OBD:TRAM/raw0x34: Difference between revisions

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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> [[OBD:TRAM|TRAM File]] >> bodypart animation part
<CENTER>[[OBD:TRAM/raw0x30|position part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - bodyparts animation parts part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x38|sound part]]</CENTER>




<CENTER>[[OBD:TRAM/raw0x30|<==]] <FONT SIZE=5>TRAM - bodypart animation part</FONT> [[OBD:TRAM/raw0x38|==>]]</CENTER>
This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.




Here's the minimal structure of the body animation tracks for a TRAM file (address stored at 0x34 in the dat)
[[Image:tram_r11.gif]]


(The example below is for '''SHINZOMidle1''' : those bone tracks are found at 0x480020 in the original level18_Final.raw)


The global stucture is 19 bone tracks, preceded by a list of their offsets (the "header").
{{Table}}
{{OBDth}}
{{OBDtr| 0x00 | uint16 |FFC8C8| 26 00 | 38  | start position of the pelvis animation (80 BD 00 + 26 <nowiki>=</nowiki> 80 BD 26) }}
{{OBDtr| ...  | ...  |FFC8C8| ...  | ...  | ... }}
{{OBDtr| 0x24 | uint16 |FFC8C8| 84 0E | 3716 | start position of the right fist animation (80 BD 00 + 0E 84 <nowiki>=</nowiki> 80 CB 84) }}
{{OBDtrBK|1=First element (black outline) - pelvis animation}}
{{OBDtr| 0x26 | int16 |FFFFC8| EE FA | 357  | x-start-position in degrees }}
{{OBDtr| 0x28 | int16 |FFFFC8| E2 25 | 54  | y-start-position in degrees }}
{{OBDtr| 0x2A | int16 |FFFFC8| 11 51 | 280  | z-start-position in degrees }}
{{OBDtr|&nbsp;| int8  |C8FFC8| &nbsp;|&nbsp;| number of frames, which the animation has to go from one position to the next }}
{{OBDtr|&nbsp;| int16 |C8FFFF| &nbsp;|&nbsp;| x-position in degrees }}
{{OBDtr|&nbsp;| int16 |C8FFFF| &nbsp;|&nbsp;| y-position in degrees }}
{{OBDtr|&nbsp;| int16 |C8FFFF| &nbsp;|&nbsp;| z-position in degrees }}
{{OBDtr| 0xC7 | int16 |FFC8FF| 82 F7 | 352  | x-end-position in degrees }}
{{OBDtr| 0xC9 | int16 |FFC8FF| BB 1B | 39  | y-end-position in degrees }}
{{OBDtr| 0xCB | int16 |FFC8FF| 23 42 | 94  | z-end-position in degrees }}
|}
 
 
'''<u>Detailed Information</u>'''
 
 
Here's the minimal structure of the body animation tracks for a TRAM file (address stored at 0x34 in the .dat). The example below is for '''SHINZOMidle1''': those bone tracks are found at 0x480020 in the original level18_Final.raw. The global structure is 19 bone tracks, preceded by a list of their offsets (the "header").


Information required to read this part :
Information required to read this part :
*number of body parts (at 0x16A in the dat, always 19 in Oni)
*number of body parts (at 0x16A in the .dat, always 19 in Oni)
*"compression size" (at 0x160 in the dat, 6 for almost all anims, 16 for a few)
*"compression size" (at 0x160 in the .dat, 6 for almost all anims, 16 for a few)
*frame count (at 0x16C in the dat)
*frame count (at 0x16C in the .dat)


The size of a bone track is not known in advance. See "General info" below.
The size of a bone track is not known in advance. See "General info" below.


http://geyser.oni2.net/obd/tram/raw0x34/SHINZOMidle1.png
 
[[Image:TRAM 0x34.png]]
 


