Forum > Modelling and Animation
[Research] .anim files : How do they work ?
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spik96:
Hi Modcraft !
My question sounds simple: how do .anim files work ? Their purpose is to store animations that are not often used. By the wiki I understand they are only parsed when the flags of the animation & 0x30 == 0. The timestamps & values are then extracted using the offset like they would have been in the m2, but just in the .anim file. That's where I wonder : which one ?
.anim file example : taunkamale0069-02.anim
What does 0069-02 stands for ? I guess 0069 is some kind of ID, but is it the AnimID ? It is likely (as 69 is EmoteDance, that would make sense) but if someone is sure about that..
Then 02. There is also for this model 0069-00 and 0069-01 so that must be the # of a particular animation (physical animation, not playable animation). But how should I be able to identify it ?
schlumpf:
http://pxr.dk/wowdev/wiki/index.php?tit ... ldid=18599
spik96:
Well... Thanks. You could not answer it better.
schlumpf:
Not sure if that was sarcasm.
spik96:
That was not sarcasm. Are you sure about the flags ? Sometimes I have anims with &30 ==0 but it seems there is no .anim file attached to it. So I don't know where this information is stored. But after all, the WoW Model Viewer guys managed to do it and their program is open source so I should just look there. EDIT : I found the part of their code l.1000 in model.cpp which handles .anim files so I will try to understand it. EDIT2 : I'm locked as I can't find at all their "init" method they use on animation blocks... I'm stupid. I found informations here about flags tho : http://www.pxr.dk/wowdev/wiki/index.php ... animations , I will try to follow them.
EDIT3 : There is a conflict with these informations. On the main wiki, .anim files are loaded when flags & 0x30 == 0. On the anim talk, .anim files are loaded when (flags & 0x20 == 0) && (flags & 0x40 == 0). I think I can safely say it is equal to flags & 0x60. This is different : 1st check) bits 4&5 have to be 0. 2nd check) bits 5&6 have to be 0.
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