ANIM (File Format): Difference between revisions

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(Initial ANIM. Will add tables later)
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{{research|1|Having trouble with bone rotations +/- 180 degrees}}
The '''ANIM''' format is used to represent discrete [[wikipedia:Key frame|animation keys]]
The '''ANIM format''' is used in conjunction with the [[CINF (File Format)|CINF]] and [[CSKR (File Format)|CSKR]]
bound to a skeletal rig.
to animate rigged [[CMDL (File Format)|CMDL meshes]].


There are two versions of the ANIM format in ''Metroid Prime'':
Keyed attributes include:


{| class="wikitable"
* [[wikipedia:Quaternion|Quaternion]] Rotations (WXYZ)
!Version
* Translations (XYZ)
!Description
* Scale (XYZ, since MP2)
|-
|0x0
|[[#Quaternion Format|Quaternion array format]]
|-
|0x2
|[[#Bitstream Format|Rotation vector bitstream format]]
|}


== Quaternion Format ==
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]]).


== Bitstream Format ==
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: