ANIM (Metroid Prime): Difference between revisions

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''This article is for the ANIM format used in ''Metroid Prime''. See [[ANIM (File Format)]] for the other revisions of this format.''
''This article is for the ANIM format used in ''Metroid Prime''. See [[ANIM (File Format)]] for the other revisions of this format.''


The '''ANIM format''' is used in conjunction with [[CINF (Metroid Prime)|CINF]] + [[CSKR (Metroid Prime)|CSKR]]
The '''ANIM format''' is used in conjunction with [[CINF (File Format)|CINF]] + [[CSKR (File Format)|CSKR]]
rigging to animate [[CMDL (Metroid Prime)|CMDL meshes]].
rigging to animate [[CMDL (Metroid Prime)|CMDL meshes]].


There are two versions of the ANIM format in ''Metroid Prime'' (indicated by the file's first u32 value):
There are two versions of the ANIM format in ''Metroid Prime'' (indicated by the file's first u32 value), one with compressed animations and one with uncompressed ones:


{| class="wikitable"
{| class="wikitable"
Line 11: Line 11:
|-
|-
|0x0
|0x0
|[[#Quaternion Array Format|Quaternion Array Format]]
|[[#Quaternion Array Format (Uncompressed)|Quaternion Array Format (Uncompressed)]]
|-
|-
|0x2
|0x2
|[[#Rotation Vector Bitstream Format|Rotation Vector Bitstream Format]]
|[[#Rotation Vector Bitstream Format (Compressed)|Rotation Vector Bitstream Format (Compressed)]]
|}
|}


== Quaternion Array Format ==
== Quaternion Array Format (Uncompressed) ==


The '''Quaternion Array Format''' (0x0) is a less common animation format in ''Metroid Prime''.
The '''Quaternion Array Format''' (0x0) is a less common animation format in ''Metroid Prime''.
It only appears in a ''Ridley'' intro animation and the rotating ''pirate data'' artifact hologram
It only appears in a Ridley intro animation and the rotating pirate data artifact hologram
above the Impact Crater, as well as some unused Samus animations.
above the Impact Crater, as well as some unused Samus animations.


The format maps animation channels to bones and supplies rotations as an array of [[wikipedia:Quaternion|quaternion]] (WXYZ) keys.
The format stores uncompressed animations by mapping animation channels to bones and supplying rotations as an array of [[wikipedia:Quaternion|quaternion]] (WXYZ) keys.
Optionally, translations may be specified for a subset of bones as an array of float3 keys.  
Optionally, translations may be specified for a subset of bones as an array of float3 keys.  


