OBD:OBAN: Difference between revisions

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{{OBDtr|0x04|lev_id|FFFF00|01 00 00 '''06'''|3  |level 3}}
{{OBDtr|0x04|lev_id|FFFF00|01 00 00 '''06'''|3  |level 3}}
{{OBDtr|0x08|char[12]|00FF00|00 00 00 00    |0  |padding }}
{{OBDtr|0x08|char[12]|00FF00|00 00 00 00    |0  |padding }}
{{OBDtr|0x14|int32   |00FF00|00 00 00 00    |0  |flags; used values:  
{{OBDtr|0x14|uint32   |00FF00|00 00 00 00    |0  |flags; used values:  
:0x'''01''' 00 00 00 - loop animation normally
:0x'''01''' 00 00 00 - loop animation normally
:0x'''02''' 00 00 00 - loop animation back to back
:0x'''02''' 00 00 00 - loop animation back to back
Line 63: Line 63:
|}
|}
| ALIGN=LEFT | fixed transform matrix
| ALIGN=LEFT | fixed transform matrix
{{OBDtr|0x78|int16|B0C3D4|50 00|80  | fubared animation frame length (in 1/60 seconds); does not work}}
{{OBDtr|0x78|uint16|B0C3D4|50 00|80  | ticks per frame; does not work}}
{{OBDtr|0x7A|int16|E7CEA5|F5 01|501 | animation length in frames}}
{{OBDtr|0x7A|uint16|E7CEA5|F5 01|501 | animation length in frames}}
{{OBDtr|0x7C|int16|FFDDDD|00 00|0  | stop frame for the first "half" of the animation; used by door animations to distinguish between open and close sequences }}
{{OBDtr|0x7C|uint16|FFDDDD|00 00|0  | stop frame for the first "half" of the animation; used by door animations to distinguish between open and close sequences }}
{{OBDtr|0x7E|int16|64AAAA|65 00|101  | 101 keyframes in array}}
{{OBDtr|0x7E|uint16|64AAAA|65 00|101  | number of keyframes}}
{{OBDtrBK|First keyframe (black outline)}}
{{OBDtrBK|First keyframe (black outline)}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
Line 72: Line 72:
{|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
|}
|}
|
|
{|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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|}
|}
|ALIGN=LEFT|object position
|ALIGN=LEFT|object position
{{OBDtr|0x1C|int32|FF00C8|00 00 00 00  |0  |elapsed time in frames}}
{{OBDtr|0x1C|uint32|FF00C8|00 00 00 00  |0  |current frame}}
|}
|}


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 for [[OBD:OBOA|moving objects]] (doors included), [[OBD:TRIG|triggers]], the camera, and characters. These animations change the rotation and position of the object and do not involve changes to the model geometry. 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