==Header==
==Header==
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|0x00
|0x00
|Pelvis
|Pelvis
|style="background:fuchsia"|2600
|style="background:fuchsia"|26 00
|0x26
|0x26
|-
|-
|0x02
|0x02
|Lt Thigh
|Lt Thigh
|style="background:lime"|3300
|style="background:lime"|33 00
|0x33
|0x33
|-
|-
|0x04
|0x04
|Lt Calf
|Lt Calf
|style="background:aqua"|4000
|style="background:aqua"|40 00
|0x40
|0x40
|-
|-
|0x06
|0x06
|Lt Foot
|Lt Foot
|style="background:yellow"|4D00
|style="background:yellow"|4D 00
|0x4D
|0x4D
|-
|-
|0x08
|0x08
|Rt Thigh
|Rt Thigh
|style="background:#888888"|5A00
|style="background:#888888"|5A 00
|0x5A
|0x5A
|-
|-
|0x0A
|0x0A
|Rt Calf
|Rt Calf
|style="background:fuchsia"|6700
|style="background:fuchsia"|67 00
|0x67  
|0x67  
|-
|-
|0x0C
|0x0C
|Rt Foot
|Rt Foot
|style="background:lime"|7400
|style="background:lime"|74 00
|0x74
|0x74
|-
|-
|0x0E
|0x0E
|Mid
|Mid
|style="background:aqua"|8100
|style="background:aqua"|81 00
|0x81
|0x81
|-
|-
|0x10
|0x10
|Chest
|Chest
|style="background:yellow"|8E00
|style="background:yellow"|8E 00
|0x8E
|0x8E
|-
|-
|0x12
|0x12
|Neck
|Neck
|style="background:#888888"|9B00
|style="background:#888888"|9B 00
|0x9B  
|0x9B  
|-
|-
|0x14
|0x14
|Head
|Head
|style="background:fuchsia"|A800
|style="background:fuchsia"|A8 00
|0xA8  
|0xA8  
|-
|-
|0x16
|0x16
|Lt Shoulder
|Lt Shoulder
|style="background:lime"|B500
|style="background:lime"|B5 00
|0xB5  
|0xB5  
|-
|-
|0x18
|0x18
|Lt Arm
|Lt Arm
|style="background:aqua"|C200
|style="background:aqua"|C2 00
|0xC2  
|0xC2  
|-
|-
|0x1A
|0x1A
|Lt Wrist
|Lt Wrist
|style="background:yellow"|CF00
|style="background:yellow"|CF 00
|0xCF  
|0xCF  
|-
|-
|0x1C
|0x1C
|Lt Fist
|Lt Fist
|style="background:#888888"|DC00
|style="background:#888888"|DC 00
|0xDC  
|0xDC  
|-
|-
|0x1E
|0x1E
|Rt Shoulder
|Rt Shoulder
|style="background:fuchsia"|E900
|style="background:fuchsia"|E9 00
|0xE9  
|0xE9  
|-
|-
|0x20
|0x20
|Rt Arm
|Rt Arm
|style="background:lime"|F600
|style="background:lime"|F6 00
|0xF6  
|0xF6  
|-
|-
|0x22
|0x22
|Rt Wrist
|Rt Wrist
|style="background:aqua"|0301
|style="background:aqua"|03 01
|0x103  
|0x103  
|-
|-
|0x24
|0x24
|Rt Fist
|Rt Fist
|style="background:yellow"|1001
|style="background:yellow"|10 01
|0x110  
|0x110  
|}
|}
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===Compression size 6===
===Compression size 6===
{|border="1" cellspacing="0" align="right"
{|border="1" cellspacing="0" style="float:right"
|+correspondence
|+correspondence
!Angle
!Angle
!Short
!Short
!Raw hex
|-
|-
|0°
|0°
|0x0000
|0x0000
|0x0000
|-
|-
|45°
|24°
|0x2000
|0x1111
|0x0020
|-
|-
|90°
|48°
|0x4000
|0x2222
|0x0040
|-
|-
|180°
|72°
|0x8000
|0x3333
|0x0080
|-
|-
|270°
|96°
|0xC000
|0x4444
|0x00C0
|}
|}
An orientation consists of three angles, each of them a 2-byte integer (short). To get the angle in radians one needs to multiply the value with 9.587526e-5 (that is PI / 32767.5). Note that these angles cannot be used directly for interpolation, they must first be converted to quaternions.
An orientation consists of three angles, each of them stored in quantized form, as a 2-byte signed integer (short).  
:*Oni converts from the stored integer to an angle through multiplication by 360°/65535 = '''0.00549324'''78828[...]
:*Thus, when quantizing angles from a new animation, multiply the angles by 65535/360° = '''182.041'''6667[...]
:*A quantized angle of 65535 never occurs in Oni, so apparently they consistently used only 0 through 65534.
 
