Difference between revisions of "FB00791E"

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== File Format ==
 
== File Format ==
 
=== ANIM header ===
 
=== ANIM header ===
 
+
7BITSTR "cAnimResourceConst"
+
7BITSTR "cAnimResourceConst"
 
+
 
Standard [[RCOL|Scenegraph]] followed by custom Animation header.
 
Standard [[RCOL|Scenegraph]] followed by custom Animation header.
 
 
  DWORD Block ID (0xFB00791E)
 
  DWORD Block ID (0xFB00791E)
 
  DWORD version (6)
 
  DWORD version (6)
 
  -- insert cSGResource
 
  -- insert cSGResource
  
Custom header stuff:
+
Custom Animation Header:  
+
 
  DWORD data length
 
  DWORD data length
 
  WORD Total Length of Animation (probably in Milliseconds or Frames)
 
  WORD Total Length of Animation (probably in Milliseconds or Frames)
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  BYTE ""ObjectModifierLength"" (this is the count for the 2nd string below is non null)
 
  BYTE ""ObjectModifierLength"" (this is the count for the 2nd string below is non null)
 
  '''BYTE 6'''
 
  '''BYTE 6'''
  '''BYTE 4,5,6,7'''
+
  BYTE Animation Type(4 Object Overlay Animations, 5 Object Animation, 6 Body Overlay Animations, 7 Body Animation)
 
  '''BYTE 0,2,3,5'''
 
  '''BYTE 0,2,3,5'''
  '''BYTE 0,1,6,7,8,9,11,12,14,15,16,30,31,33,34,35,36'''
+
  BYTE Locomotion type index (values 0 none, 1 pose, 6 turnAndGo, 7 turnAndStop, 8 turnInPlace, 9 step , 10 stepInPlace, 11-19 walktypes, 30-38 blends for the types in 11-19)
 
  BYTE ""ObjectNameLength""
 
  BYTE ""ObjectNameLength""
 
  16 BYTES - FILLER (from old version) (0X11BA05F0)
 
  16 BYTES - FILLER (from old version) (0X11BA05F0)
 
  '''9 FLOATS unknown  the last 2 are generally 1 and -1'''
 
  '''9 FLOATS unknown  the last 2 are generally 1 and -1'''
 +
FLOAT Direction(in radians)
 +
'''FlOAT UNKNOWN'''
 +
'''FlOAT UNKNOWN'''
 +
'''FlOAT UNKNOWN'''
 +
'''FlOAT UNKNOWN'''
 +
'''FlOAT UNKNOWN'''
 +
'''FlOAT UNKNOWN'''
 +
'''FlOAT UNKNOWN'''
 +
'''FLOAT Height?(in standing animations, correlates very closely to height of the root_trans of the skeleton)'''
 
  ZDSTR Object Name (first object name)
 
  ZDSTR Object Name (first object name)
 
  '''ZDSTR Object Modifier string (looks like code to add to a output file always starts out "\nuser_data=")'''
 
  '''ZDSTR Object Modifier string (looks like code to add to a output file always starts out "\nuser_data=")'''
Line 110: Line 116:
 
  offset + 0 : TimeCode (when should the stored Transformation happen)
 
  offset + 0 : TimeCode (when should the stored Transformation happen)
 
  offset + 1 : (optional) Transformation Value (like the translation amount, or the rotation angle)
 
  offset + 1 : (optional) Transformation Value (like the translation amount, or the rotation angle)
  '''offset + 2 : (optional, unknown)'''
+
  '''offset + 2 : (optional, likely InTangents)'''
  '''offset + 3 : (optional, unknown)'''
+
  '''offset + 3 : (optional, likely OutTangents)'''
  
 
=== Part 5 ===
 
=== Part 5 ===
Line 133: Line 139:
 
  -repetition count2 from begining of file
 
  -repetition count2 from begining of file
 
  DWORD - FILLER (from old version)
 
  DWORD - FILLER (from old version)
  '''WORD unknown'''
+
  WORD TimeCode
  '''WORD unknown'''
+
  WORD Type (ex. 8=Effect, 1014=Sound, )
 
  '''WORD unknown'''
 
  '''WORD unknown'''
 
  DWORD - FILLER (from old version)
 
  DWORD - FILLER (from old version)

Revision as of 11:37, 12 September 2006

FB00791E
Short name: ANIM
Long name: Animation


This is a type of Scenegraph block that controls animation in Objects and Sims.

Contents

File Format

ANIM header

7BITSTR "cAnimResourceConst" Standard Scenegraph followed by custom Animation header.

