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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.
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.


Bones: Each character has '''19 separate body parts''' which get animated (rotated) relative to each other. Compared to modern games Oni has no classical bone system. The body doesn't get deformed by following animated bones. Oni modders often use the terms mesh and bone interchangeably. Only the pelvis has '''translation''' data (heights and velocities) besides rotations. The hierarchy of the body parts (or bones) is determined by [[XML:TRBS#Standard_TRIA_hierarchy|TRIA]].
Bones: Each character has '''19 separate body parts''' which get animated (rotated) relative to each other. Compared to modern games Oni's bone system is [[wp:Deprecation|deprecated]]. The body doesn't get deformed by following animated bones. Oni modders often use the terms mesh and bone interchangeably. Only the pelvis has '''translation''' data (heights and velocities) besides rotations. The hierarchy of the body parts (or bones) is determined by [[XML:TRBS#Standard_TRIA_hierarchy|TRIA]].


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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