Note that these angles cannot be used directly for interpolation, they must first be converted to quaternions.


The example here is the '''SHINZOMidle1''' animation (10 frames long)
The example here is the '''SHINZOMidle1''' animation (10 frames long)
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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
Line 317: Line 342:
Effectively, the first angle is the "twist" of the bone with respect to its parent (because the direction of the parent ''is'' the "x axis", i.e. the axis of the first rotation).
Effectively, the first angle is the "twist" of the bone with respect to its parent (because the direction of the parent ''is'' the "x axis", i.e. the axis of the first rotation).


A leg's orientation is quite intuitive : if you set everything to (0°, 0°, 0°) except the orientation of the thighs (both set to (0°, 0°, 180°)), you get "normal" legs. Arms are a bit more complicated.
A leg's orientation is quite intuitive : if you set everything to (0°, 0°, 0°) except the orientation of the thighs (both set to (0°, 180°, 0°) ), you get "normal" legs. Arms are a bit more complicated.
 
More, later...
 
Here is kinda "polished" formula how to get angle in degrees from binary data and vice versa.
 
'''X''' is value from binary in decimal (converted)
 
'''α''' is angle in degrees
 
α= X*2,4/436,9
 
X= α*436,9/2,4
 
Receipt is easy. Get value from binary data and conver it into decimal. this number is '''X''', so use first formula to get angle. Maybe these formulas can be shorted even more, but I think this is both quite nice and accurate.
--[[User:Loser|Loser]] 21:13, 12 July 2007 (CEST)


===Compression size 16===
===Compression size 16===
In this case a quaternion (4 float values) is stored instead of 3 angles.
In this case a quaternion (4 float values) is stored instead of 3 angles.
It applies to the following original anims :
It applies to the following original anims :
{|
{|style="margin-left:auto; margin-right:auto;"
|align=center|
|align=center|
{|border=1 cellspacing=0
{|border=1 cellspacing=0
Line 363: Line 373:
|}
|}
|}
|}
{|
 
{| style="margin-left:auto; margin-right:auto;"
|align=center colspan=2|
|align=center colspan=2|
{|border=1 cellspacing=0
{|border=1 cellspacing=0
Line 393: Line 404:
|}
|}
|}
|}
{|
 
{| style="margin-left:auto; margin-right:auto;"
|colspan=2|
|colspan=2|
{|border=1 cellspacing=0
{|border=1 cellspacing=0
Line 427: Line 439:
|}
|}
|}
|}
Those animations exactly coincide with the set of overlay animations, i.e. animations that do not animate/move the character as a whole, and merely apply variations (typically to the upper body) on top of the main animation.




<HR>
<CENTER>[[OBD:TRAM/raw0x30|position part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - bodyparts animation parts part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x38|sound part]]</CENTER>
<CENTER>[[OBD:TRAM/raw0x30|<==]] <B>TRAM - bodypart animation part</B> [[OBD:TRAM/raw0x38|==>]]</CENTER>
<HR>
 


[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> [[OBD:TRAM|TRAM File]] >> bodypart animation part
{{OBD}}