XML:OBAN

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Revision as of 02:01, 4 February 2013 by EdT (talk | contribs) (additional OBAN commands)
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OBAN : Object Animation
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

Mtrl << Other file types >> OBOA

switch to OBD page

general information

  • The xml code on this page was tested with onisplit v0.9.61.0, v0.9.68.0, v0.9.82.0
    • with v0.9.82.0 you can also convert the OBAN into a dae file using "-extract:dae output src\OBANElevator.oni" this exports the animation with a null node.
    • "-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
      • in Mod Tool the object is named "unique" and holds keyframes; such an object can be replicated with activesceneroot.AddModel , "unique"
    • ... converts the dae back to OBAN
  • 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 non-door 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 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.