XML:OBAN: Difference between revisions

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objects use:
{{XML_File_Header | prev=Mtrl | type=OBAN | next=OFGA | name=Object Animation}}
:env_setanim ''objectId oban_name''
 
:obans are level specific
==General information==
:exception: obans of [[OBD:TRIG|laser triggers]] are located in level0_Final
* The XML on this page was tested with OniSplit '''v0.9.61.0''', '''v0.9.68.0''', '''v0.9.82.0''', '''v0.9.96.0'''.
:trivia: even the [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/dream_obj_images_spawned.jpg dream lab images] are obans
** With v0.9.82.0, you can also convert the OBAN into a DAE file:
characters use:
:: "-extract:dae output src\OBANElevator.oni" exports the animation with a null node
:chr_animate ''ai_name oban_name''
::: In [[Mod_Tool#Scripting|Mod Tool]] the null node is named "unique" and holds keyframes; it can be replicated with ''activesceneroot.AddModel , "unique"''
cams use:
:: "-extract:dae output src\OBANElevator.oni -geom:M3GMdebris.oni" exports animation with specified geometry
:cm_interpolate ''oban_name frame_number''
:: "-extract:dae output src\OBANElevator.oni -geom:camera" exports animation with camera
:[[AE:Authoring_custom_camera_animations|>> cam tutorial]]
:* With v0.9.90.0, you can convert a camera DAE to OBAN (a camera root is not supported)
:: "-create:oban output src\file.dae"
* [[XML:TRIG|Laser trigger]] and [[XML:DOOR|door]] files use '''global''' OBANs.
* Some cutscene TRAMs, animated cutscene objects and camera shots/animations use '''level-specific''' OBANs.
* If you want to update level-specific OBANs used by an ONLV, you must provide the ONLV along with the OBANs in the package.
* Trivia: the [[:Image:Dream_obj_images_spawned.jpg|Dream Lab images]] use OBANs.
* Tutorial: [[Authoring_custom_camera_animations|Creating camera animations]]
 
==BSL support==
{| class="wikitable" width=100%
| '''Animate object'''
| '''Animate character'''
| '''Animate camera'''
|-
| valign="top" |
env_setanim ''object_id oban_name''
|
<nowiki>chr_animate</nowiki> [''ai_name'' | ''script_id''] ''anim_name'' [''num_frames''] [''interp_frames'']<br>chr_envanim [''ai_name'' | ''script_id''] ''anim_name'' [norotation]<br>chr_envanim_block [''ai_name'' | ''script_id''] ''anim_name'' [norotation]
| valign="top" |
cm_anim <nowiki>[look | move | both]</nowiki> ''oban_name''
|-
| '''Animate object (range)'''
| '''Stop animating character'''
| '''Interpolate between current and new camera position'''
|-
| valign="top" |
env_anim ''object_id'' [''object_id'']
|
chr_envanim_stop ''ai_name''<br>chr_envanim_stop ''script_id''
| valign="top" |
cm_interpolate ''oban_name frame_number''
|}
 
==XML structure==
{| class="wikitable" width=100%
|width=120px| '''Tag'''
|width=60px| '''Type'''
| '''Description'''
|-
| <OBAN id="0">
|
| ID required. Unlike OBJC collections, this tag needs its ID attribute to be set. Since it's the first and only instance, it should be 0.
|-
|valign=top| <Flags>
|valign=top| flag
|
: NormalLoop
: BackToBackLoop
: RandomStartFrame
: Autostart
:: autostart animation (after an animated object is created)
: ZAxisUp
:: door OBANs use this
:: has Z axis pointing up
:: OBAN rotations and translations are treated relatively (as changes to the door's spawn rotation/position)
|-
|valign=top| <InitialTransform>
|valign=top| matrix4x3
| Initial position transform matrix. Last 3 values are the position in X, Y, Z. The position seem to be always {0, 0, 0} (or nearly so) in door OBANs. That would make sense because of their global use.
|-
| <BaseTransform>
| matrix4x3
| Fixed transform matrix
|-
|valign=top| <FrameLength>
|valign=top| int16
| fubared animation frame length (in 1/60 seconds); does not work
|-
| <FrameCount>
| int16
| The value must be equal to the last &lt;Time> value plus 1, because &lt;Time>0&lt;/Time> is also a frame; Oni crashes if you use a wrong value for <FrameCount>.
|-
| <HalfStopFrame>
| int16
| Stop frame for the first "half" of the animation; used by door animations to distinguish between open and close sequences.
|-
| <KeyFrames>
|
| Holds <OBANKeyFrame> tags.
|-
|valign=top| <Rotation>
|valign=top| quaternion
| Object rotation. (In the old days we harvested quaternions from TRAM files whereby a special version (0.9.54.0) of OniSplit was needed. Nowadays OBAN creation is fully supported by OniSplit. No more headaches.)
|-
| <Translation>
| vector3
| {X, Y, Z} object position
|-
| &lt;Time>
| int32
| Elapsed time in frames; use short intervals for smooth animations.
|}
 
