708
edits
m (fixing PNG link, may replace with hex table) |
No edit summary |
||
Line 184: | Line 184: | ||
|0x00C0 | |0x00C0 | ||
|} | |} | ||
An orientation consists of three angles, each of them a 2-byte integer (short). To | An orientation consists of three angles, each of them stored as a 2-byte signed integer (short). | ||
:*To convert from the stored integer to degrees the value must be multiplied by 0.0054932 (that's 180 / 32767.5). | |||
:*To convert from degrees to the stored integer the value must be multiplied by 182.0416667 (that's 32767.5 / 180). | |||
Note that these angles cannot be used directly for interpolation, they must first be converted to quaternions. | |||
The example here is the '''SHINZOMidle1''' animation (10 frames long) | The example here is the '''SHINZOMidle1''' animation (10 frames long) | ||
Line 345: | Line 350: | ||
A leg's orientation is quite intuitive : if you set everything to (0°, 0°, 0°) except the orientation of the thighs (both set to (0°, 0°, 180°)), you get "normal" legs. Arms are a bit more complicated. | A leg's orientation is quite intuitive : if you set everything to (0°, 0°, 0°) except the orientation of the thighs (both set to (0°, 0°, 180°)), you get "normal" legs. Arms are a bit more complicated. | ||
edits