ANIM (File Format): Difference between revisions
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>Aruki (Created page with "The '''ANIM format''' is for animations. There's very little known about this format, currently. {{researchmajor|reason=Basically everything.}} Category:File Formats C...") |
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The '''ANIM | The '''ANIM''' format is used to represent discrete [[wikipedia:Key frame|animation keys]] | ||
bound to a skeletal rig. | |||
Keyed attributes include: | |||
* [[wikipedia:Quaternion|Quaternion]] Rotations (WXYZ) | |||
* Translations (XYZ) | |||
* Scale (XYZ, since MP2) | |||
ANIMs are used in a variety of ways by Retro's engine. A single ANIM resource is known as | |||
a ''primitive'' which may be blended and/or sequenced with other primitives to assemble | |||
complex character animations (defined by [[ANCS (File Format)|ANCS]] and [[CHAR (File Format)|CHAR]]). | |||
Each game has deviations in the format, but the principle of operation remains the same for all of them: | |||
* [[ANIM (Metroid Prime)]] (used in Metroid Prime 1 and 2) | |||
* [[ANIM (Metroid Prime 3)]] | |||
* [[ANIM (Donkey Kong Country Returns)]] | |||
* [[ANIM (Tropical Freeze)]] | |||
[[Category:File Formats]] | [[Category:File Formats]] |
Latest revision as of 00:50, 6 May 2016
The ANIM format is used to represent discrete animation keys bound to a skeletal rig.
Keyed attributes include:
- Quaternion Rotations (WXYZ)
- Translations (XYZ)
- Scale (XYZ, since MP2)
ANIMs are used in a variety of ways by Retro's engine. A single ANIM resource is known as a primitive which may be blended and/or sequenced with other primitives to assemble complex character animations (defined by ANCS and CHAR).
Each game has deviations in the format, but the principle of operation remains the same for all of them:
- ANIM (Metroid Prime) (used in Metroid Prime 1 and 2)
- ANIM (Metroid Prime 3)
- ANIM (Donkey Kong Country Returns)
- ANIM (Tropical Freeze)