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OBD:OBAN: Difference between revisions

192 bytes added ,  18 November 2012
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:0x'''04''' 00 00 00 - select start frame randomly
:0x'''04''' 00 00 00 - select start frame randomly
:0x'''08''' 00 00 00 - autostart animation (after an animated object is created)
:0x'''08''' 00 00 00 - autostart animation (after an animated object is created)
:0x'''10''' 00 00 00 - 3DSMax generated animation (has Z axis pointing up)
:0x'''10''' 00 00 00 - local animation; this animation does not contain world positioning information, the object position is determined by the origin matrix in [[OBOA]]; local animations also use a Z-up coordinate system
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|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
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{{OBDtr|0x7A|int16|E7CEA5|F5 01|501 | animation length in frames}}
{{OBDtr|0x7A|int16|E7CEA5|F5 01|501 | animation length in frames}}
{{OBDtr|0x7C|int16|FFDDDD|00 00|0  | stop frame for the first "half" of the animation; used by door animations to distinguish between open and close sequences }}
{{OBDtr|0x7C|int16|FFDDDD|00 00|0  | stop frame for the first "half" of the animation; used by door animations to distinguish between open and close sequences }}
{{OBDtr|0x7E|int16|64AAAA|65 00|10 | 101 keyframes in array}}
{{OBDtr|0x7E|int16|64AAAA|65 00|101 | 101 keyframes in array}}
{{OBDtrBK|First keyframe (black outline)}}
{{OBDtrBK|First keyframe (black outline)}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
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::(left multiplication is used because of the row-major notation above)
::(left multiplication is used because of the row-major notation above)
;Initial transform matrix
;Initial transform matrix
:It is used to position the object in the environment before the animation is played.
:It is used to position the object in the environment before the animation is played, it coresponds to the first animation frame.
:When the animation is played, they use the fixed transform matrix and a quaternion.
:When the animation is played, they use the fixed transform matrix and a quaternion.
;Fixed transform matrix
;Fixed transform matrix
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