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XML:TRAM: Difference between revisions

210 bytes added ,  28 March 2023
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(→‎Extents and XML: removing obsolete note since OniSplit calculates extents now)
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TRAM files — animation data for characters — are basically made of three chunks:
TRAM files — animation data for characters — are basically made of three chunks:
* Metadata or "header": animation type, state, flags, particle, sounds, etc.
* Metadata or "header": animation type, state, flags, particle, sounds, etc.
* Animation data: pelvis heights, pelvis velocities, bone rotations
* Animation data: '''pelvis heights, pelvis velocities (root motion)''', bone rotations
* Attack data: damage, self-damage, extents (danger zones for AI awareness) and throws
* Attack data: damage, self-damage, extents (danger zones for AI awareness) and throws
Root motion: a character moves by changing the position of its root bone (pelvis). The animated legs just create the '''illusion for the player''' that they are responsible for the motion.


The term '''animation''' is often shortened to '''anim''' by modders, following the naming of commands in BSL: chr_wait_animstate, chr_wait_animtype, env_anim, etc.
The term '''animation''' is often shortened to '''anim''' by modders, following the naming of commands in BSL: chr_wait_animstate, chr_wait_animtype, env_anim, etc.
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