DWORD Block ID (0xFB00791E)
DWORD version (6)
-- insert cSGResource

Custom Animation Header:

DWORD data length
WORD Total Length of Animation (probably in Milliseconds or Frames)
WORD count1  count to a list of object modifiers
WORD count2  Count for part 7
BYTE ""ObjectModifierLength"" (this is the count for the 2nd string below is non null)
BYTE 6
BYTE Animation Type(4 Object Overlay Animations, 5 Object Animation, 6 Body Overlay Animations, 7 Body Animation)
BYTE 0,2,3,5
BYTE Locomotion type index (values 0 none, 1 pose, 6 turnAndGo, 7 turnAndStop, 8 turnInPlace, 9 step , 10 stepInPlace, 11-19 walktypes, 30-38 blends for the types in 11-19)
BYTE ""ObjectNameLength""
16 BYTES - FILLER (from old version) (0X11BA05F0)
9 FLOATS unknown  the last 2 are generally 1 and -1
FLOAT Direction(in radians)
FlOAT UNKNOWN
FlOAT UNKNOWN
FlOAT UNKNOWN
FlOAT UNKNOWN
FlOAT UNKNOWN
FlOAT UNKNOWN
FlOAT UNKNOWN
FLOAT Height?(in standing animations, correlates very closely to height of the root_trans of the skeleton)
ZDSTR Object Name (first object name)
ZDSTR Object Modifier string (looks like code to add to a output file always starts out "\nuser_data=")

there can be between 0 and 3 bytes here (00 01 02)
the logic used for this is explained below


Object

-Repetition count1
8 BYTES  - FILLER (from old version)
WORD
WORD count
WORD part5_count
WORD length of blend`s name.
12 BYTES - FILLER (from old version)

-repetition count1
ZDSTR seems to be a list of objects to blend with 1st object

there can be between 0 and 3 bytes here (00 01 02)
the logic used for this is explained below

Assignment

-repetition all the count's in part 1 added together
8 BYTES - FILLER (from old version)
DWORD - CRC32 of the bone/joint/blend's name
DWORD - FILLER (from old version)
DWORD - Anim Flags (Highest 3 Bits (Bit 31-29) contain the Number of "Part 3" Items, Bits 23-16 describe the Transformation Type (0=Translation, C=Rotation).) Bits 0-15 of this are the time of the animation for this bone with the highest bit (15) set. 
DWORD - FILLER (from old version)

-repetition all the count's in part 1 added together
ZDSTR seems to be a list of transforms and rotations

there can be between 0 and 3 bytes here (00 01 02)
the logic used for this is explained below

Movements

-repetition (total repetitions are calculated by adding the top 3 bits of all Anim flags from part 2)
WORD - number of frames
WORD - type of bone (bits 0 and 1) plus how many shorts per part 4 block (bits 2 and 3)
DWORD - FILLER (from old version)

Transforms

This Block represents the Transformation Data. Each "Part 4" Block contains all transformations for a specific Axis, ordered by TimeCode. So you can animate the diffrent Axis independently!!

The count for this section is derived with the following code. The code is used on each Unknown1 and 2 in part 3 it uses the 1st, 2nd and 5th bits of Unknown2 then multiplying by Unknown1.

int mult=0;

switch(p3.Unk2&3)
{
  case 0:
	mult=1;
	break;
 case 1:
	mult=3;
	break;
 case 2:
	mult=4;
	break;
}

if ((p3.Unk2&16)!=0)
  mult++;

size=(p3.Unk1*mult);


-repetition See above code WORD seems to be compressed floats. The Values here are stored in Blocks (Number of values per Block = mult). The offset index for a Block can be calculated by offset=mult*blocknr. Here is what we know so far about the Block Structure:

offset + 0 : TimeCode (when should the stored Transformation happen)
offset + 1 : (optional) Transformation Value (like the translation amount, or the rotation angle)
offset + 2 : (optional, likely InTangents)
offset + 3 : (optional, likely OutTangents)

Part 5

-repetition  (total repetitions are calculated by adding the lower 6( or less?) bits of all part5_count from part 1)
8 BYTES - FILLER (from old version)
WORD unknown
BYTE count
55 unknown 
DWORD - FILLER (from old version)

Part 6

-repetition  (for each count in Part 5)
8 BYTES - FILLER (from old version)
35 unknown

Events

This on the end of the file if count2 in the header is non zero.

-repetition count2 from begining of file
DWORD - FILLER (from old version)
WORD TimeCode
WORD Type (ex. 8=Effect, 1014=Sound, )
WORD unknown
DWORD - FILLER (from old version)

-repetition count2
ZDS - Event Assignment String

After each of the first 3 sets of text above there is generally an array of up to 3 bytes. This array is probably to bring the section to a specific word cut off. Logic is as follows:

if the length of the strings from the first letter to the end of the section is even the length must be brought up to a even DWORD if the length is odd the length must be brought up to a even WORD that is not also a DWORD

Examples:

  • If length =14 then an array of 2 bytes{0,1} must be added to bring it up to a even DWORD(total length divisible by 4).
  • If length =15 then an array of 3 bytes{0,1,2} must be added to bring it up to a even WORD(total length divisible by 2).
  • Also note that the odd value must not be divisible by 4 but only by 2.
  • If length =16 then no array needs to be added as the total length is already divisible by 4.
  • If length =17 then one byte{0} must be added to the file to bring it up to a even WORD(total length divisible by 2 but not 4).
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