[solved]Standard Human Animations

Started by tirpider, May 22, 2013, 10:40:14 AM

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May 22, 2013, 10:40:14 AM Last Edit: July 19, 2013, 03:29:19 AM by tirpider
Just about every unit uses the ODF line:
AnimationName = "all_inf_snowtrooper"

Yet there is no all_inf_snowtrooper.zaabin or all_inf_snowtrooper.zafbin anywhere.

In common.lvl, there is only the various human_animation_* banks and no ODF ever says:
AnimationName = "human_animation"

I am trying to replace certain animations and I think I have them mungining correctly, but am having trouble getting them to show up in-game.

I've used the gam side from the shipped addon assets as my guide for setting them up, but since I'm replacing animations for a human, would I need to munge a new set of human_animation_* files and make a new common.lvl?  (seems extreme, if so.)

-edit
After digging around some more, I am reading about how the animation banks are hard-coded, and years old efforts have been being made to make the addition of animations a side only thing. 

I suppose that solves my query, that yes, I will need to make a new custom.lvl to see my modified animations in-game.

Unless I am missing some big piece of information in plain sight. (I hope?)

edit by tirpider: tagged title

Quote from: Tirpider-edit
After digging around some more, I am reading about how the animation banks are hardcoded, and years old efforts have been being made to make the addition od animations a side only thing.

I suppose that solves my querry, that yes, I will need to make a new custom.lvl to see my modified animations in-game.

Unless I am missing some big piece of information in plain sight. (I hope?)
Isn't all_inf_snowtrooper just like.. a "parent" of all the human animations found in common assets?
And is there a common.lvl builder with ability to munge animations? (Like, not using BFbuilder, just an LVL builder)

Perhaps a new form of LVL builder could be created, an Animation.LVL? That would solve most of the issues, I'm no expert, but I think if you just told the mission to read that file, then the sides could pull it from animation.LVL and it would work ingame.

It would be nice to have new animations with an easy LVL builder for it.

If it's a parent of anything, it's an undocumented and unexplained one. :/

There is an animation munger created by Bamdur, but it does not seem to apply to units.

The bat files in the bfbuilder package seem to be sufficient to munge the files (i'm munging them seperatly and then including the zaabin and zafbin for in the munged folder of my side.)

I have referenced them in the unit's odf, and checking the class.req it creates in the build_pc folder confirms that it is indeed looking for and including the correct files when the test level is munging.

It seems to work like that for capes, props, and such.  But I'm not finding examples of anyone getting modified animations in a new level. 

I think, Battlefront, may read infantry animation, only from it's own list, stored in EXE. Probably this overall list, may be known, and recognized as "human animation". Animation samples, from those list, stored in common.lvl, and look's like this: "human_animation_0.zaabin", "human_animation_0.zafbin, "human_animation_1.zaabin", etc.
But it's no sense, to add new human animation there, like "human_animation_123.zafbin", because EXE, will never wish to read anything, beyond it's own animation list.
Still, you may edit already exist animations. This how AT-RT pilot, and BARC speeder pilot, human animation can be added: you need just to add new animation .msh to Human_Bank_1 folder, and munge them, creating new "human_animation_1.zaabin" and "human_animation_1.zafbin". Then replace it, with Interface Tool, and create new common.lvl.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Quote from: Sereja on May 27, 2013, 05:22:11 AM
I think, Battlefront, may read infantry animation, only from it's own list, stored in EXE. Probably this overall list, may be known, and recognized as "human animation". Animation samples, from those list, stored in common.lvl, and look's like this: "human_animation_0.zaabin", "human_animation_0.zafbin, "human_animation_1.zaabin", etc.
But it's no sense, to add new human animation there, like "human_animation_123.zafbin", because EXE, will never wish to read anything, beyond it's own animation list.
Still, you may edit already exist animations. This how AT-RT pilot, and BARC speeder pilot, human animation can be added: you need just to add new animation .msh to Human_Bank_1 folder, and munge them, creating new "human_animation_1.zaabin" and "human_animation_1.zafbin". Then replace it, with Interface Tool, and create new common.lvl.
Well that stinks... It would be so cool to have all the animation assets in a simple folder.. Why pandemic! Why?!
Does anyone know about the SWBF2 animation stuff? Is it possible to add new anim on there?

