OBD:OBAN: Difference between revisions

From OniGalore
Jump to navigation Jump to search
No edit summary
m ("what is the matrix?")
Line 174: Line 174:
|}
|}


Elements m41, m42, m43, m44 of both transform matrices are missing. m41, m42 and m43 are the projection transform coefficients and they are not needed so they are 0.0 and the m44 element is always 1.0 for a transform matrix. (column major transform matrices like in Open GL, for Direct 3D they need to be transposed)
Elements m41, m42, m43, m44 of both [[Wikipedia:Transformation_matrix#Affine_transformations|transform matrices]] are missing. m41, m42 and m43 are the [[Wikipedia:3D_projection|projection transform]] coefficients and they are not needed so they are 0.0 and the m44 element is always 1.0 for a transform matrix. ([[Wikipedia:row-major_order|column major]] transform matrices like in Open GL, for Direct 3D they need to be transposed)


The initial transform matrix can be used to position the object in the environment without playing the animation frames. The animation frames themself include this transform so it is not needed to actually play the animation.
The initial transform matrix can be used to position the object in the environment without playing the animation frames. The animation frames themself include this transform so it is not needed to actually play the animation.


The fixed transform matrix must be applied to every animation frame. For some animations this matrix is the identity matrix so it is not really needed but some animations for composed objects (like the motorcycle animation from level 3 intro) need this transform.
The fixed transform matrix must be applied to every animation frame. For some animations this matrix is the identity matrix so it is not really needed but some animations for composed objects (like the motorcycle animation from level 3 intro) need this transform.
:;Neo
:My respects for the OpenGL/Direct3D knowledge. Keep it up!
:Examples of "fixed transforms", please. Scaling?
:For both transformations, there are two alternative ways to think of the 12 coefficients
:*a 4x4 matrix with missing terms (affine transformation)
:*a 3x3 matrix (vector transformation) and a position vector
:Even if a 4D matrix is generated at runtime for use by OpenGL,
::I'd still provide an alternative visualization in layman terms
::*let X=(x, y, z) be the position of a point in the M3GM
::*let M=(m11, m21, m31; m12, m22, m32; m13, m23, m33) be the 3x3 matrix
::*let R=(m14, m24, m34) be the position (column) vector
::then the absolute position of the point in the 3D world will be: M X + R
:Note that the OBD namespace has been merged into Main.
::We may thus move OBD:OBAN to OBAN etc. Soon.
::[[User:Geyser|geyser]] 22:19, 28 February 2007 (CET)


<HR>
<HR>

Revision as of 21:19, 28 February 2007

Main Page >> Oni Binary Data >> File Types >> OBAN File


<== OBAN File ==>
Object AnimationFile


oban_a.gif


Hex Translation Meaning
01 86 00 00 134 00134-Blackvan_FB.OBAN
01 00 00 06 3 level 3
00 00 00 00 0 Space marker. Don't alter it.
C2 F5 E8 3F 1.819999 m11 element of the initial position transform matrix
AB D7 AA B3 -7.955471e-8 m21 element of the initial position transform matrix
EC 89 13 35 5.496247e-7 m31 element of the initial position transform matrix
EC 89 13 35 5.496247e-7 m12 element of the initial position transform matrix
ED 89 13 B4 -1.374061e-7 m22 element of the initial position transform matrix
C2 F5 E8 BF -1.819999 m32 element of the initial position transform matrix
B1 D7 AA 33 7.955475e-8 m13 element of the initial position transform matrix
C2 F5 E8 3F 1.819999 m23 element of the initial position transform matrix
EB 89 13 B4 -1.374061e-7 m33 element of the initial position transform matrix
6B 9A 94 44 1188.825561 m14 element of the initial position transform matrix (x-position)
97 FD 5B C2 -54.997646 m24 element of the initial position transform matrix (y-position, height)
5D 06 DA C2 -109.012428 m34 element of the initial position transform matrix (z-position)
C2 F5 E8 3F 1.819999 m11 element of the fixed transform matrix
00 00 00 00 0.000000 m21 element of the fixed transform matrix
00 00 00 00 0.000000 m31 element of the fixed transform matrix
00 00 00 00 0.000000 m12 element of the fixed transform matrix
C2 F5 E8 3F 1.819999 m22 element of the fixed transform matrix
00 00 00 00 0.000000 m32 element of the fixed transform matrix
00 00 00 00 0.000000 m13 element of the fixed transform matrix
00 00 00 00 0.000000 m23 element of the fixed transform matrix
C2 F5 E8 3F 1.819999 m33 element of the fixed transform matrix
00 00 00 00 0.000000 m14 element of the fixed transform matrix (x translation)
00 00 00 00 0.000000 m24 element of the fixed transform matrix (y translation)
00 00 00 00 0.000000 m34 element of the fixed transform matrix (z translation)
50 00 80 number of frames ???
F5 01 501 animation time in 1/60 seconds (8.35 seconds)
00 00 0 unknown
65 00 101 101 packages follow (one package is edged in black)
Below follows the first package.
F4 04 35 BF -0.7071068 x-value of the rotation quaternion
6A 19 C4 B3 -9.131584e-8 y-value of the rotation quaternion
CE 3C 03 B4 -1.222244e-7 z-value of the rotation quaternion
F3 04 35 BF -0.7071067 w-value of the rotation quaternion
6B 9A 94 44 1188.825561 x-position
97 FD 5B C2 -54.997646 y-position (height)
5D 06 DA C2 -109.012428 z-position
00 00 00 00 0 passed time in 1/60 seconds

Elements m41, m42, m43, m44 of both transform matrices are missing. m41, m42 and m43 are the projection transform coefficients and they are not needed so they are 0.0 and the m44 element is always 1.0 for a transform matrix. (column major transform matrices like in Open GL, for Direct 3D they need to be transposed)

The initial transform matrix can be used to position the object in the environment without playing the animation frames. The animation frames themself include this transform so it is not needed to actually play the animation.

The fixed transform matrix must be applied to every animation frame. For some animations this matrix is the identity matrix so it is not really needed but some animations for composed objects (like the motorcycle animation from level 3 intro) need this transform.

Neo
My respects for the OpenGL/Direct3D knowledge. Keep it up!
Examples of "fixed transforms", please. Scaling?
For both transformations, there are two alternative ways to think of the 12 coefficients
  • a 4x4 matrix with missing terms (affine transformation)
  • a 3x3 matrix (vector transformation) and a position vector
Even if a 4D matrix is generated at runtime for use by OpenGL,
I'd still provide an alternative visualization in layman terms
  • let X=(x, y, z) be the position of a point in the M3GM
  • let M=(m11, m21, m31; m12, m22, m32; m13, m23, m33) be the 3x3 matrix
  • let R=(m14, m24, m34) be the position (column) vector
then the absolute position of the point in the 3D world will be: M X + R
Note that the OBD namespace has been merged into Main.
We may thus move OBD:OBAN to OBAN etc. Soon.
geyser 22:19, 28 February 2007 (CET)

<== OBAN File ==>


Main Page >> Oni Binary Data >> File Types >> OBAN File