Difference between revisions of "Anim Animation (RW Section)"
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m (→UV Animation - 0x1C1) |
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'''Header:''' | '''Header:''' | ||
− | int32 - unknown | + | int32 - unknown * |
char[32] - name for the animation | char[32] - name for the animation | ||
float[8] - node to uv channel | float[8] - node to uv channel | ||
+ | |||
+ | * May be transform type, which is defined as <code>0x01</code> for translation and <code>0x02</code> for rotation. However, for UV animations, this field is not used and typically set to <code>0x00</code>. | ||
'''Data:''' | '''Data:''' |
Revision as of 08:18, 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
int32 - version - animation's version format (in all GTAs - 1.0 (0x100)) int32 - type id - defines the frame format int32 - frame count - number of frames defined in the container int32 - flags - flags for this animation 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:
int32 - unknown * char[32] - name for the animation float[8] - node to uv channel
- May be transform type, which is defined as
0x01
for translation and0x02
for rotation. However, for UV animations, this field is not used and typically set to0x00
.
Data:
The header is followed by frame count
defined in the Anim Animation header.
float - time - duration of this frame int[3] - scale - defines size for this frame (?, width, height) int[3] - position - defines the location for this frame (?, x, y) int32 - prev - previous frame index (-1 for the first frame)