May 27, 2013, 09:51:02 AM #5 Last Edit: May 27, 2013, 10:28:37 AM by tirpider
Quote from: Sereja on May 27, 2013, 05:22:11 AM
I think, Battlefront, may read infantry animation, only from it's own list, stored in EXE. Probably this overall list, may be known, and recognized as "human animation". Animation samples, from those list, stored in common.lvl, and look's like this: "human_animation_0.zaabin", "human_animation_0.zafbin, "human_animation_1.zaabin", etc.
But it's no sense, to add new human animation there, like "human_animation_123.zafbin", because EXE, will never wish to read anything, beyond it's own animation list.
Still, you may edit already exist animations. This how AT-RT pilot, and BARC speeder pilot, human animation can be added: you need just to add new animation .msh to Human_Bank_1 folder, and munge them, creating new "human_animation_1.zaabin" and "human_animation_1.zafbin". Then replace it, with Interface Tool, and create new common.lvl.

So much is in the exe.  That's ok, I still dig this game.

If I make a new common.lvl with modified animations in the human animation bank, that will mean everything that uses those animations will be affected.

I seem to remember a discussion about having a common.lvl for an addon that only affected that map. Going to search around for it.

-edit
Found it http://www.swbfgamers.com/index.php?topic=4923.0.
It basicly says add ReadDataFile("dc:COMMON\\common.lvl") to the mission lua.

So, I should be able to get custom-animations-a-go-go if I want in my map without affecting the entire game by making the alterations to human_animation_*, and putting them in a new common.lvl in my addon map.

-edit
this seems like a bit of overkill for a simple animation change though.



Anything's better than those stock animations. Those troopers have such poor posture.

May 27, 2013, 10:15:11 AM #7 Last Edit: May 27, 2013, 10:18:32 AM by -RepublicCommando-
So, could we have the mission(for regular maps, not addon) read it from an addon folder? If so, you'd still have to use a path, but it's not like that hasn't been done before.
Just like the SWBFgamers1.0, you could have the mission.lvl read LVLs from a subfolder (specify the path of the new common.lvl) And have that common.lvl only have animations, that way the game reads everything else from the original common.lvl, repathing it should be easy.

Preferably /_LVL_PC/ANIMATION/Animation.lvl

Totally speculating here, just a brain storm.

May 27, 2013, 10:26:12 AM #8 Last Edit: May 27, 2013, 10:38:20 AM by tirpider
I'm sure you could load it (or any other .lvl) from any folder you want.

ReadDataFile("dc:ThisFolderOverHere\\common.lvl")

I'd try to mimic the existing structure of the game files to keep things simple.

and this:
Quote from: UNIT 33 on May 27, 2013, 09:59:23 AMAnything's better than those stock animations. Those troopers have such poor posture.

Right? It's like everyone is a hunchback with their head under their shoulders.

I'm guessing they used Igor for the mocap.
YouTube Link:

Quote from: tirpider on May 27, 2013, 10:26:12 AM
I'm guessing they used Igor for the mocap.
YouTube Link:
Sometimes I feel a bit like Frankenstein when skinning... what with the patchworking of skins from various bodies.
I guess it applies to you modelling chaps even more so, since you're dealing with sticking various limbs together...
"Give my creation LIFE!"

I love the kit-bashing.  Part Frankenstien, part Dr Moreau.

And it certainly applies to a lot of things.

I like to think of it as one band playing a cover of another band's song.   Everyone has their own thing to add to it.  Sometimes good, sometimes not so good.  But always a tribute to the original artist.

chance a animtion like this ? [spoiler][/spoiler]

I wonder whether a new animation would allow for faster unit speeds...
Currently we can of course increase their speed, but this results in the animation to "give in" and make the unit slide along the ground in a ridiculous standing position.

