Difference between revisions of "Skin PLG (RW Section)"

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m (Added detailed data types.)
m
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  skinToBoneMatrices[numMatrices][4][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
 
  // Split data
 
  UINT32  boneLimit
 
  UINT32  boneLimit
 
  UINT32  numMeshes
 
  UINT32  numMeshes
 
  UINT32  numRLE  
 
  UINT32  numRLE  
  // if numMeshes > 0
+
  #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