Difference between revisions of "Skin PLG (RW Section)"
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m (→Structure) |
m (→Structure) |
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BYTE vertexBoneIndices[numGeometryVertices][4] | BYTE vertexBoneIndices[numGeometryVertices][4] | ||
FLOAT vertexBoneWeights[numGeometryVertices][4] | FLOAT vertexBoneWeights[numGeometryVertices][4] | ||
− | + | FLOAT skinToBoneMatrices[numBones][4][4] | |
// Split Data | // Split Data | ||
DWORD boneLimit | DWORD boneLimit |
Revision as of 15:48, 21 April 2013
{{{NAME}}} | |
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RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
|
Identifier | 0x{{{IDENTIFIER}}}
|
Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
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Versions | All |
Hierarchy | |
Parents: None | |
Children: None | |
Extensions: None | |
File Format |
Skin is an additional RenderWare plugin for geometry section. It is used to hold information about skinned model.
Structure
BYTE numBones BYTE numBoneIds WORD maxNumWeightsPerVertex BYTE boneIds[numBoneIds] BYTE vertexBoneIndices[numGeometryVertices][4] FLOAT vertexBoneWeights[numGeometryVertices][4] FLOAT skinToBoneMatrices[numBones][4][4] // Split Data DWORD boneLimit DWORD numMeshes DWORD numRLE // if numMeshes > 0 BYTE meshBoneRemapIndices[numBones + 2 * (numRLE + numMeshes)]
numBones
numBoneIds
maxNumWeightsPerVertex
boneIds
vertexBoneIndices
Vertex bone indices are represented with 4 bone indices per each vertex.
vertexBoneWeights
Vertex bone weights are represented with RwMatrixWeights structure per each vertex.
skinToBoneMatrices
These are inverted matrices represented with RwMatrix structure.
boneLimit
numMeshes
numRLE
meshBoneRemapIndices