Quote from: Nɪɴᴇ-ʙᴀʟʟ on May 27, 2013, 04:30:59 PM
chance a animtion like this ? [spoiler][/spoiler]

It should be.  I'm not making new animations or poses at the moment, though.  Just moving existing ones around.

Quote from: UNIT 33 on May 28, 2013, 03:31:16 AM
I wonder whether a new animation would allow for faster unit speeds...
Currently we can of course increase their speed, but this results in the animation to "give in" and make the unit slide along the ground in a ridiculous standing position.

Seems perfectly reasonable to me.

August 20, 2013, 10:19:19 PM #14 Last Edit: August 20, 2013, 10:21:03 PM by -RepublicCommando-
Probably nothing, but I thought this was interesting...
I opened up the .ZAT that comes in Human_Bank_1 in notepad.
[spoiler=Human_Animation.ZAT]
Code (human_animation.ZAT) Select
********************
SKNS
{
Num Skin Sets: <3>
SKIN
{
Model Name: <bone_root>
Material Index: <0>
Num Verts: <24>
---First Vert: <0,32767,32767,0x8000>
Num Normals: <24>
---First Normal: <183,183,73>
Num VertWeights: <0>
Num UVs: <0>
Num VertColors: <0>
Num BoneWeightIndices: <0>
Bounding Box: <(-0.050000,-0.050000,-0.050000) - (0.050000,0.050000,0.050000)>
}
SKIN
{
Model Name: <hp_weapons>
Material Index: <0>
Num Verts: <12>
---First Vert: <65534,493,0,0x8000>
Num Normals: <12>
---First Normal: <0,0,129>
Num VertWeights: <0>
Num UVs: <0>
Num VertColors: <0>
Num BoneWeightIndices: <0>
Bounding Box: <(-0.019948,-0.011691,-0.017107) - (0.020099,0.023121,0.051321)>
}
SKIN
{
Model Name: <bone_pelvis>
Material Index: <0>
Num Verts: <38>
---First Vert: <65534,65534,0,0x8000>
Num Normals: <38>
---First Normal: <120,216,0>
Num VertWeights: <0>
Num UVs: <0>
Num VertColors: <0>
Num BoneWeightIndices: <0>
Bounding Box: <(-0.116834,-0.118481,-0.043338) - (0.116834,0.014378,0.043338)>
}
Num Materials: <3>
MATL
{
Diffuse Color (ARGB): <0x7f595959>
Mode flags: <0x8>
Flags: <0x1000>
Alpha flags: <0x0>
Test flags: <0x50002>
ARef: <0x0>
Number of textures: <0>
}
MATL
{
Diffuse Color (ARGB): <0x7f595959>
Mode flags: <0x8>
Flags: <0x1000>
Alpha flags: <0x0>
Test flags: <0x50002>
ARef: <0x0>
Number of textures: <0>
}
MATL
{
Diffuse Color (ARGB): <0x7f595959>
Mode flags: <0x8>
Flags: <0x1000>
Alpha flags: <0x0>
Test flags: <0x50002>
ARef: <0x0>
Number of textures: <0>
}
Num JointSets: <1>
JSET
{
Num Joints: <0>
Joints:
{
}
Num SkinSets: <3>
SkinSets: <0 1 2 >
}
}
********************
SKEL
{
Num Joints: <25>
Num Joints (list size): <25>
JONT
{
Name <DummyRoot>
Name CRC: <0x4446e9b8>
Parent Name <>
Base Rotation: <0.000000,0.000000,0.000000,1.000000>
Base Trans: <0.000000,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x0>
Child CRC: <0x16e27226>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_l_calf>
Name CRC: <0x87019234>
Parent Name <bone_l_thigh>
Base Rotation: <0.000000,0.000000,0.132681,0.991159>
Base Trans: <0.480000,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.964792, 0.263015, 0.000000, 0.000000
  -0.263015, 0.964792, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.480000, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xc496176d>
Child CRC: <0x1af77461>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_a_spine>
Name CRC: <0x5de52389>
Parent Name <bone_root>
Base Rotation: <0.477870,0.521191,0.477870,0.521191>
Base Trans: <0.000000,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< -0.000000, 0.996247, -0.086560, 0.000000
  0.000000, 0.086560, 0.996247, 0.000000
  1.000000, 0.000000, -0.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x16e27226>
