Difference between revisions of "Sims 3:0x6B20C4F3"
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|- | |- | ||
| 0x06 || e | | 0x06 || e | ||
+ | |- | ||
+ | | 0x08 || ad | ||
+ | |- | ||
+ | | 0x09 || cd | ||
+ | |- | ||
+ | | 0x0A || al | ||
+ | |- | ||
+ | | 0x0D || ac | ||
+ | |- | ||
+ | | 0x0E || cc | ||
+ | |- | ||
+ | | 0x10 || ah | ||
+ | |- | ||
+ | | 0x11 || ch | ||
+ | |- | ||
+ | | 0x12 || ab | ||
+ | |- | ||
+ | | 0x13 || ar | ||
|} | |} | ||
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===Joint Movement Rules=== | ===Joint Movement Rules=== | ||
DWORD frame data offset // Offset into frame data for this movement data | DWORD frame data offset // Offset into frame data for this movement data | ||
− | DWORD hash // | + | DWORD hash // This is typically a FNV32 hash of a bone name in the rig. In the case of morphs, it is the (FNV64 of name/InstanceID) of a 0x0A037DDA(pet face morph blend) resource 0xFFFFFFFF to make it 32 bits |
FLOAT offset // Offset to apply to the values in the frame data | FLOAT offset // Offset to apply to the values in the frame data | ||
FLOAT scale // Scale to apply to the values in the frame data | FLOAT scale // Scale to apply to the values in the frame data | ||
WORD frames // Number of defined frames in the frame data | WORD frames // Number of defined frames in the frame data | ||
WORD frame data type | WORD frame data type | ||
+ | |||
===Frame Data=== | ===Frame Data=== | ||
WORD Frame Index // Can skip some or most frames | WORD Frame Index // Can skip some or most frames | ||
Line 105: | Line 124: | ||
| 0x20c | | 0x20c | ||
| Always with a 0 count | | Always with a 0 count | ||
− | | | + | | 0 |
| Null rotation | | Null rotation | ||
|- | |- | ||
| 0x211 | | 0x211 | ||
− | | Always with a 0 count | + | | WORD? (Always with a 0 count) |
− | | ? | + | | 4? |
− | | ? | + | | Indexed Float Reference? |
|- | |- | ||
| 0x214 | | 0x214 | ||
− | | | + | | DWORD |
Only 12 bits used (0...4095) | Only 12 bits used (0...4095) | ||
| 2 | | 2 | ||
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Order is XYZW. | Order is XYZW. | ||
Framework requires +90 degree rotation | Framework requires +90 degree rotation | ||
+ | |- | ||
+ | | 0x705 | ||
+ | | WORD | ||
+ | | 1 | ||
+ | |(Added with Pets) Scalar morph value. Divide by 0xFFFF and apply scale/offsets (these should then range from ~0.0-~1.0 | ||
+ | |- | ||
+ | | 0x709 | ||
+ | | Always with a 0 count | ||
+ | | 0 | ||
+ | | Unknown (Added with Pets) | ||
|} | |} | ||
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DWORD version // 0x103 | DWORD version // 0x103 | ||
DWORD count // Event count | DWORD count // Event count | ||
− | DWORD | + | DWORD size // Size of the event section (from REP count to the end) |
DWORD startoffset // 4 if count > 0, otherwise 0 | DWORD startoffset // 4 if count > 0, otherwise 0 | ||
REP count | REP count |
Latest revision as of 22:10, 19 May 2012
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
CLIP | ||
---|---|---|
TypeID: | 0x6B20C4F3 | |
Game Version: | The Sims 3 |
Contents |
[edit] Overview
S3Clip Reasonably accurate and tested. Original core decoded by Karybdis.
Animation names with age overrides come in one of two formats: "x2y_anim_name" and "x_anim_name" where "x" is the primary actor and "y" is the target. An "a_anim_name", "a2a_anim_name" or "a2o_anim_name" will be the default animation used as a fall back if a requested animation (e.g. "t2c_anim_name") does not exist.
For the single actor names, the name hash derives directly from the name when "x" is "a" or "o" with the top bit cleared; otherwise, "x" is replaced with "a" to get the name hash, the top bit is set and the age mask is XORed with the high byte. A similar approach is taken for the two-actor animation names: where both actors are either "a" or "o", the name is hashed directly and the top bit cleared; otherwise an "x" other than "o" is treated as "a" to get the hash, the top bit set and the age mask applied to the top byte for the primary actor and the second highest byte for the target.
Mask | Age letter |
---|---|
0x01 | b |
0x02 | p |
0x03 | c |
0x04 | t |
0x05 | h |
0x06 | e |
0x08 | ad |
0x09 | cd |
0x0A | al |
0x0D | ac |
0x0E | cc |
0x10 | ah |
0x11 | ch |
0x12 | ab |
0x13 | ar |
[edit] Format
[edit] Main Header
Offsets in the main header are all based off the location of the offset value. So an offset at byte 4 would point to 4 + offset.
DWORD - TID DWORD offset // Offset of a linked clip - purpose unknown, always 0 DWORD size of _S3Clip_ Section DWORD clipoffset // offset to _S3Clip_ section DWORD slotoffset // Offset to actor/slot pair table DWORD actoroffset // Offset to clip actor name (Null terminated string, padded to the nearest DWORD with 0x7e) DWORD eventoffset // Offset to clip event section DWORD // 0 or 2 DWORD // all have been 1 DWORD endoffset // Offset to 16 bytes of unknown data (See Note 1 below) 16 BYTES // blank
Note1:
endoffset always points to the last 16 bytes of the clip resource. The value here is always
[0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x80 0x3f] as Hex Bytes or
[0.0 0.0 0.0 1.0] as 4 float values. Perhaps a Quaternion rotation value?
