Difference between revisions of "Anim Animation (RW Section)"
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{{Stub}} | {{Stub}} | ||
− | {{RW Section|Anim Animation| | + | {{RW Section |
+ | | NAME = Anim Animation | ||
+ | | VENDORNAME = Criterion Games | ||
+ | | MODULENAME = Core | ||
+ | | MODULEID = 000000 | ||
+ | | IDENTIFIER = 1B | ||
+ | | PARENTS = [[UV Animation Dictionary (RW Section)|UV Animation Dictionary]] | ||
+ | }} | ||
'''Anim Animation''' is a container defining animation of a certain type defined in its structure. | '''Anim Animation''' is a container defining animation of a certain type defined in its structure. | ||
Line 10: | Line 17: | ||
=== Header === | === Header === | ||
− | + | 4b - DWORD - Version: animation's version format (in all GTAs - 1.0 (0x100)) | |
− | + | 4b - DWORD - Type: defines the frame format | |
− | + | 4b - DWORD - Frames: number of frames defined in the container | |
− | + | 4b - DWORD - Flags | |
− | + | 4b - FLOAT - Duration: complete duration of the animation | |
=== Data === | === Data === | ||
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'''Header:''' | '''Header:''' | ||
− | + | 4b - INT32 - Unknown (index of first frame?) | |
− | + | 32b - CHAR[32] - Name for the animation | |
+ | 32b - FLOAT[8] - Node to UV-channel | ||
'''Data:''' | '''Data:''' | ||
Line 35: | Line 43: | ||
The header is followed by <code>frame count</code> defined in the Anim Animation header. | The header is followed by <code>frame count</code> defined in the Anim Animation header. | ||
− | + | 4b - FLOAT - Time: time stamp for this frame (for interpolation) | |
− | + | 12b - FLOAT[3] - Scale | |
− | + | 12b - FLOAT[3] - Position | |
− | + | 4b - INT32 - Previous frame index (negative if none) | |
== See Also == | == See Also == | ||
− | * | + | |
+ | * [[UV Animation Dictionary (RW Section)| UV Animation Dictionary]] | ||
* [[UV Animation PLG (RW Section)| UV Animation PLG]] | * [[UV Animation PLG (RW Section)| UV Animation PLG]] | ||
* [[Material (RW Section)|Material]] | * [[Material (RW Section)|Material]] | ||
* [[Material Effects PLG (RW Section)|Material Effects PLG]] | * [[Material Effects PLG (RW Section)|Material Effects PLG]] | ||
* [[RenderWare_binary_stream_file|RW file format specification]] | * [[RenderWare_binary_stream_file|RW file format specification]] |
Latest revision as of 09:20, 14 September 2020
Anim Animation | |
---|---|
RenderWare Stream Section | |
Vendor | Criterion Games |
Module | Core |
Module ID | 0x000000
|
Identifier | 0x1B
|
Chunk ID | 0x0000001B
|
Versions | All |
Hierarchy | |
Parents: UV Animation Dictionary | |
Children: None | |
Extensions: None | |
File Format |
Anim Animation is a container defining animation of a certain type defined in its structure.
Stream Format
An Anim Animation block contains no children; All the data is stored in the chunk itself.
Header
4b - DWORD - Version: animation's version format (in all GTAs - 1.0 (0x100)) 4b - DWORD - Type: defines the frame format 4b - DWORD - Frames: number of frames defined in the container 4b - DWORD - Flags 4b - FLOAT - Duration: complete duration of the animation
Data
The header is followed by a frame block. The structure of them depends on the type id
defined in the Header.
Known Type ID's
UV Animation - 0x1C1
This structure defines a frame for a UV animation.
Header:
4b - INT32 - Unknown (index of first frame?) 32b - CHAR[32] - Name for the animation 32b - FLOAT[8] - Node to UV-channel
Data:
The header is followed by frame count
defined in the Anim Animation header.
4b - FLOAT - Time: time stamp for this frame (for interpolation) 12b - FLOAT[3] - Scale 12b - FLOAT[3] - Position 4b - INT32 - Previous frame index (negative if none)