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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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