Difference between revisions of "Skin PLG (RW Section)"
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m (Added detailed data types.) |
m |
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Line 6: | Line 6: | ||
UINT8 numUsedBones | UINT8 numUsedBones | ||
UINT8 maxWeightsPerVertex | UINT8 maxWeightsPerVertex | ||
− | UINT8 | + | UINT8 padding (unused) |
UINT8 bonesUsed[numUsedBones] | UINT8 bonesUsed[numUsedBones] | ||
UINT8 vertexBoneIndices[geometry->numVertices][4] | UINT8 vertexBoneIndices[geometry->numVertices][4] | ||
FLOAT vertexBoneWeights[geometry->numVertices][4] | FLOAT vertexBoneWeights[geometry->numVertices][4] | ||
− | FLOAT | + | #repeat for numMatrices |
+ | #if RwVer < 3.7.0.0 && maxWeightsPerVertex == 0 | ||
+ | INT32 unused 4b value, possibly a leftover from old RW versions (0xDEADDEAD) | ||
+ | #endif | ||
+ | FLOAT skinToBoneMatrice[4][4] | ||
+ | #endrepeat | ||
// Split data | // Split data | ||
UINT32 boneLimit | UINT32 boneLimit | ||
UINT32 numMeshes | UINT32 numMeshes | ||
UINT32 numRLE | UINT32 numRLE | ||
− | + | #if numMeshes > 0 | |
UINT8 meshBoneRemapIndices[numBones] | UINT8 meshBoneRemapIndices[numBones] | ||
UINT16 meshBoneRLECount[numMeshes] | UINT16 meshBoneRLECount[numMeshes] | ||
UINT16 meshBoneRLE[numRLE] | UINT16 meshBoneRLE[numRLE] | ||
+ | #endif | ||
;numBones (numMatrices) | ;numBones (numMatrices) | ||
:Number of bones attached to the skin, also the number of inverse matrices (see '''skinToBoneMatrices'''). | :Number of bones attached to the skin, also the number of inverse matrices (see '''skinToBoneMatrices'''). | ||
;numUsedBones | ;numUsedBones | ||
− | :Number of bones which influence vertices, that is those bones which have at least a non-zero weight. | + | :Number of bones which influence vertices, that is those bones which have at least a non-zero weight. If this value is zero, RW will try to find "used" bones automatically. |
;maxWeightsPerVertex | ;maxWeightsPerVertex | ||
− | :Overall number of maximum non-zero weights per vertex. | + | :Overall number of maximum non-zero weights per vertex. If zero, RW will find this value automatically. |
;bonesUsed | ;bonesUsed | ||
Line 38: | Line 44: | ||
;skinToBoneMatrices | ;skinToBoneMatrices | ||
− | :These are inverse matrices represented with ''RwMatrix'' structure. | + | :These are inverse matrices represented with ''RwMatrix'' structure. RW docs says it's necessary to keep the order within 4 weight values (from higher to lower), but even some example models have different ordering. |
;boneLimit | ;boneLimit |
Revision as of 01:56, 18 July 2015
{{{NAME}}} | |
---|---|
RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
|
Identifier | 0x{{{IDENTIFIER}}}
|
Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
|
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
UINT8 numBones (numMatrices) UINT8 numUsedBones UINT8 maxWeightsPerVertex UINT8 padding (unused) UINT8 bonesUsed[numUsedBones] UINT8 vertexBoneIndices[geometry->numVertices][4] FLOAT vertexBoneWeights[geometry->numVertices][4] #repeat for numMatrices #if RwVer < 3.7.0.0 && maxWeightsPerVertex == 0 INT32 unused 4b value, possibly a leftover from old RW versions (0xDEADDEAD) #endif FLOAT skinToBoneMatrice[4][4] #endrepeat // Split data UINT32 boneLimit UINT32 numMeshes UINT32 numRLE #if numMeshes > 0 UINT8 meshBoneRemapIndices[numBones] UINT16 meshBoneRLECount[numMeshes] UINT16 meshBoneRLE[numRLE] #endif
- numBones (numMatrices)
- Number of bones attached to the skin, also the number of inverse matrices (see skinToBoneMatrices).
- numUsedBones
- Number of bones which influence vertices, that is those bones which have at least a non-zero weight. If this value is zero, RW will try to find "used" bones automatically.
- maxWeightsPerVertex
- Overall number of maximum non-zero weights per vertex. If zero, RW will find this value automatically.
- bonesUsed
- Indices list of the significant bones connected to the skin (see numUsedBones).
- 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 inverse matrices represented with RwMatrix structure. RW docs says it's necessary to keep the order within 4 weight values (from higher to lower), but even some example models have different ordering.
- boneLimit
- numMeshes
- numRLE
- meshBoneRemapIndices
- meshBoneRLECount
- meshBoneRLE