Child CRC: <0x8c1c9bba>
Sibling CRC: <0xe6e47876>
}
JONT
{
Name <bone_b_spine>
Name CRC: <0x8c1c9bba>
Parent Name <bone_a_spine>
Base Rotation: <0.000000,0.000000,0.016106,0.999870>
Base Trans: <0.163415,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.999481, 0.032208, 0.000000, 0.000000
  -0.032208, 0.999481, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.163415, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x5de52389>
Child CRC: <0xe5b51072>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_ribcage>
Name CRC: <0xe5b51072>
Parent Name <bone_b_spine>
Base Rotation: <0.000000,0.000000,0.038340,0.999265>
Base Trans: <0.159204,-0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.997060, 0.076624, 0.000000, 0.000000
  -0.076624, 0.997060, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.159204, -0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x8c1c9bba>
Child CRC: <0x1a757d30>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_l_clavicle>
Name CRC: <0x1a757d30>
Parent Name <bone_ribcage>
Base Rotation: <-0.598400,0.053955,-0.798923,0.027067>
Base Trans: <0.235115,0.000000,-0.000000>
Base Pose Matrix (LS-WS):
< -0.282374, -0.107821, 0.953226, 0.000000
  -0.021323, -0.992713, -0.118604, 0.000000
  0.959068, -0.053816, 0.278017, 0.000000
  0.235115, 0.000000, -0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xe5b51072>
Child CRC: <0x72c896b>
Sibling CRC: <0x2cd60497>
}
JONT
{
Name <bone_l_upperarm>
Name CRC: <0x72c896b>
Parent Name <bone_l_clavicle>
Base Rotation: <-0.006474,-0.117770,0.055281,0.991480>
Base Trans: <0.240102,0.000000,-0.000000>
Base Pose Matrix (LS-WS):
< 0.966149, 0.111145, 0.232817, 0.000000
  -0.108095, 0.993804, -0.025859, 0.000000
  -0.234248, -0.000183, 0.972177, 0.000000
  0.240102, 0.000000, -0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x1a757d30>
Child CRC: <0x8e51239c>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_l_forearm>
Name CRC: <0x8e51239c>
Parent Name <bone_l_upperarm>
Base Rotation: <0.000000,0.000000,-0.251155,0.967947>
Base Trans: <0.240162,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.873842, -0.486210, 0.000000, 0.000000
  0.486210, 0.873842, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.240162, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x72c896b>
Child CRC: <0xb7ec1d31>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_l_hand>
Name CRC: <0xb7ec1d31>
Parent Name <bone_l_forearm>
Base Rotation: <0.010191,-0.021351,0.002390,0.999717>
Base Trans: <0.303566,-0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.999077, 0.004343, 0.042738, 0.000000
  -0.005213, 0.999781, 0.020274, 0.000000
  -0.042640, -0.020478, 0.998881, 0.000000
  0.303566, -0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x8e51239c>
Child CRC: <0x0>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_r_clavicle>
Name CRC: <0x2cd60497>
Parent Name <bone_ribcage>
Base Rotation: <0.598400,-0.053955,-0.798923,0.027067>
Base Trans: <0.235115,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< -0.282373, -0.107821, -0.953226, 0.000000
  -0.021323, -0.992713, 0.118604, 0.000000
  -0.959068, 0.053816, 0.278016, 0.000000
  0.235115, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xe5b51072>
Child CRC: <0x318ff0cc>
Sibling CRC: <0xd2afb28a>
}
JONT
{
Name <bone_r_upperarm>
Name CRC: <0x318ff0cc>
Parent Name <bone_r_clavicle>
Base Rotation: <0.006475,0.117770,0.055281,0.991480>
Base Trans: <0.240102,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.966149, 0.111144, -0.232816, 0.000000
