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.
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?
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 (//http://).
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.
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.
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: http://www.youtube.com/watch?v=dNTToXKgwZc (http://www.youtube.com/watch?v=dNTToXKgwZc)
Quote from: tirpider on May 27, 2013, 10:26:12 AM
I'm guessing they used Igor for the mocap.
YouTube Link: http://www.youtube.com/watch?v=dNTToXKgwZc (http://www.youtube.com/watch?v=dNTToXKgwZc)
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](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F128184776-4.jpg&hash=96f3e64327cd4f006e569b4e9dfeaa5aabe7cd68)[/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](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F128184776-4.jpg&hash=96f3e64327cd4f006e569b4e9dfeaa5aabe7cd68)[/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.
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]********************
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..
Curious.
The only other zat I could find was Human_Bank_Alert\human_animation_alert.ZAT
It has Num Animations: <23>
Nice that it has all the bone locations and rotations in matrix format.
I'm thinking the ZAT might be a debug output from the munger, like the text versions of .model
Nice to be able to read them, but do the mungers use them to build .lvls?
Well, I think you'd notice some difference if you changed 23 to 24, and added a one of their unused anim MSHs.
I think if it does munge them (or if it's even possible to do so.. Why would they include it in the assets if it didn't?..) then you could find the value 24 and a reference that you added in the ZAA or ZAFs.
These are the currently used ones in the Alert folder.
[spoiler=23 animation calls]<human_rifle_crouch_idle_emote_alert>
<human_rifle_crouch_walkbackward_alert>
<human_rifle_crouch_walkforward_alert>
<human_rifle_stand_idle_emote_alert>
<human_rifle_stand_runbackward_alert>
<human_rifle_stand_runforward_alert>
<human_rifle_stand_walkbackward_alert>
<human_rifle_stand_walkforward_alert>
<human_sbdroid_crouch_walkbackward_alert>
<human_sbdroid_crouch_walkforward_alert>
<human_sbdroid_stand_runbackward_alert>
<human_sbdroid_stand_runforward>
<human_sbdroid_stand_runforward_alert>
<human_sbdroid_stand_walkbackward_alert>
<human_sbdroid_stand_walkforward_alert>
<human_tool_crouch_idle_emote_alert>
<human_tool_crouch_walkbackward_alert>
<human_tool_crouch_walkforward_alert>
<human_tool_stand_idle_emote_alert>
<human_tool_stand_runbackward_alert>
<human_tool_stand_runforward_alert>
<human_tool_stand_walkbackward_alert>
<human_tool_stand_walkforward_alert>
[/spoiler]
If it effects the ZAA or ZAF, I think we'd be on to something..
What I think is strange that only two banks have ZATs, maybe if this works, they could be reconstructed (not the most fun work, I imagine..) and used to add new animations.
-- If this gets deeper, perhaps split the topic. I don't feel like highjacking today :P
The ZAT is created by the munge process.
It's a debug report reflecting what's in the other za* files.
If we can get something good about not only munging a new human animation, but also getting it working in game, then it would get stickied. :P
Agh..., Hope = (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimages.wikia.com%2Funcyclopedia%2Fimages%2F2%2F28%2FExplosion_mushroom_shaped.gif&hash=79ab932f12684782f30cd863ffe9811330b2671b)
-Atleast it means that 23 of the animations used in Alert bank were mung-a-ble :P