;Transform matrices
:Like all matrices in Oni, they are composed of 3 vectors defining rotation/scaling/shearing and a 4th vector defining a translation.
:In the above table, the 4 vectors are presented as rows per [[wp:Row-_and_column-major_order|Direct3D convention]], although OpenGL and Oni use them as columns.
:[[wp:Transformation_matrix#Affine_transformations|Affine transformations]] use a 4x4 matrix with 4 extra coefficients (in the presentation above, one would add one column on the right):
::Three [[wp:3D_projection|projection transform]] coefficients (all of them are zero here); one final coefficient (always 1.0 for an affine transform matrix).
:Alternately, one can think of the 3x4 matrix as a 3x3 rotation/scaling matrix and a position vector:
::*Let X=(x, y, z) be the position of a vertex in the M3GM
::*Let M=(m11, m21, m31; m12, m22, m32; m13, m23, m33) be the 3x3 matrix
::*Let R=(m14, m24, m34) be the translation vector
::Then the absolute position of the vertex in the 3D world will be: X M + R
::(left multiplication is used because of the row-major notation above)
;Initial transform matrix
:It is used to position the object in the environment before the animation is played.
:When the animation is played, they use the fixed transform matrix and a quaternion.
;Fixed transform matrix
:This transformation is applied before the quaternion+position transform at every keyframe.
:The only transform that can't be handled by the quaternion+position is scaling/mirroring.
:Thus, the fixed transform is a scaling matrix most of the time (no rotation or translation).
:In the example on the [[OBD:OBAN|OBD page]], the fixed transform scales the van up by 1.82 (along all three axes).
;Quaternions
:Those are used in Oni whenever interpolation of 3D rotation is involved (e.g. [[OBD_talk:TRAM/raw0x34#Quaternions|TRAM rotation]]).
:In this case, the rotation in intermediate frames is interpolated from the keyframe quaternions.
 
==XML sample==
Below, '''''[...]''''' means other blocks of <OBANKeyFrame>...</OBANKeyFrame>.
 
<?xml version="1.0" encoding="utf-8"?>
<Oni>
    <OBAN id="0">
        <Flags></Flags>
        <InitialTransform>1 0 0 0 1 0 0 0 1 -225 9.3 -778.5</InitialTransform>
        <BaseTransform>-1 0 0 0 -1 0 0 0 1 0 0 0</BaseTransform>
        <FrameLength>80</FrameLength>
        <FrameCount>'''71'''</FrameCount>
        <HalfStopFrame>0</HalfStopFrame>
        <KeyFrames>
            <OBANKeyFrame>
                <Rotation>1 1 1 1</Rotation>
                <Translation>-225 9.3 -778.5</Translation>
                <nowiki><Time>0</Time></nowiki>
            </OBANKeyFrame>
            '''''[...]'''''
            <OBANKeyFrame>
                <Rotation>1 1 1 1</Rotation>
                <Translation>-217 34.5 -778.5</Translation>
                <nowiki><Time></nowiki>'''70'''<nowiki></Time></nowiki>
            </OBANKeyFrame>
        </KeyFrames>
    </OBAN>
</Oni>
 
==Calculating a quaternion==
An early attempt to harvest quaternions and positions from TRAM files with OniSplit [http://mods.oni2.net/node/38 v0.9.54.0] can be found [http://web.archive.org/web/20160225013043/http://oni.bungie.org/forum/viewtopic.php?id=2276 over here]. But that script runs inside an Excel file, and Excel isn't a free program, nor is the code compatible with OpenOffice.
 
VBS code snippets for use with Mod Tool can be found here:
* [[Mod_Tool/Scripting#Euler_rotation_-.3E_quaternion|Euler rotation to quaternion]]
* [[Mod_Tool/Scripting#Quaternion_-.3E_Euler_rotation|quaternion to Euler rotation]]
 
==Calculating a transform matrix==
In some scenarios we need to build a new transform matrix, e.g. when making a new weapon particle emitter. The first 9 values belong to a 3x3 rotation matrix. The last 3 values are the start positions.
 