  -0.108094, 0.993804, 0.025860, 0.000000
  0.234248, 0.000182, 0.972177, 0.000000
  0.240102, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x2cd60497>
Child CRC: <0x3dd7fd4e>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_r_forearm>
Name CRC: <0x3dd7fd4e>
Parent Name <bone_r_upperarm>
Base Rotation: <0.000000,0.000000,-0.251155,0.967947>
Base Trans: <0.240162,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.873842, -0.486210, 0.000000, 0.000000
  0.486210, 0.873842, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.240162, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x318ff0cc>
Child CRC: <0x821d93d6>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_r_hand>
Name CRC: <0x821d93d6>
Parent Name <bone_r_forearm>
Base Rotation: <-0.008658,0.021738,0.002355,0.999723>
Base Trans: <0.303566,-0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.999044, 0.004333, -0.043504, 0.000000
  -0.005086, 0.999839, -0.017209, 0.000000
  0.043422, 0.017414, 0.998905, 0.000000
  0.303566, -0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x3dd7fd4e>
Child CRC: <0x2b960099>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_l_foot>
Name CRC: <0x1af77461>
Parent Name <bone_l_calf>
Base Rotation: <-0.076607,0.054642,-0.554958,0.826539>
Base Trans: <0.470000,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.378072, -0.925761, -0.005301, 0.000000
  0.909017, 0.372306, -0.187286, 0.000000
  0.175356, 0.065989, 0.982291, 0.000000
  0.470000, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x87019234>
Child CRC: <0x2a8eade7>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_neck>
Name CRC: <0xd2afb28a>
Parent Name <bone_ribcage>
Base Rotation: <0.000000,0.000000,0.106410,0.994322>
Base Trans: <0.235115,0.000000,-0.000000>
Base Pose Matrix (LS-WS):
< 0.977354, 0.211611, 0.000000, 0.000000
  -0.211611, 0.977354, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.235115, 0.000000, -0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xe5b51072>
Child CRC: <0x8afdf5e4>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_head>
Name CRC: <0x8afdf5e4>
Parent Name <bone_neck>
Base Rotation: <0.000000,0.000000,-0.117461,0.993077>
Base Trans: <0.131129,-0.000000,-0.000000>
Base Pose Matrix (LS-WS):
< 0.972406, -0.233296, 0.000000, 0.000000
  0.233296, 0.972406, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.131129, -0.000000, -0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xd2afb28a>
Child CRC: <0x0>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_l_toe>
Name CRC: <0x2a8eade7>
Parent Name <bone_l_foot>
Base Rotation: <0.000000,0.000000,-0.301275,0.953538>
Base Trans: <0.165000,-0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.818467, -0.574553, 0.000000, 0.000000
  0.574553, 0.818467, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.165000, -0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x1af77461>
Child CRC: <0x0>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_r_thigh>
Name CRC: <0xf6eff696>
Parent Name <bone_pelvis>
Base Rotation: <-0.466177,0.529412,-0.545908,0.452090>
Base Trans: <-0.094280,-0.104937,0.009118>
Base Pose Matrix (LS-WS):
< -0.156586, -0.987200, 0.030296, 0.000000
  -0.000000, -0.030675, -0.999529, 0.000000
  0.987664, -0.156512, 0.004803, 0.000000
  -0.094280, -0.104937, 0.009118, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xe6e47876>
Child CRC: <0xb2f01cd3>
Sibling CRC: <0xc496176d>
}
JONT
{
Name <bone_r_calf>
Name CRC: <0xb2f01cd3>
