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OBD:OBAN: Difference between revisions

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wording; broke out quaternion components onto separate rows so the table isn't squashed in Vector 2022
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m (wording; broke out quaternion components onto separate rows so the table isn't squashed in Vector 2022)
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{|border=1 cellspacing=0 style="white-space:nowrap"
{|border=1 cellspacing=0 style="white-space:nowrap"
|-BGCOLOR="#EBEBEB"
|-BGCOLOR="#EBEBEB"
| F4 04 35 BF||6A 19 C4 B3||CE 3C 03 B4||F3 04 35 BF
| F4 04 35 BF
|-BGCOLOR="#EBEBEB"
| 6A 19 C4 B3
|-BGCOLOR="#EBEBEB"
| CE 3C 03 B4
|-BGCOLOR="#EBEBEB"
| F3 04 35 BF
|}
|}
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{|border=1 cellspacing=0 style="white-space:nowrap"
{|border=1 cellspacing=0 style="white-space:nowrap"
| -0.7071068|| -9.131584e-8|| -1.222244e-7|| -0.7071067
| -0.7071068
|-
| -9.131584e-8
|-
| -1.222244e-7
|-
| -0.7071067
|}
|}
|ALIGN=LEFT|object rotation
|ALIGN=LEFT|object rotation
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Object animations are used to animate [[OBD:OBOA|objects]] (doors included), [[OBD:TRIG|triggers]], cameras and characters. Object animations may be referenced from OBOA but they can also be set using env_setanim script command. Camera animations are never referenced from data files, they're started from script using cm_anim/cm_interpolate. Because of this the only way to tell if an animation is intended for camera or for an object is to look at the level scripts.


Characters can have an object animation applied to them by using chr_envanim/chr_envanim_block. The object animation controls the movement of the character and it's normally used together with a [[OBD:TRAM|Totoro animation]] that has the 'real world' flag set. This can be used to make the character appear attached to another animated object, for example the motorcycle in the opening of Lab level.
Object animations are used to animate [[OBD:OBOA|objects]] (doors included), [[OBD:TRIG|triggers]], cameras and characters. These animations change the rotation and position of the object and do not involve geometric (vertex) transformations. Object animations may be referenced from OBOA but they can also be set using [[env_setanim]] script command. Camera animations are never referenced from data; they're started from scripts using [[cm_anim]] or [[cm_interpolate]]. Because of this the only way to tell if an animation is intended for the camera or for an object is to look at the level scripts.
 
Characters can have an object animation applied to them by using [[chr_envanim]]. The object animation controls the movement of the character and it's normally used together with a [[TRAM]] that has the 'real world' flag set. This can be used to make the character appear attached to another animated object, for example Konoko riding her motorcycle in the opening of Chapter 3.


;Transform matrices
;Transform matrices