0
    locomotion_table soldier
    anim		default					data/animations/MTW2_2H_Axe/MTW2_2H_Axe_basepose.cas
    I have changed this line to data/animations/MTW2_Dwarf_2H_Axe, which should now pick up the basepose that the animation tools had edited

    I run a baseline test with the old animations ( well alright....I forgot to delete them!) and I confirm that I have the correct Dwarf model in with the vertices in the right places and correctly assigned, not my 'modded' one.

    Then, I delete the animation packs, and rerun. I correct my typo ( What is a Dawrf anyway .... ) and IT WORKS!

    Choose your kingdom, and I'll start planning the take over :D

    Three cheers for King GrumpyOldMan, and Imperial Wizard KnightErrant! This is the greatest bit of TW modding yet to happen....the Holy Grail that eluded us in RTW, and the thing that will make Warhammer TotalWar a thing of utter beauty!

    Gentlemen .... I salute you
    Careless Orc Costs Lives!

  25. #205
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Excellent! It works, it works, it really, really works!

    If you get a chance, see if the new stuff works on the directories
    where the other one bombed. The utilities should be able to handle
    more of the weird cas formats.

    I'm going to look at zxiang1983's problem with the anims in
    new_2h_axe_halberd which have the jaw and eyebrow bones switched.
    After that, maybe units with extra bones?

  26. #206
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    @zxiang1983,

    Trying to recreate your animation results. I've modified my
    descr_skeletons.txt to look like this:


    Code:
    anim		charge										data/animations/new_2h_axe_halberd/2h_axe_charge.cas		        				-fr	-evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge.evt
    anim		charge_to_ready								data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.cas					-fr	-evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge_to_ready.evt
    anim		charge_attack								data/animations/new_2h_axe_halberd/2h_axe_charge_attack.cas					-fr		-if:17  -evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge_attack.evt
    to bring in the new_2h_axe_halberd anims that had the face messed
    up but I'm not seeing it. Right now I can't convince ImageShack that I've
    really upladed an image. Did I miss anything in trying to get the anims in
    game?

  27. #207

    Default Re: Animations

    Hi KE

    Quote Originally Posted by KnightErrant
    @zxiang1983,

    Trying to recreate your animation results. I've modified my
    descr_skeletons.txt to look like this:


    Code:
    anim		charge										data/animations/new_2h_axe_halberd/2h_axe_charge.cas		        				-fr	-evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge.evt
    anim		charge_to_ready								data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.cas					-fr	-evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge_to_ready.evt
    anim		charge_attack								data/animations/new_2h_axe_halberd/2h_axe_charge_attack.cas					-fr		-if:17  -evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge_attack.evt
    to bring in the new_2h_axe_halberd anims that had the face messed
    up but I'm not seeing it. Right now I can't convince ImageShack that I've
    really upladed an image. Did I miss anything in trying to get the anims in
    game?
    Did you refresh the dat and idx files?

    On another note there is another file that could be relevant and that is descr_ik_controller_db.txt file in the data folder. This controls the IK parameters for soldiers. If you're doing any scaling or complete new skeletons you'd have to have an entry here to control the IK - especially if it's based on the 2h_sword. This also shows that there are significant bones required when building a new skeleton from scratch - you have to retain the pelvis - abs - torso - head hierarchy. Also from a weapon wielding point of view you must have the bone_Rhand and bone_Lhand included because that is where the weapon skeletons are attached.

    Cheers

    GrumpyOldMan

  28. #208

    Default Re: Animations

    Hi, KE. I'm not sure what's wrong. Here's what I did.

    I copied the whole MTW2_Halberd_Secondary anim type and pasted it at the end of descr_skeleton.txt. Then renamed the anim type to MTW2_Halberd_Secondary_zxiang. And then replace those charge related anim with the new ones. I didn't touch descr_ik_controller_db.txt.

    Then I deleted pack.dat/idx and skeleton.dat/idx and put in CA source anim. Then run the game. It will generate new pack.dat/idx and skeleton.dat/idx files.

    Then let janissary heavy infantry use MTW2_Halberd_Secondary_zxiang as his anim in battle_models.modeldb.

    That's all. hope it helps.
    Last edited by zxiang1983; 06-07-2007 at 04:46.

  29. #209
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Thanks GrumpyOldMan and zxiang1983,

    I checked the time stamps just to be sure because its
    easy to forget to delete the packs. Seems right but going to try it again.
    What is different is I am modifying the animation family
    directly, not making a new one. I'll retest what I'm doing
    just to be sure and if I don't see the distortion I'll do it
    zxiang1983's way and make a new family.

    Oops, wait a minute. Re-read the post more carefully. zxiang1983
    says he copied MTW2_Halberd_Secondary which doesn't have
    a charge entry or a charge_attack or a charge_to_ready anim
    command. It inherits? (sorry, OOP terminology) its parent anim
    is the MTW2_2HSwordsman so is he overriding those commands?

    Still, useful information, I'll try it my way. Then the other way.
    If I see a problem maybe its an interplay between MTW2_2HSwordsman.

  30. #210
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Well, that was dumb of me.
    Check the battle_models.modeldb file to find out
    the animations to use. Ok, sorry, now I'm on the same
    page here. Making a new MTW2_Halberd_Seondary_sandy anim
    family to do this right.

    Edit: Got the distortion on the face now. Thanks for the
    help in recreating this.
    Last edited by KnightErrant; 06-07-2007 at 04:50.

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