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{| class="wikitable"
{| class="wikitable"
!Data Type
!Offset
!Element Count
!Type
!Identifier
!style="width: 215px;"|Element Count
!style="width: 240px;"|Name
!Notes
!Notes
|-
|-
|[[#Header0|Header0]]
|0x4
|float
|1
|'''Duration'''
|Time in seconds that the animation plays for
|-
|0x8
|u32
|1
|1
|header
|{{unknown|Unknown 1}}
|
|
|-
|-
|0xC
|float
|1
|'''Key Interval'''
|Time in seconds between keys of each bone channel (reciprocal of frame-rate)
|-
|0x10
|u32
|1
|{{unknown|Unknown 2}}
|
|-
|0x14
|u32
|1
|'''Key Count'''
|Count of keys for each bone channel (keys are set for every frame of the animation)
|-
|0x18
|u32
|1
|{{unknown|Unknown 3}}
|
|-
|0x1C
|u32
|1
|'''Rotation Channel Index Count'''
|Count of rotation channel indices in the next array. Always 100.
|-
|0x20
|u8
|u8
|header.bone_entry_count
|''Rotation Channel Index Count''
|bone_entry_map
|'''Rotation Channel Index Array'''
|The index-positions of this table correspond to the ''Bone IDs'' in the associated [[CINF (Metroid Prime)|CINF]]. The value is 0xff if the bone is not animated by this ANIM or an index relating the ''bone_translation_map'' and ''quaternion_key_array'' below
|This table maps each bone to a rotation channel, with the index-position corresponding to a ''Bone ID'' in the associated [[CINF (File Format)|CINF]], while the index corresponds to the index of a rotation channel. The value is 0xFF if the bone is not animated by this ANIM.
|-
|-
|{{unknown|}}
|u32
|u32
|1
|1
|bone_channel_count
|'''Translation Channel Index Count'''
|Count of bone channels present in the ''bone_translation_map'' and ''quaternion_key_array'' below
|Count of translation channel indices in the next array. Matches the number of valid rotation channels.
|-
|-
|{{unknown|}}
|u8
|u8
|bone_channel_count
|''Translation Channel Index Count''
|bone_translation_map
|'''Translation Channel Index Array'''
|Each bone channel may be optionally augmented with translation vectors at the bottom of the file. The index-positions of this table correspond to the values in the ''bone_entry_map'' above. The value is 0xff if the bone is not translated by this ANIM or an index relating the ''quaternion_key_array'' below
|This table maps each rotation channel to a translation channel, with the index-position corresponding to an entry in the ''Rotation Channel Index Array'' above (disregarding 0xFF entries), while the value corresponds to the index of a translation channel. The value is 0xFF if the bone is not translated by this ANIM.
|-
|-
|{{unknown|}}
|u32
|u32
|1
|1
|quaternion_key_count
|'''Quaternion Key Count'''
|Count of elements in ''quaternion_key_array'' below
|Count of elements in ''Quaternion Key Array'' below
|-
|-
|{{unknown|}}
|float4
|float4
|quaternion_key_count
|''Quaternion Key Count''
|quaternion_key_array
|'''Quaternion Key Array'''
|The quaternion keys are interleaved as such (bone-major):
|The quaternion keys are interleaved as such (bone-major):
<pre>
<pre>
Line 72: Line 115:
</pre>
</pre>
|-
|-
|{{unknown|}}
|u32
|u32
|1
|1
|translation_key_count
|'''Translation Key Count'''
|Count of elements in ''translation_key_array'' below
|Count of elements in ''Translation Key Array'' below
|-
|-
|{{unknown|}}
|float3
|float3
|translation_key_count
|''Translation Key Count''
|translation_key_array
|'''Translation Key Array'''
|The translation keys are interleaved as such (bone-major):
|The translation keys are interleaved the same way as the rotation keys. Any bone channels that were marked 0xFF in the ''Translation Channel Index Array'' are skipped.
<pre>
|------------|------------|-----|------------|
| bone0/key0 | bone0/key1 | ... | bone0/keyN |
| bone1/key0 | bone1/key1 | ... | bone1/keyN |
| .......... | .......... | ... | .......... |
| boneN/key0 | boneN/key1 | ... | boneN/keyN |
|------------|------------|-----|------------|
</pre>
Any bone channels that were marked 0xff in the ''bone_translation_map'' are skipped by this array
|-
|-
|u32
|{{unknown|}}
|[[EVNT (File Format)|EVNT]]
|1
|1
|evnt_ref
|'''EVNT Ref'''
|ID for this ANIM's [[EVNT (File Format)|EVNT]] resource, or 0xffffffff if no events triggered
|ID for this ANIM's [[EVNT (File Format)|EVNT]] resource, or 0xFFFFFFFF if no events triggered
|}
|}


=== Header0 ===
== Rotation Vector Bitstream Format (Compressed) ==
 
{| class="wikitable"
!Offset
!Length
!Data Type
!Identifier
!Notes
|-
|0x0
|4
|float
|duration
|Time in seconds that the animation plays for
|-
|0x4
|4
|u32
|{{unknown|unknown1}}
|
|-
|0x8
|4
|float
|key_interval
|Time in seconds between keys of each bone channel (reciprocal of frame-rate)
|-
|0xC
|4
|u32
|{{unknown|unknown2}}
|
|-
|0x10
|4
|u32
|key_count
|Count of keys for each bone channel (keys are set for every frame of the animation)
|-
|0x14
|4
|u32
|{{unknown|unknown3}}
|
|-
|0x18
|4
|u32
|bone_entry_count
|Count of bone-channels in animation
|}
 
