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m (→Header) |
m (→Compression size 6: note on duration vs final tick; corrected angle correspondence) |
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!Angle | !Angle | ||
!Short | !Short | ||
|- | |- | ||
|0° | |0° | ||
|0x0000 | |0x0000 | ||
|- | |- | ||
| | |24° | ||
| | |0x1111 | ||
|- | |- | ||
| | |48° | ||
| | |0x2222 | ||
|- | |- | ||
| | |72° | ||
| | |0x3333 | ||
|- | |- | ||
| | |96° | ||
| | |0x4444 | ||
|} | |} | ||
An orientation consists of three angles, each of them stored in quantized form, as a 2-byte signed integer (short). | An orientation consists of three angles, each of them stored in quantized form, as a 2-byte signed integer (short). | ||
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|(92°, 6°, 335°) | |(92°, 6°, 335°) | ||
|} | |} | ||
In this example, there are only two keyframes for every bone, and the orientation is identical for both keyframes : in fact, Shinatama remains completely frozen during the whole anim. | In this example, there are only two keyframes for every bone, and the orientation is identical for both keyframes : in fact, Shinatama's pose remains completely frozen during the whole anim (apart from a slight vertical jitter supplied by the height track). | ||
'''N.B.''' An animation with frame count 10, like the above '''SHINZOMidle1''', also has a ''duration'' of 10 game ticks which extends 1 tick past the final rotation keyframe. If an intermediate pose needs to be calculated during the final tick (e.g., during slowmo), it will be interpolated between the final keyframe of the current animation and the first keyframe of the following animation. In the case of '''SHINZOMidle1''', the rotation pose is exactly the same throughout the animation, so the pose during the last tick of an idle loop will be constant as well (apart from the height shift). | |||
====Origin and direction of the angles==== | ====Origin and direction of the angles==== | ||
If the (0°, 0°, 0°) orientation is set for every bone, then all the bones point along the x axis of the character (from right to left) and face upwards | If the (0°, 0°, 0°) orientation is set for every bone, then all the bones point along the x axis of the character (from right to left) and face upwards |