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 (see below)
 
   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>.
+
The unknown value 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 08:55, 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 (see below)
  char[32] - name for the animation
  float[8] - node to uv channel

The unknown value may be transform type, which is defined as 0x01 for translation and 0x02 for rotation. However, for UV animations, this field is not used and typically set to 0x00.

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)

See Also