[edit] Clip Header
The source file name is important in that jazz scripts reference it for assigning the jazz actors to the clip actors. Frame data is format dependent. If the time code override is used, it is at the start of the frame data chunk, with the first joint movement rule starting right after it.
QWORD _S3Clip_ // Integer value, not a string, so swapped for byte order on little endian DWORD version // 2 DWORD // blank FLOAT frameduration // Always seen as 1/30 WORD framecount // Not necessarily the number of frames in this clip WORD // unknown - might be uncleared memory DWORD count1 // Joint movement rules DWORD count2 // Indexed float count - floats listed at start of frame data DWORD offset1 // Offset from start of clip header to joint movement rules DWORD offset2 // Offset from start of clip header to frame data DWORD anim name offset // Offset from start of clip header to null terminated animation name DWORD source file offset // Offset from start of clip header to null terminated source file
[edit] Joint Movement Rules
DWORD frame data offset // Offset into frame data for this movement data DWORD hash // This is typically a FNV32 hash of a bone name in the rig. In the case of morphs, it is the (FNV64 of name/InstanceID) of a 0x0A037DDA(pet face morph blend) resource 0xFFFFFFFF to make it 32 bits FLOAT offset // Offset to apply to the values in the frame data FLOAT scale // Scale to apply to the values in the frame data WORD frames // Number of defined frames in the frame data WORD frame data type
[edit] Frame Data
WORD Frame Index // Can skip some or most frames WORD Sign bits + ? // Has some data beyond sign bits in there // Type dependant data (Bit 0 = sign of first value, bit 1 = sign of second value, etc)
The type dependant data can be one of the following. The sign bits are applied to all values, even those that are floats (Indexed float values). For integer values, the value is converted to a float by dividing by the maximum possible value, for example 4095 or 1023.
Data type | Data format | Count | Usage notes |
---|---|---|---|
0x103 | WORD | 3 | Indexed float reference |
0x10b | null translation | 0 | Always with a 0 count |
0x112 | DWORD
Contains 3 10-bit values packed into 30 bits |
1 | Used as translation values |
0x20c | Always with a 0 count | 0 | Null rotation |
0x211 | WORD? (Always with a 0 count) | 4? | Indexed Float Reference? |
0x214 | DWORD
Only 12 bits used (0...4095) |
2 | Quaternion rotational values
Order is XYZW. Framework requires +90 degree rotation |
0x705 | WORD | 1 | (Added with Pets) Scalar morph value. Divide by 0xFFFF and apply scale/offsets (these should then range from ~0.0-~1.0 |
0x709 | Always with a 0 count | 0 | Unknown (Added with Pets) |
[edit] Actor/Slot Table
Table always starts on a DWORD boundary, padded with 0x7e if needed. All offsets are based on the start of the corresponding offset table. It is unclear what the significance of primary entries vs secondary entries is. The named actor may or may not be the actor for the animation.
DWORD count // Primary entry count REP count DWORD offset REP count DWORD pad // 0x7e7e7e7e DWORD count2 // Secondary entry count REP count2 DWORD offset REP count2 DWORD index // Secondary entry index 512 BYTE Actor // Name, null terminated and padded with 0x23 (#) 512 BYTE Slot // Name, null terminated and padded with 0x23 (#)
Note: Primary entries match up with IK chains in the rig file. Secondary entries are IK targets used in the animation.
[edit] Clip Events
Offsets in this table are based on the address of the start offset.
4 BYTES "=CE=" DWORD version // 0x103 DWORD count // Event count DWORD size // Size of the event section (from REP count to the end) DWORD startoffset // 4 if count > 0, otherwise 0 REP count WORD event type WORD 0xc1e4 DWORD id // Type dependent meaning FLOAT timecode // When to trigger the event FLOAT // -1.0 FLOAT // -1.0 DWORD DWORD length // Can be 0, in which case the name still includes the null terminator and DWORD padding STRING event name // Size is length, with added null terminated followed by 0-padding to next DWORD // Type dependent data
Event type | Description | Notes |
---|---|---|
1 | Attach object | Attach a prop object to a specific slot |
2 | Un-parent | Mostly used for the bath ducky |
3 | Play sound | Plays a sound at the specified timecode |
4 | SACS script event | ID is the event ID to send to the game scripts |
5 | Play Effect | Plays an effect at the specified timecode |
6 | Visibility | |
9 | Destroy prop | Destroys an object created with "Create prop" in jazz scripts |
10 | Stop Effect | Stops a playing effect at the specified timecode |
[edit] Event 1
DWORD hash // Prop actor name DWORD hash // Object actor name DWORD hash // Slot to attach to on object DWORD // Blank 16 FLOAT // Appears to be a 4x4 Identity matrix
[edit] Event 2
DWORD hash // Object actor name to unparent
[edit] Event 3
On event type 3, after the string there is various data. It can take the form of a series of floats, a series of incrementing dwords, or data that looks compressed or encrypted. Given that the same data appears in multiple instances with varying amounts of it overwritten by the string, it seems likely that it is just random data from memory that was not cleared.
128 BYTES // Sound name null terminated
[edit] Event 4
// No additional data
[edit] Event 5
DWORD DWORD DWORD hash // Effect name DWORD hash // actor name DWORD hash // to attach effect to
[edit] Event 6
FLOAT visibility //0.0 to 1.0
[edit] Event 9
DWORD hash // Actor name of prop to destroy
[edit] Event 10
DWORD hash // Effect name DWORD // blank?
[edit] End Data
12 BYTES // Empty FLOAT // 1.0
Note: This 16 byte section is the same as pointed to by the endoffset pointer of the Main Header, not properly a separate part of the Clip.
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |