CINF (File Format): Difference between revisions
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imported>Jackoalan No edit summary |
>Aruki No edit summary |
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Character layouts are associated with models and skins through [[ANCS (File Format)|ANCS]] files. | Character layouts are associated with models and skins through [[ANCS (File Format)|ANCS]] files. | ||
{{todo| | {{todo|MP3/DKCR differences}} | ||
== Format == | == Format == | ||
Line 53: | Line 53: | ||
! Name | ! Name | ||
! Notes | ! Notes | ||
! MP1 | |||
! MP2 | |||
|- | |- | ||
| 0x0 | | 0x0 | ||
Line 59: | Line 61: | ||
| '''Bone ID''' | | '''Bone ID''' | ||
| | | | ||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| 0x4 | | 0x4 | ||
Line 65: | Line 69: | ||
| '''Parent Bone ID''' | | '''Parent Bone ID''' | ||
| | | | ||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| 0x8 | | 0x8 | ||
Line 71: | Line 77: | ||
| '''Position''' | | '''Position''' | ||
| The position is in the armature's local space, not in the parent's bone space. | | The position is in the armature's local space, not in the parent's bone space. | ||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| 0x14 | | 0x14 | ||
| float | |||
| 4 | |||
| '''Rotation''' | |||
| Initial rotation of the bone, also in the armature's local space. This value is a quaternion. | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |||
| 0x24 | |||
| float | |||
| 4 | |||
| '''Local Rotation''' | |||
| Initial local rotation of the bone in this bone's local space (parent-relative). This value is a quaternion. | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |||
| 0x34 | |||
| u32 | | u32 | ||
| 1 | | 1 | ||
| '''Linked Bone Count''' | | '''Linked Bone Count''' | ||
| | | | ||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| | | 0x38 | ||
| u32 | | u32 | ||
| ''Linked Bone Count'' | | ''Linked Bone Count'' | ||
| '''Linked Bone ID Array''' | | '''Linked Bone ID Array''' | ||
| This array includes both the parent bone ID as well as all children. | | This array includes both the parent bone ID as well as all children. | ||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| colspan=5 {{unknown|End of bone}} | | colspan=5 {{unknown|End of bone}} |
Revision as of 06:27, 30 April 2016
The CINF format is for character layouts (i.e. skeletons/armatures). Character layouts are associated with models and skins through ANCS files.
To do: MP3/DKCR differences |
Format
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Bone Count | |
Bone | Bone Count | Bone Table | |
u32 | 1 | Build Order ID Count | |
u32 | Build Order ID Count | Build Order ID Table | The first element of the ID table is the root bone, followed by the rest of the bone IDs in reverse numerical order. This table is enumerated in-order to construct a singly-linked hierarchy of bones using child/sibling convention. |
u32 | 1 | Bone Name Count | |
Bone Name | Bone Name Count | Bone Name Table | |
End of file |
Bone
Offset | Type | Count | Name | Notes | MP1 | MP2 |
---|---|---|---|---|---|---|
0x0 | u32 | 1 | Bone ID | ✔ | ✔ | |
0x4 | u32 | 1 | Parent Bone ID | ✔ | ✔ | |
0x8 | float | 3 | Position | The position is in the armature's local space, not in the parent's bone space. | ✔ | ✔ |
0x14 | float | 4 | Rotation | Initial rotation of the bone, also in the armature's local space. This value is a quaternion. | ✖ | ✔ |
0x24 | float | 4 | Local Rotation | Initial local rotation of the bone in this bone's local space (parent-relative). This value is a quaternion. | ✖ | ✔ |
0x34 | u32 | 1 | Linked Bone Count | ✔ | ✔ | |
0x38 | u32 | Linked Bone Count | Linked Bone ID Array | This array includes both the parent bone ID as well as all children. | ✔ | ✔ |
End of bone |
Bone Name
Type | Count | Name | Notes |
---|---|---|---|
string | 1 | Bone Name | |
u32 | 1 | Bone ID | |
End of bone name |