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

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==Structure==
 
==Structure==
  
  UINT8  numBones (numMatrices)
+
The structure starts with a 4-byte value, where each individual byte contains a counter and the last byte being used for padding.
  UINT8  numUsedBones
+
 
  UINT8  maxWeightsPerVertex
+
  1b - BYTE - numBones: Overall number of bones in the skeleton.
  UINT8  padding (unused)
+
  1b - BYTE - usedBones: Number of bones affected by the skin.
UINT8  bonesUsed[numUsedBones]
+
  1b - BYTE - maxVertexWeights: Maximum number of non-zero weights per vertex.
  UINT8  vertexBoneIndices[geometry->numVertices][4]
+
  1b - BYTE - Padding
  FLOAT  vertexBoneWeights[geometry->numVertices][4]
+
 
  #repeat for numMatrices
+
The third counter can be any value from 0 to 4. If it equals zero, the engine attempts to figure out this number by looking into each weight array (see below) and counting the non-zero weights. It then takes the largest number from the results.
    #if RwVer < 3.7.0.0 && maxWeightsPerVertex == 0
+
 
    INT32  unused 4b value, possibly a leftover from old RW versions (0xDEADDEAD)
+
The counters are followed by multiple arrays that contain information about how vertices of a mesh relate to bones. The number of vertices is obtained from the parent geometry section.
    #endif
+
 
    FLOAT   skinToBoneMatrix[4][4]
+
  Xb - BYTE[usedBones]       - A list of bone indices, that are affected by the skin.
#endrepeat
+
  Xb - BYTE[numVertices][4]  - A list that maps all vertices to (up to) four bones of the skeleton.
// Split data
+
Xb - FLOAT[numVertices]   - A list that weights each vertex-bone mapping.
UINT32  boneLimit
+
 
  UINT32  numMeshes
+
Next, a list of transformation matrices for each bone is provided:
UINT32  numRLE
+
 
#if numMeshes > 0
+
  Xb - Bone[numBones]     - Bone transformations
UINT8  meshBoneRemapIndices[numBones]
 
UINT16  meshBoneRLECount[numMeshes]
 
UINT16  meshBoneRLE[numRLE]
 
#endif
 
  
;numBones (numMatrices)
+
Where <code>Bone</code> is defined as follows:
:Number of bones attached to the skin, also the number of inverse matrices (see '''skinToBoneMatrices''').
 
  
;numUsedBones
+
<source lang="c">
: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.
+
struct Bone {
 +
    DWORD unused;           // Only stored if version < 0x37000 && maxVertexWeights == 0
 +
    FLOAT transform[4][4];  // Skin-to-Bone transform.
 +
};
 +
</source>
  
;maxWeightsPerVertex
+
=== Bone Group Remapping ===
:Overall number of maximum non-zero weights per vertex. If zero, RW will find this value automatically.
 
  
;bonesUsed
+
As indicated above by the <code>usedBones</code> counter, a mesh (stored within the parent [[Geometry (RW Section)|geometry]]) may not affected by all bones in the skeleton. Some platforms only support a certain number of bones at once. Thus RenderWare can split up a skeleton into groups, where group-indices must be mapped to the actual bone indices. Those groups are stored in a [https://en.wikipedia.org/wiki/Run-length_encoding run-length encoded] fashion.  
:Indices list of the significant bones connected to the skin (see '''numUsedBones''').
 
  
;vertexBoneIndices
+
For all RenderWare-based GTA games, this feature is typically unused. Thus the following values are usually set to zero.
:Vertex bone indices are represented with 4 bone indices per each vertex.
 
  
;vertexBoneWeights
+
4b - DWORD  - boneLimit: the maximum number of bones per group. (?)
:Vertex bone weights are represented with ''RwMatrixWeights'' structure per each vertex. 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.
+
4b - DWORD  - numGroups: the number of bone groups.
 +
4b - DWORD  - numRemaps: the number of bone remappings.
  
;skinToBoneMatrices
+
If there are any groups (<code>numGroups > 0</code>), the counters are followed by three arrays:
:These are inverse matrices represented with ''RwMatrix'' structure.
 
  
;boneLimit
+
Xb - BYTE[numBones]          - boneRemapIndices: an array of all bone indices where each element identifies a bone of the skeleton
 +
Xb - BoneGroup[numGroups]    - boneGroups (see below)
 +
Xb - BoneRemap[numRemaps]    - boneRemaps (see below)
  
;numMeshes
+
Where <code>BoneGroup</code> and <code>BoneRemap</code> is defined as follows:
  
;numRLE
+
<source lang="c">
 +
struct BoneGroup {
 +
    BYTE firstBone;            // Index of first bone in boneRemaps array.
 +
    BYTE numBones;            // Number of bones in boneRemaps that define the mesh (starting from firstBone).
 +
};
  
;meshBoneRemapIndices
+
struct BoneRemap {
 +
    BYTE boneIndex;           // Index of the bone in boneRemapIndices.
 +
    BYTE indices;              // The number of elements of the boneRemapIndices that are included by the group in boneRemapIndices.
 +
};
 +
</source>
  
;meshBoneRLECount
+
== See also ==
  
;meshBoneRLE
+
* [[IFP|IFP Animation Package]]
  
 
{{N|SA|VC|3}}
 
{{N|SA|VC|3}}
 +
 +
[[Category:Pedestrian_Formats]]

Latest revision as of 11:04, 13 September 2020

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Skin PLG
RenderWare Stream Section
Vendor Criterion Games
Module Toolkit
Module ID 0x000001
Identifier 0x16
Chunk ID 0x00000116
Versions All
Hierarchy
Parents:
Geometry (Extension)
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

The structure starts with a 4-byte value, where each individual byte contains a counter and the last byte being used for padding.

1b - BYTE - numBones: Overall number of bones in the skeleton.
1b - BYTE - usedBones: Number of bones affected by the skin.
1b - BYTE - maxVertexWeights: Maximum number of non-zero weights per vertex.
1b - BYTE - Padding

The third counter can be any value from 0 to 4. If it equals zero, the engine attempts to figure out this number by looking into each weight array (see below) and counting the non-zero weights. It then takes the largest number from the results.

The counters are followed by multiple arrays that contain information about how vertices of a mesh relate to bones. The number of vertices is obtained from the parent geometry section.

Xb - BYTE[usedBones]       - A list of bone indices, that are affected by the skin.
Xb - BYTE[numVertices][4]  - A list that maps all vertices to (up to) four bones of the skeleton.
Xb - FLOAT[numVertices]    - A list that weights each vertex-bone mapping.

Next, a list of transformation matrices for each bone is provided:

Xb - Bone[numBones]      - Bone transformations

Where Bone is defined as follows:

struct Bone {
    DWORD unused;            // Only stored if version < 0x37000 && maxVertexWeights == 0
    FLOAT transform[4][4];   // Skin-to-Bone transform.
};

Bone Group Remapping

As indicated above by the usedBones counter, a mesh (stored within the parent geometry) may not affected by all bones in the skeleton. Some platforms only support a certain number of bones at once. Thus RenderWare can split up a skeleton into groups, where group-indices must be mapped to the actual bone indices. Those groups are stored in a run-length encoded fashion.

For all RenderWare-based GTA games, this feature is typically unused. Thus the following values are usually set to zero.

4b - DWORD  - boneLimit: the maximum number of bones per group. (?)
4b - DWORD  - numGroups: the number of bone groups.
4b - DWORD  - numRemaps: the number of bone remappings.

If there are any groups (numGroups > 0), the counters are followed by three arrays:

Xb - BYTE[numBones]           - boneRemapIndices: an array of all bone indices where each element identifies a bone of the skeleton
Xb - BoneGroup[numGroups]     - boneGroups (see below)
Xb - BoneRemap[numRemaps]     - boneRemaps (see below)

Where BoneGroup and BoneRemap is defined as follows:

struct BoneGroup {
    BYTE firstBone;            // Index of first bone in boneRemaps array.
    BYTE numBones;             // Number of bones in boneRemaps that define the mesh (starting from firstBone).
};

struct BoneRemap {
    BYTE boneIndex;            // Index of the bone in boneRemapIndices.
    BYTE indices;              // The number of elements of the boneRemapIndices that are included by the group in boneRemapIndices.
};

See also