XML:OBAN: Difference between revisions
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<Rotation>1 1 1 1</Rotation> | <Rotation>1 1 1 1</Rotation> | ||
<Translation>-225 9.3 -778.5</Translation> | <Translation>-225 9.3 -778.5</Translation> | ||
<Time>0</Time> | <nowiki><Time>0</Time></nowiki> | ||
</OBANKeyFrame> | </OBANKeyFrame> | ||
'''''[...]''''' | '''''[...]''''' | ||
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<Rotation>1 1 1 1</Rotation> | <Rotation>1 1 1 1</Rotation> | ||
<Translation>-217 34.5 -778.5</Translation> | <Translation>-217 34.5 -778.5</Translation> | ||
<Time>'''70'''</Time> | <nowiki><Time></nowiki>'''70'''<nowiki></Time></nowiki> | ||
</OBANKeyFrame> | </OBANKeyFrame> | ||
</KeyFrames> | </KeyFrames> |
Revision as of 14:02, 27 June 2020
OBAN : Object Animation | ||
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XML
Mtrl << Other file types >> OBOA |
general information
- The xml code on this page was tested with onisplit v0.9.61.0, v0.9.68.0, v0.9.82.0, v0.9.96.0
- with v0.9.82.0 you can also convert the OBAN into a dae file
- "-extract:dae output src\OBANElevator.oni" exports the animation with a null node
- in Mod Tool the null node is named "unique" and holds keyframes; it can be replicated with activesceneroot.AddModel , "unique"
- "-extract:dae output src\OBANElevator.oni -geom:M3GMdebris.oni" exports animation with specified geometry
- "-extract:dae output src\OBANElevator.oni -geom:camera" exports animation with camera
- 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"
- laser triggers and door files use global OBAN files
- some cutscene TRAM, animated cutscene objects and camera shots/animations use level specific OBAN files
- if you want to update level-specific OBANs used by ONLV, you must provide the ONLV along the OBANs in the package
- trivia: also the dream lab images use OBANs
- tutorial: making camera interpolations
BSL support
animate object | animate character | animate camera |
env_setanim object_id oban_name |
chr_animate [ai_name | script_id] anim_name [num_frames] [interp_frames] |
cm_anim [look | move | both] oban_name |
animate object (range) | stop animated character | interpolat between current and new camera position |
env_anim object_id [object_id] |
chr_envanim_stop ai_name |
cm_interpolate oban_name frame_number |
XML
tag | type | description |
<OBAN id="0"> | ID required. Unlike CJBO collections, this tag needs its id attribute to be set. Since it's the first and only instance it should be 0. | |
<Flags> | flag |
|
<InitialTransform> | matrix4x3 | Initial position transform matrix, last 3 values are X, Y, Z position values. X, Y, Z seem to be always 0 (or nearly 0) in door OBAN files. That would make sense because of their global use. |
<BaseTransform> | matrix4x3 | fixed transform matrix |
<FrameLength> | int16 | fubared animation frame length (in 1/60 seconds); does not work |
<FrameCount> | int16 | the value must be equal to the last <Time> value plus 1 because <Time>0</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 | |
<Rotation> | quaternion | object rotation, can harvested from TRAM files |
<Translation> | vector3 | x y z object position |
<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 (Direct 3D convention), although OpenGL and Oni use them as columns.
- Affine transformations use a 4x4 matrix with 4 extra coefficients (in the presentation above, one would add one column on the right):
- three projection transform coefficients (all of them are zero here); one final coefficient (always 1.0 for an affine transform matrix).
- Alternatively, 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).
- On the hex 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., TRAM rotation)
- In this case, rotation at intermediate frames is interpolated from the keyframe quaternions.
code sample
[...] means other code 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> <Time>0</Time> </OBANKeyFrame> [...] <OBANKeyFrame> <Rotation>1 1 1 1</Rotation> <Translation>-217 34.5 -778.5</Translation> <Time>70</Time> </OBANKeyFrame> </KeyFrames> </OBAN> </Oni>
calculating a quaternion
An early attempt to harvest quaternions and positions from TRAM files with OniSplit v0.9.54.0 can be found 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 pieces for Mod Tool can be found here:
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.
x = 60
<InitialTransform>1 0 0 0 0.5 0.8660254 0 -0.8660254 0.5 0 0 0</InitialTransform> 1 0 0 0 cos(x) sin(x) 0 -sin(x) cos(x)
y = 60
<InitialTransform>0.5 0 -0.8660254 0 1 0 0.8660254 0 0.5 0 0 0</InitialTransform> cos(y) 0 -sin(y) 0 1 0 sin(y) 0 cos(y)
z = 60
<InitialTransform>0.5 0.8660254 0 -0.8660254 0.5 0 0 0 1 0 0 0</InitialTransform> cos(z) sin(z) 0 -sin(z) cos(z) 0 0 0 1
Neo provided a little matrix program. The source code is also available over here. |
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):
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, RealWorld flag for details)
- dae to oni creation should also allow for OBANs (currently OBANs can only be imported via level master xml file)
- this would be very useful for editing/creating single OBAN files if the rest of the level don't need changes