Parent Name <bone_r_thigh>
Base Rotation: <0.000000,0.000000,0.129639,0.991561>
Base Trans: <0.480000,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.966388, 0.257090, 0.000000, 0.000000
  -0.257090, 0.966388, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.480000, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xf6eff696>
Child CRC: <0x2f06fa86>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_r_foot>
Name CRC: <0x2f06fa86>
Parent Name <bone_r_calf>
Base Rotation: <0.076686,-0.054519,-0.553691,0.827390>
Base Trans: <0.470000,-0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 0.380909, -0.924597, 0.005297, 0.000000
  0.907874, 0.375092, 0.187271, 0.000000
  -0.175138, -0.066524, 0.982294, 0.000000
  0.470000, -0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xb2f01cd3>
Child CRC: <0x5a5be874>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_r_toe>
Name CRC: <0x5a5be874>
Parent Name <bone_r_foot>
Base Rotation: <0.000000,0.000000,-0.303102,0.952958>
Base Trans: <0.165000,0.000000,-0.000000>
Base Pose Matrix (LS-WS):
< 0.816258, -0.577688, 0.000000, 0.000000
  0.577688, 0.816258, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.165000, 0.000000, -0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x2f06fa86>
Child CRC: <0x0>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_l_thigh>
Name CRC: <0xc496176d>
Parent Name <bone_pelvis>
Base Rotation: <-0.546720,0.451375,-0.466870,0.528574>
Base Trans: <0.094280,-0.104937,0.009118>
Base Pose Matrix (LS-WS):
< 0.156586, -0.987102, 0.033325, 0.000000
  -0.000000, -0.033741, -0.999431, 0.000000
  0.987664, 0.156497, -0.005283, 0.000000
  0.094280, -0.104937, 0.009118, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0xe6e47876>
Child CRC: <0x87019234>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_root>
Name CRC: <0x16e27226>
Parent Name <DummyRoot>
Base Rotation: <0.000000,0.000000,0.000000,1.000000>
Base Trans: <0.000000,1.159374,0.000000>
Base Pose Matrix (LS-WS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 1.159374, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x4446e9b8>
Child CRC: <0x5de52389>
Sibling CRC: <0x0>
}
JONT
{
Name <hp_weapons>
Name CRC: <0x2b960099>
Parent Name <bone_r_hand>
Base Rotation: <-0.735626,0.092735,-0.668034,0.063125>
Base Trans: <0.166233,-0.066317,0.006925>
Base Pose Matrix (LS-WS):
< 0.090260, -0.220776, 0.971139, 0.000000
  -0.052098, -0.974831, -0.216773, 0.000000
  0.994555, -0.031029, -0.099491, 0.000000
  0.166233, -0.066317, 0.006925, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x821d93d6>
Child CRC: <0x0>
Sibling CRC: <0x0>
}
JONT
{
Name <bone_pelvis>
Name CRC: <0xe6e47876>
Parent Name <bone_root>
Base Rotation: <0.000000,0.000000,0.000000,1.000000>
Base Trans: <0.000000,0.000000,0.000000>
Base Pose Matrix (LS-WS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Inverted Base Pose Matrix (WS-LS):
< 1.000000, 0.000000, 0.000000, 0.000000
  0.000000, 1.000000, 0.000000, 0.000000
  0.000000, 0.000000, 1.000000, 0.000000
  0.000000, 0.000000, 0.000000, 1.000000>
Parent CRC: <0x16e27226>
Child CRC: <0xf6eff696>
Sibling CRC: <0x0>
}
}
********************
PXYS
{
Num Collision Proxies: <0>
Num Collision Proxies (list size): <0>
}
********************
SHDS
{
}
********************
ANMS
{
File format version: 8.0
comp_debug level: 0
Num Animations: <0>
Compression stats for this set of animations:
Uncompressed size: 0 bytes
Compressed size: 0 bytes (-1.$%)
}
[/spoiler]
I wonder what Num Animations: <0> could do for us..