== Rotation Vector Bitstream Format ==


The '''Rotation Vector Bitstream Format''' (0x2) is the most widely used animation format in ''Metroid Prime''.
The '''Rotation Vector Bitstream Format''' (0x2) is the most widely used animation format in ''Metroid Prime''.
Line 161: Line 146:


=== Key Values ===
=== Key Values ===
When decoding the animation, each bone's rotation (and possibly translation) values are initialized to the ''initial_*''
When decoding the animation, each bone's rotation (and possibly translation) values are initialized to the ''Initial *''
values in the ''bone channel descriptors''. For every frame of every bone channel, the key value in the bitstream is ''added''
values in the ''bone channel descriptors''. For every frame of every bone channel, the key value in the bitstream is ''added''
with the previous key value (to resolve the delta encoding).  
with the previous key value (to resolve the delta encoding).  


Once resolved, rotation components are divided by ''rotation_divisor'', resulting in an axis-angle
Once resolved, rotation components are divided by ''Rotation Divisor'', resulting in an axis-angle
[[wikipedia:Axis–angle_representation#Rotation_vector|rotation vector]]. This rotation vector is converted
[[wikipedia:Axis–angle_representation#Rotation_vector|rotation vector]]. This rotation vector is converted
to quaternion imaginary components with the W component derived via normalized-difference and a ''sign-bit''
to quaternion imaginary components with the W component derived via normalized-difference and a ''sign-bit''
Line 179: Line 164:
</pre>
</pre>


Translation components are multiplied by ''translation_multiplier'', yielding world units.
Translation components are multiplied by ''Translation Multiplier'', yielding world units.


=== Layout ===
=== Layout ===


{| class="wikitable"
{| class="wikitable"
!Data Type
!Offset
!Element Count
!Type
!Identifier
!style="width: 220px;"|Element Count
!style="width: 240px;"|Name
!Notes
!Notes
|-
|-
|[[#Header2|Header2]]
|0x4
|u32
|1
|1
|header
|'''Scratch Size'''
|
|Amount of memory that the animation system needs to allocate to process animation
|-
|-
|u32
|0x8
|round_up(header.key_bitmap_length / 32)
|[[EVNT (File Format)|EVNT]]
|key_bitmap
|Word-packed bitmap. Each word is read from least-significant to most-significant bit. A set bit indicates the frame at the bit's position has keys for each bone channel.
|-
|u32
|1
|1
|bone_channel_count
|'''EVNT Ref'''
|Count of animated bone channels (matches header.bone_channel_count)
|ID for this ANIM's [[EVNT (File Format)|EVNT]] resource, or 0xFFFFFFFF if no events triggered
|-
|-
|0xC
|u32
|u32
|1
|1
|bone_channel_count
|{{unknown|Unknown 1}}
|Duplicate channel count for some reason
|-
|[[#Bone Channel Descriptor|Bone Channel Descriptor]]
|header.bone_channel_count
|bone_channel_descriptor_table
|Table describing animated bone channels
|-
|u32
|<remainder of file>
|key_bitstream
|Word-packed bitstream laid out as described by the descriptor table. The bitstream is unpacked just like ''key_bitmap'' (least-significant to most-significant).
Key values are tightly-packed, quantized integers whose bit-depth is specified by the ''q_*'' values in the descriptor table.
Each bone-channel key-set starts with a single bit providing the ''W sign-bit'' (1 for negative, 0 for positive).
 
The key integers are signed using [[wikipedia:Two's complement|Two's complement]] representation.
|}
 
=== Header2 ===
 
{| class="wikitable"
!Offset
!Length
!Data Type
!Identifier
!Notes
|-
|0x0
|4
|u32
|scratch_size
|Amount of memory that the animation system needs to allocate to process animation
|-
|0x4
|4
|u32
|evnt_ref
|ID for this ANIM's [[EVNT (File Format)|EVNT]] resource, or 0xffffffff if no events triggered
|-
|0x8
|4
|u32
|{{unknown|unknown0}}
|Always 0x1
|Always 0x1
|-
|-
|0xC
|0x10
|4
|float
|float
|duration
|1
|'''Duration'''
|Time in seconds that the animation plays for
|Time in seconds that the animation plays for
|-
|-
|0x10
|0x14
|4
|float
|float
|interval
|1
|'''Interval'''
|Time in seconds between frames (reciprocal of frame-rate, typically 30-fps)
|Time in seconds between frames (reciprocal of frame-rate, typically 30-fps)
|-
|-
|0x14
|0x18
|4
|u32
|u32
|{{unknown|unknown1}}
|1
|{{unknown|Unknown 2}}
|Always 0x3
|Always 0x3
|-
|-
|0x18
|0x1C
|4
|u32
|u32
|{{unknown|unknown2}}
|1
|{{unknown|Unknown 3}}
|Always 0x0
|Always 0x0
|-
|-
|0x1C
|0x20
|4
|u32
|u32
|rotation_divisor
|1
|'''Rotation Divisor'''
|Rotation vectors are divided by this value before being applied
|Rotation vectors are divided by this value before being applied
|-
|-
|0x20
|0x20
|4
|float
|float
|translation_multiplier
|1
|'''Translation Multiplier'''
|Translation vectors are multiplied by this value before being applied
|Translation vectors are multiplied by this value before being applied
|-
|-
|0x24
|0x24
|4
|u32
|u32
|bone_channel_count
|1
|'''Bone Channel Count'''
|Count of bone channels present in ANIM
|Count of bone channels present in ANIM
|-
|-
Line 296: Line 238:
|4
|4
|u32
|u32
|{{unknown|unknown3}}
|{{unknown|Unknown 4}}
|Always 0x1
|Always 0x1
|-
|-
|0x2C
|0x2C
|4
|u32
|u32
|key_bitmap_length
|1
|Number of bits in ''key_bitmap''
|'''Key Bitmap Length'''
|Number of bits in ''Key Bitmap''
|-
|0x30
|u32
|round_up(''Key Bitmap Length'' / 32)
|'''Key Bitmap'''
|Word-packed bitmap. Each word is read from least-significant to most-significant bit. A set bit indicates the frame at the bit's position has keys for each bone channel. If the bit is unset, the keys must be generated via interpolation.
|-
|{{unknown|}}
|u32
|1
|'''Bone Channel Count'''
|Count of animated bone channels (matches the previous bone channel count)
|-
|{{unknown|}}
|u32
|1
|'''Bone Channel Descriptor Count'''
|Count of bone channel descriptors in ''Bone Channel Descriptor Table''
|-
|{{unknown|}}
|[[#Bone Channel Descriptor|Bone Channel Descriptor]]
|''Bone Channel Descriptor Count''
|'''Bone Channel Descriptor Table'''
|Table describing animated bone channels
|-
|{{unknown|}}
|u32
|<remainder of file>
|'''Key Bitstream'''
|Word-packed bitstream laid out as described by the descriptor table. The bitstream is unpacked just like ''Key Bitmap'' (least-significant to most-significant).
Key values are tightly-packed, quantized integers whose bit-depth is specified by the ''q_*'' values in the descriptor table.
Each bone-channel key-set starts with a single bit providing the ''W sign-bit'' (1 for negative, 0 for positive).
 
The key integers are signed using [[wikipedia:Two's complement|Two's complement]] representation.
 
The keys are interleaved as such (key-major):
<pre>
|------------|------------|-----|------------|
| bone0/key0 | bone1/key0 | ... | boneN/key0 |
| bone0/key1 | bone1/key1 | ... | boneN/key1 |
| .......... | .......... | ... | .......... |
| bone0/keyN | bone1/keyN | ... | boneN/keyN |
|------------|------------|-----|------------|
</pre>
|}
|}


Line 310: Line 296:
{| class="wikitable"
{| class="wikitable"
!Offset
!Offset
!Length
!Type
!Data Type
!Name
!Identifier
!Notes
!Notes
|-
|-
|0x0
|0x0
|4
|u32
|u32
|bone_id
|'''Bone ID'''
|''Bone ID'' in the associated [[CINF (Metroid Prime)|CINF]] for this bone channel
|''Bone ID'' in the associated [[CINF (File Format)|CINF]] for this bone channel
|-
|-
|0x4
|0x4
|2
|u16
|u16
|key_count
|'''Rotation Key Count'''
|Number of keys in the bitstream for this bone channel (same value for all channels in animation)
|Number of rotation keys in the bitstream for this bone channel.
'''If this value is 0, the remaining Rotation fields aren't present'''
|-
|-
|0x6
|0x6
|2
|s16
|s16
|initial_rx
|'''Initial Rotation X'''
|Initial X value of bone's rotation vector
|Initial X value of bone's rotation vector
|-
|-
|0x8
|0x8
|1
|u8
|u8
|q_rx
|'''Rotation Bits X'''
|Number of bits allocated to bone's ''rx'' in bitstream
|Number of bits allocated to bone's rotation delta X in bitstream
|-
|-
|0x9
|0x9
|2
|s16
|s16
|initial_ry
|'''Initial Rotation Y'''
|Initial Y value of bone's rotation vector
|Initial Y value of bone's rotation vector
|-
|-
|0xB
|0xB
|1
|u8
|u8
|q_ry
|'''Rotation Bits Y'''
|Number of bits allocated to bone's ''ry'' in bitstream
|Number of bits allocated to bone's rotation delta Y in bitstream
|-
|-
|0xC
|0xC
|2
|s16
|s16
|initial_rz
|'''Initial Rotation Z'''
|Initial Z value of bone's rotation vector
|Initial Z value of bone's rotation vector
|-
|-
|0xE
|0xE
|1
|u8
|u8
|q_rz
|'''Rotation Bits Z'''
|Number of bits allocated to bone's ''rz'' in bitstream
|Number of bits allocated to bone's rotation delta Z in bitstream
|-
|-
|0xF
|0xF
|2
|u16
|u16
|translation_key_count
|'''Translation Key Count'''
|If this bone channel has an animated translation, its value will match ''key_count'', otherwise the value will be 0.  
|If this bone channel has an animated translation, its value will match ''Rotation Key Count''; otherwise the value will be 0.  
'''If the value is 0, this descriptor ends here'''
'''If the value is 0, the remaining Translation fields aren't present'''
|-
|-
|0x11
|0x11
|2
|s16
|s16
|initial_tx
|'''Initial Translation X'''
|Initial X value of bone's translation vector
|Initial X value of bone's translation vector
|-
|-
|0x13
|0x13
|1
|u8
|u8
|q_tx
|'''Translation Bits X'''
|Number of bits allocated to bone's ''tx'' in bitstream
|Number of bits allocated to bone's translation delta X in bitstream
|-
|-
|0x14
|0x14
|2
|s16
|s16
|initial_ty
|'''Initial Translation Y'''
|Initial Y value of bone's translation vector
|Initial Y value of bone's translation vector
|-
|-
|0x16
|0x16
|1
|u8
|u8
|q_ty
|'''Translation Bits Y'''
|Number of bits allocated to bone's ''ty'' in bitstream
|Number of bits allocated to bone's translation delta Y in bitstream
|-
|-
|0x17
|0x17
|2
|s16
|s16
|initial_tz
|'''Translation Delta Z'''
|Initial Z value of bone's translation vector
|Initial Z value of bone's translation vector
|-
|-
|0x19
|0x19
|1
|u8
|u8
|q_tz
|'''Translation Bits Z'''
|Number of bits allocated to bone's ''tz'' in bitstream
|Number of bits allocated to bone's translation delta Z in bitstream
|}
|}


[[Category:File Formats]]
[[Category:File Formats]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime]]

Revision as of 13:27, 8 April 2016

This article is for the ANIM format used in Metroid Prime. See ANIM (File Format) for the other revisions of this format.

The ANIM format is used in conjunction with CINF + CSKR rigging to animate CMDL meshes.

There are two versions of the ANIM format in Metroid Prime (indicated by the file's first u32 value), one with compressed animations and one with uncompressed ones:

Version Description
0x0 Quaternion Array Format (Uncompressed)
0x2 Rotation Vector Bitstream Format (Compressed)

Quaternion Array Format (Uncompressed)

The Quaternion Array Format (0x0) is a less common animation format in Metroid Prime. It only appears in a Ridley intro animation and the rotating pirate data artifact hologram above the Impact Crater, as well as some unused Samus animations.

The format stores uncompressed animations by mapping animation channels to bones and supplying rotations as an array of quaternion (WXYZ) keys. Optionally, translations may be specified for a subset of bones as an array of float3 keys.

Layout

Offset Type Element Count Name Notes
0x4 float 1 Duration Time in seconds that the animation plays for
0x8 u32 1 Unknown 1
0xC float 1 Key Interval Time in seconds between keys of each bone channel (reciprocal of frame-rate)
0x10 u32 1 Unknown 2
0x14 u32 1 Key Count Count of keys for each bone channel (keys are set for every frame of the animation)
0x18 u32 1 Unknown 3
0x1C u32 1 Rotation Channel Index Count Count of rotation channel indices in the next array. Always 100.
0x20 u8 Rotation Channel Index Count Rotation Channel Index Array This table maps each bone to a rotation channel, with the index-position corresponding to a Bone ID in the associated CINF, while the index corresponds to the index of a rotation channel. The value is 0xFF if the bone is not animated by this ANIM.
u32 1 Translation Channel Index Count Count of translation channel indices in the next array. Matches the number of valid rotation channels.
u8 Translation Channel Index Count Translation Channel Index Array This table maps each rotation channel to a translation channel, with the index-position corresponding to an entry in the Rotation Channel Index Array above (disregarding 0xFF entries), while the value corresponds to the index of a translation channel. The value is 0xFF if the bone is not translated by this ANIM.
u32 1 Quaternion Key Count Count of elements in Quaternion Key Array below
float4 Quaternion Key Count Quaternion Key Array The quaternion keys are interleaved as such (bone-major):
|------------|------------|-----|------------|
| bone0/key0 | bone0/key1 | ... | bone0/keyN |
| bone1/key0 | bone1/key1 | ... | bone1/keyN |
| .......... | .......... | ... | .......... |
| boneN/key0 | boneN/key1 | ... | boneN/keyN |
|------------|------------|-----|------------|
u32 1 Translation Key Count Count of elements in Translation Key Array below
float3 Translation Key Count Translation Key Array The translation keys are interleaved the same way as the rotation keys. Any bone channels that were marked 0xFF in the Translation Channel Index Array are skipped.
EVNT 1 EVNT Ref ID for this ANIM's EVNT resource, or 0xFFFFFFFF if no events triggered

Rotation Vector Bitstream Format (Compressed)

The Rotation Vector Bitstream Format (0x2) is the most widely used animation format in Metroid Prime. The format uses a compressed bitstream to store keys that have been delta encoded and quantized to make for a very compact, compressed animation. The data is processed sequentially to reconstruct the uncompressed bone channel data as quaternions.

In addition to the bitstream quantization, the format includes a bitmap specifying which frames of the animation have keys added. Consequently, the runtime generates missing keys via interpolation (reducing animation size further).

Key Values

When decoding the animation, each bone's rotation (and possibly translation) values are initialized to the Initial * values in the bone channel descriptors. For every frame of every bone channel, the key value in the bitstream is added with the previous key value (to resolve the delta encoding).

Once resolved, rotation components are divided by Rotation Divisor, resulting in an axis-angle rotation vector. This rotation vector is converted to quaternion imaginary components with the W component derived via normalized-difference and a sign-bit packed into the bitstream:

q = π / 2.0 / rotation_divisor
X = sin(rx * q)
Y = sin(ry * q)
Z = sin(rz * q)
W = sqrt(MAX((1.0 - (X*X + Y*Y + Z*Z)), 0.0))
W = sign_bit ? -W : W

Translation components are multiplied by Translation Multiplier, yielding world units.

