OBD:TRAM/raw0x34: Difference between revisions

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More, later...
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===

Revision as of 19:13, 12 July 2007

Main Page >> Oni Binary Data >> File Types >> TRAM File >> bodypart animation part


<== TRAM - bodypart animation part ==>


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 stucture is 19 bone tracks, preceded by a list of their offsets (the "header").

Information required to read this part :

  • 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)
  • frame count (at 0x16C in the dat)

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

SHINZOMidle1.png

Header

0x00-0x25 : list of the offsets of the 19 bone tracks

Offset Body part Raw hex Value (offset of bone track)
0x00 Pelvis 2600 0x26
0x02 Lt Thigh 3300 0x33
0x04 Lt Calf 4000 0x40
0x06 Lt Foot 4D00 0x4D
0x08 Rt Thigh 5A00 0x5A
0x0A Rt Calf 6700 0x67
0x0C Rt Foot 7400 0x74
0x0E Mid 8100 0x81
0x10 Chest 8E00 0x8E
0x12 Neck 9B00 0x9B
0x14 Head A800 0xA8
0x16 Lt Shoulder B500 0xB5
0x18 Lt Arm C200 0xC2
0x1A Lt Wrist CF00 0xCF
0x1C Lt Fist DC00 0xDC
0x1E Rt Shoulder E900 0xE9
0x20 Rt Arm F600 0xF6
0x22 Rt Wrist 0301 0x103
0x24 Rt Fist 1001 0x110

Bone tracks

General info

An orientation track is a succession of keyframe fields (either 6 or 16 bytes depending on the "compression size") defining the orientation of a bone (with respect to its parent) at a key moment. Every pair of keyframes is separated by an interval field (one byte) defining the number of frames between the two key moments. Orientation is interpolated linearly between two keyframes over the interval between them. If the cumulated intervals reach the total frame count of the animation (minus 1) then the next keyframe is the final one.

Thus the length of the track is determined upon reading

Compression size 6

correspondence
Angle Short Raw hex
0x0000 0x0000
45° 0x2000 0x0020
90° 0x4000 0x0040
180° 0x8000 0x0080
270° 0xC000 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.

The example here is the SHINZOMidle1 animation (10 frames long)

Offset Body part Raw hex from over to
0x26 Pelvis 5F45 F93D B6FA 09 5F45 F93D B6FA (98°, 87°, 353°) 9 frames (98°, 87°, 353°)
0x33 Lt Thigh 1839 1B34 8877 09 1839 1B34 8877 (80°, 73°, 168°) 9 frames (80°, 73°, 168°)
0x40 Lt Calf 0000 0000 96AB 09 0000 0000 96AB (0°, 0°, 241°) 9 frames (0°, 0°, 241°)
0x4D Lt Foot 9436 DFFB 3E15 09 9436 DFFB 3E15 (77°, 354°, 30°) 9 frames (77°, 354°, 30°)
0x5A Rt Thigh 5351 3D13 DC9C 09 5351 3D13 DC9C (114°, 27°, 221°) 9 frames (114°, 27°, 221°)
0x67 Rt Calf 0000 0000 D5E7 09 0000 0000 D5E7 (0°, 0°, 326°) 9 frames (0°, 0°, 326°)
0x74 Rt Foot 5703 30FA ACF4 09 5703 30FA ACF4 (5°, 352°, 344°) 9 frames (5°, 352°, 344°)
0x81 Mid 1302 6301 6DFE 09 1302 6301 6DFE (3°, 2°, 358°) 9 frames (3°, 2°, 358°)
0x8E Chest 0402 9F06 7FF4 09 0402 9F06 7FF4 (3°, 9°, 344°) 9 frames (3°, 9°, 344°)
0x9B Neck 0000 FEFF 496F 09 0000 FEFF 496F (0°, 360°, 156°) 9 frames (0°, 360°, 156°)
0xA8 Head 90FB 2504 639B 09 90FB 2504 639B (354°, 6°, 219°) 9 frames (354°, 6°, 219°)
0xB5 Lt Shoulder 6548 B4DF 1677 09 6548 B4DF 1677 (102°, 315°, 167°) 9 frames (102°, 315°, 167°)
0xC2 Lt Arm 90E2 360D 48E5 09 90E2 360D 48E5 (319°, 19°, 322°) 9 frames (319°, 19°, 322°)
0xCF Lt Wrist 0000 0000 D7E4 09 0000 0000 D7E4 (0°, 0°, 322°) 9 frames (0°, 0°, 322°)
0xDC Lt Fist 1ABD 51EB D718 09 1ABD 51EB D718 (266°, 331°, 35°) 9 frames (266°, 331°, 35°)
0xE9 Rt Shoulder AD8B 592B 0D5E 09 AD8B 592B 0D5E (196°, 61°, 132°) 9 frames (196°, 61°, 132°)
0xF6 Rt Arm 2C1C 1116 40D7 09 2C1C 1116 40D7 (40°, 31°, 303°) 9 frames (40°, 31°, 303°)
0x103 Rt Wrist 0000 0000 1734 09 0000 0000 1734 (0°, 0°, 73°) 9 frames (0°, 0°, 73°)
0x110 Rt Fist 2341 5404 53EE 09 2341 5404 53EE (92°, 6°, 335°) 9 frames (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.

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

Viewed from above, you get something like this : "o" is a pivot (yeah, the shoulders are attached to the neck); ":)" is a smiley :)

15-o-14-o-13-o-12-o  4-o-3-o-2-o       ^ z
                  |            |       ^
           :)11-o-10-o-9-o-8-o-1  < < <^< < <
                  |            |   x   ^
19-o-18-o-17-o-16-o  7-o-6-o-5-o       ^

Every angle triplet defines the rotation of a bone with respect to its parent (the "parent" of the pelvis lies on its back with its head pointing left, as above...). The orientation of the parent defines an (x,y,z) axis set : assuming the parent is aligned as above, this is simply the normal coordinate system (x=left, y=up, z=front).

The first rotation is about the x axis, the second one is about the new y axis, and the last one is about the newest z axis. All rotations are in the normal trigonometric direction (clockwise if looking in the direction of the axis).

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.

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. --Loser 21:13, 12 July 2007 (CEST)

Compression size 16

In this case a quaternion (4 float values) is stored instead of 3 angles. It applies to the following original anims :

KONOKO/STRIKE KONOKO

bullet_chest1
bullet_chest2

bullet_chest3
shot_small
KON/COM/NIN
PIS/RIF

holster
KONOKO/COMGUY/NINJA
KONCOM/COMCOM/NINCOM
draw_
pis/rif
KON/STR/NIN COM
PIS
recoil_ reload_


autopistol
p_stream
vandergraf


autopis_o
stream_o
vdgf_o
autopis_o
KON/STR/NIN COM
RIF
recoil_ reload_
phase_rif
superball
scram
mercury
screamer
rifle_o
super_o
scram_o
merc_o
scream_o
scream_o
KON/STR
COM/NIN
KON/STR
NIN
STR COM
NIN
KON/STR
NIN
STR
NIN
PIS/RIF RIF PIS
stand
crouch
run prone crouch_r ss_lt
ss_rt
run_bk
_fire_arc
KONOKO
TANPIS
KONCOM
STRIKE
REDCOM
MURCOM
crouch stand
_fire_arc



<== TRAM - bodypart animation part ==>


Main Page >> Oni Binary Data >> File Types >> TRAM File >> bodypart animation part