XML:OBAN

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The xml code on this page is compatible with onisplit v0.9.61.0 and v0.9.68.0


OBAN: Object Animation

general information


BSL support

animate object animate character animate camera
env_setanim object_id oban_name chr_animate ai_name anim_name [num_frames] [interp_frames]
chr_animate 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
chr_envanim_stop script_id
cm_interpolate oban_name frame_number


XML

tag type description
<Flags> flag
NormalLoop
BackToBackLoop
RandomStartFrame
Autostart
autostart animation (after an animated object is created
ZAxisUp
3DSMax generated animation (has Z axis pointing up), all original door OBANs seem to have this 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 the value must be equal to the last
<FrameCount> int16 fubared animation frame length (in 1/60 seconds); does not work
<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
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>
               
           </OBANKeyFrame>
           [...]
           <OBANKeyFrame>
               <Rotation>1 1 1 1</Rotation>
               <Translation>-217 34.5 -778.5</Translation>
               
           </OBANKeyFrame>
       </KeyFrames>
   </OBAN>
</Oni>


data harvest from TRAM files

It's possible to create animations in Mod Tool and making TRAM files out of them. Then you can extract the quaternions and rotations with onisplit v0.9.54.0 and use them for OBANs.

HERE's an excel macro to harvest such data for camera animations.


the dream lab riddle

The current AE fails to update the OBAN files for the dream lab photos.

file old size new size

OBANImage01

OBANImage02

OBANImage03

OBANImage04

OBANImage05

OBANImage06

OBANImage07

5,93 KB (6.080 Bytes)

5,93 KB (6.080 Bytes)

5,93 KB (6.080 Bytes)

5,93 KB (6.080 Bytes)

5,93 KB (6.080 Bytes)

5,93 KB (6.080 Bytes)

5,93 KB (6.080 Bytes)

6,56 KB (6.720 Bytes)

-

6,87 KB (7.040 Bytes)

5,90 KB (6.048 Bytes)

-

6,56 KB (6.720 Bytes)

-


test 1: exchanging only the OBANs

step by step:

  • Let's use onisplit to export the original Oni\GameDataFolder\level13_Final archives.
  • The dream lab photo OBANs are really inside that level. (OBANImage01.oni up to 07)
  • Now we exchange those OBANs with the updated ones and rebuilding the raw/dat level archives of level 13.
  • When playing the first dream lab cutscene, the photos are animated correctly.
  • Conclusion: the new OBANs are okay.

test2: comparing the OBAN AE install locations

  • 1) the OBANs are stored inside Edition\install\packages\Globalize\oni\level0_Final\level0_Final
  • after package installation
    • exported level0_Final contains: 1,3,4, 6 - the updated OBANs
    • exported level13_Final contains: 1 - 7 - the old OBANs
  • 2) the OBANs are stored inside Edition\install\packages\Globalize\oni\level13_Final
  • after package installation
    • exported level0_Final contains: no OBANImage0X.oni as expected
    • exported level13_Final contains:
      • Image01 // 6,56 KB (6.720 Bytes) // new
      • Image02 // 5,93 KB (6.080 Bytes) // old
      • Image03 // 6,87 KB (7.040 Bytes) // new
      • Image04 // 5,90 KB (6.048 Bytes) // new
      • Image05 // 5,93 KB (6.080 Bytes) // old
      • Image06 // 6,56 KB (6.720 Bytes) // new
      • Image07 // 5,93 KB (6.080 Bytes) // old

The new files are in place. Why doesn't the cutscene work?

[...]