{| style="float:right;"
!Single rotation matrices
|-
|<math>R_x(\theta)=\begin{bmatrix}
\color{Salmon}1 & \color{YellowGreen}0 &          \color{CornflowerBlue}0 \\
\color{Salmon}0 & \color{YellowGreen}\cos\theta & \color{CornflowerBlue}-\sin\theta \\
\color{Salmon}0 & \color{YellowGreen}\sin\theta & \color{CornflowerBlue}\cos\theta\end{bmatrix}
</math>
|}
 
x = 60
<InitialTransform><span style="background-color:#F69289">1 0 0</span> <span style="background-color:#98CC70">0 0.5    0.8660254</span> <span style="background-color:#41B0E4">0 -0.8660254 0.5</span>    <font style="color:#AAAAAA">0 0 0</font></InitialTransform>
                  <span style="background-color:#F69289">1 0 0</span> <span style="background-color:#98CC70">0 cos(x) sin(x)</span>    <span style="background-color:#41B0E4">0 -sin(x)    cos(x)<span>
 
y = 60
{| style="float:right;"
|-
|<math>R_x(\theta)=\begin{bmatrix}
\color{YellowOrange}\cos\theta  & \color{SpringGreen}0 & \color{ProcessBlue}\sin\theta \\
\color{YellowOrange}0          & \color{SpringGreen}1 & \color{ProcessBlue}0 \\
\color{YellowOrange}-\sin\theta & \color{SpringGreen}0 & \color{ProcessBlue}\cos\theta\end{bmatrix}
</math>
|}
<InitialTransform><span style="background-color:#FAA21A">0.5    0 -0.8660254</span> <span style="background-color:#C6DC67">0 1 0</span> <span style="background-color:#00B0F0">0.8660254 0 0.5</span>    <font style="color:#AAAAAA">0 0 0</font></InitialTransform>
                  <span style="background-color:#FAA21A">cos(y) 0 -sin(y)</span>    <span style="background-color:#C6DC67">0 1 0</span> <span style="background-color:#00B0F0">sin(y)    0 cos(y)</span>
 
z = 60
{| style="float:right;"
|-
|<math>R_x(\theta)=\begin{bmatrix}
\color{OrangeRed}1 & \color{SeaGreen}0 &          \color{RoyalBlue}0 \\
\color{OrangeRed}0 & \color{SeaGreen}\cos\theta & \color{RoyalBlue}-\sin\theta \\
\color{OrangeRed}0 & \color{SeaGreen}\sin\theta & \color{RoyalBlue}\cos\theta\end{bmatrix}
</math>
|}
<InitialTransform><span style="background-color:#ED135A">0.5    0.8660254 0</span> <span style="background-color:#3FBC9D">-0.8660254 0.5    0</span> <span style="background-color:#0071BC">0 0 1</span> <font style="color:#AAAAAA">0 0 0</font></InitialTransform>
                  <span style="background-color:#ED135A">cos(z) sin(z)    0</span> <span style="background-color:#3FBC9D">-sin(z)    cos(z) 0</span> <span style="background-color:#0071BC">0 0 1</span>
 
{| class="wikitable" style="float:right;"
|
[[User:Neo|Neo]] provided a little '''[http://mods.oni2.net/node/381 matrix program]'''.
|}
 
The final rotation matrix becomes calculated from multiplication of all single rotation matrices whereby the order must be Z, then Y, then X.
 
: '''Rotation matrix Z * rotation matrix Y * Rotation matrix X'''
 
So the transform matrix is:
 
: '''final rotation matrix; position X; position Y; position Z'''
 
Mod Tool VBS code (rotations only):
* [[Mod_Tool/Scripting#Euler_rotation_-.3E_matrix|Euler rotation to matrix]]
* [[Mod_Tool/Scripting#Matrix_-.3E_Euler_rotation|matrix to Euler rotation]]
 
==Wish list==
* TRAM import: DAE + XML. The DAE section in the XML file should have an option to create a pelvis OBAN along with the TRAM (see [[XML:TRAM]]'s RealWorld flag for details).
* DAE to .oni creation should also allow for OBANs (currently OBANs can only be imported via the level's master XML file). This would be very useful for editing/creating single OBAN files if the rest of the level doesn't need changes.
 
{{XML}}
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