Layout

Offset Type Element Count Name Notes
0x4 u32 1 Scratch Size Amount of memory that the animation system needs to allocate to process animation
0x8 EVNT 1 EVNT Ref ID for this ANIM's EVNT resource, or 0xFFFFFFFF if no events triggered
0xC u32 1 Unknown 1 Always 0x1
0x10 float 1 Duration Time in seconds that the animation plays for
0x14 float 1 Interval Time in seconds between frames (reciprocal of frame-rate, typically 30-fps)
0x18 u32 1 Unknown 2 Always 0x3
0x1C u32 1 Unknown 3 Always 0x0
0x20 u32 1 Rotation Divisor Rotation vectors are divided by this value before being applied
0x20 float 1 Translation Multiplier Translation vectors are multiplied by this value before being applied
0x24 u32 1 Bone Channel Count Count of bone channels present in ANIM
0x28 4 u32 Unknown 4 Always 0x1
0x2C u32 1 Key Bitmap Length Number of bits in Key Bitmap
0x30 u32 round_up(Key Bitmap Length / 32) Key Bitmap Word-packed bitmap. Each word is read from least-significant to most-significant bit. A set bit indicates the frame at the bit's position has keys for each bone channel. If the bit is unset, the keys must be generated via interpolation.
u32 1 Bone Channel Count Count of animated bone channels (matches the previous bone channel count)
u32 1 Bone Channel Descriptor Count Count of bone channel descriptors in Bone Channel Descriptor Table
Bone Channel Descriptor Bone Channel Descriptor Count Bone Channel Descriptor Table Table describing animated bone channels
u32 <remainder of file> Key Bitstream Word-packed bitstream laid out as described by the descriptor table. The bitstream is unpacked just like Key Bitmap (least-significant to most-significant).

Key values are tightly-packed, quantized integers whose bit-depth is specified by the q_* values in the descriptor table. Each bone-channel key-set starts with a single bit providing the W sign-bit (1 for negative, 0 for positive).

The key integers are signed using Two's complement representation.

The keys are interleaved as such (key-major):

|------------|------------|-----|------------|
| bone0/key0 | bone1/key0 | ... | boneN/key0 |
| bone0/key1 | bone1/key1 | ... | boneN/key1 |
| .......... | .......... | ... | .......... |
| bone0/keyN | bone1/keyN | ... | boneN/keyN |
|------------|------------|-----|------------|

Bone Channel Descriptor

Offset Type Name Notes
0x0 u32 Bone ID Bone ID in the associated CINF for this bone channel
0x4 u16 Rotation Key Count Number of rotation keys in the bitstream for this bone channel.

If this value is 0, the remaining Rotation fields aren't present

0x6 s16 Initial Rotation X Initial X value of bone's rotation vector
0x8 u8 Rotation Bits X Number of bits allocated to bone's rotation delta X in bitstream
0x9 s16 Initial Rotation Y Initial Y value of bone's rotation vector
0xB u8 Rotation Bits Y Number of bits allocated to bone's rotation delta Y in bitstream
0xC s16 Initial Rotation Z Initial Z value of bone's rotation vector
0xE u8 Rotation Bits Z Number of bits allocated to bone's rotation delta Z in bitstream
0xF u16 Translation Key Count If this bone channel has an animated translation, its value will match Rotation Key Count; otherwise the value will be 0.

If the value is 0, the remaining Translation fields aren't present

0x11 s16 Initial Translation X Initial X value of bone's translation vector
0x13 u8 Translation Bits X Number of bits allocated to bone's translation delta X in bitstream
0x14 s16 Initial Translation Y Initial Y value of bone's translation vector
0x16 u8 Translation Bits Y Number of bits allocated to bone's translation delta Y in bitstream
0x17 s16 Translation Delta Z Initial Z value of bone's translation vector
0x19 u8 Translation Bits Z Number of bits allocated to bone's translation delta Z in bitstream