ANCS (File Format): Difference between revisions
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>Aruki (woooooooah we're halfway theeeere) |
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The '''ANCS format''' defines | The '''ANCS format''' defines character sets and animation sets in Metroid Prime 1 and 2. Starting in Metroid Prime 3, it was replaced by the [[CHAR (File Format)|CHAR]] and [[SAND (File Format)|SAND]] formats. The extension stands for '''AN'''imation '''C'''haracter '''S'''et. | ||
__TOC__ | __TOC__ | ||
== | == Format == | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Name | ||
! Notes | ! Notes | ||
|- | |- | ||
| u16 | | u16 | ||
| Version | | '''Version''' | ||
| Always 1 | | Always 1. | ||
|- | |- | ||
| [[# | | [[#Character Set|Character Set]] | ||
| | | '''Character Set''' | ||
| | | Set of characters that share animation data. | ||
|- | |- | ||
| [[#Animation Set|Animation Set]] | |||
| '''Animation Set''' | |||
| Set of animations used by the characters in the character set. | |||
|} | |} | ||
== | === Character Set === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | ! Notes | ||
|- | |- | ||
| u16 | | u16 | ||
| 1 | | 1 | ||
| Version | | '''Version''' | ||
| Always 1 | | Always 1. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Character Count''' | ||
| | | Count of characters in this set. | ||
|- | |- | ||
| [[# | | [[#Character|Character]] | ||
| | | ''Character Count'' | ||
| | | '''Characters Array''' | ||
| | | Array of characters. | ||
|} | |} | ||
=== | ==== Character ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Count | ||
! Name | |||
! Notes | |||
! V1 | |||
! V2 | |||
! V4 | |||
! V5 | |||
! V10 | |||
|- | |- | ||
| u32 | | u32 | ||
| | | 1 | ||
| | | '''Character ID''' | ||
| | | Typically begins at 0 and increments by 1 on each successive character in the set. | ||
| | | {{check}} | ||
|} | | {{check}} | ||
| {{check}} | |||
| {{check}} | |||
{ | | {{check}} | ||
|- | |- | ||
| u16 | | u16 | ||
| 1 | | 1 | ||
| | | '''Version''' | ||
| | | This can vary between different files/characters. Usually 5 or 6 in MP1 and 10 in MP2. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| string | | string | ||
| 1 | | 1 | ||
| | | '''Name''' | ||
| | | Name of the character. Not used by the game; was likely included for debugging purposes. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | Asset ID ([[CMDL (Metroid Prime)|CMDL]]) | ||
| 1 | | 1 | ||
| | | '''Model ID''' | ||
| | | ID of the model used by this character. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[CSKR_(File_Format)|CSKR]] | | Asset ID ([[CSKR_(File_Format)|CSKR]]) | ||
| 1 | | 1 | ||
| | | '''Skin ID''' | ||
| | | ID of the skin used by this character. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[CINF_(File_Format)|CINF]] | | Asset ID ([[CINF_(File_Format)|CINF]]) | ||
| 1 | | 1 | ||
| | | '''Skeleton ID''' | ||
| | | ID of the skeleton used by this character. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| Animation Count | | '''Animation Name Count''' | ||
| | | Count of animation names in the next array. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[# | | [[#Animation Name|Animation Name]] | ||
| | | ''Animation Name Count'' | ||
| Animation | | '''Animation Name Array''' | ||
| | | Array of names of animations used by this character. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | [[PAS Database]] | ||
| 1 | | 1 | ||
| | | '''PAS Database''' | ||
| Not much is known about how this data is used. | | Not much is known about how this data is used. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[# | | [[#Particle Resource Data|Particle Resource Data]] | ||
| 1 | | 1 | ||
| Particle | | '''Particle Resource Data''' | ||
| | | List of particle assets being used by this character. This includes particles being used by attached effects as well as by [[EVNT (File Format)|animation events]]. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | {{unknown}} | ||
| | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| {{unknown| | | {{unknown}} | ||
| | | | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| '''Animation AABB Count''' | |||
| | | Count of animation bounding boxes. | ||
| | | {{nocheck}} | ||
| | | {{check}} | ||
| | | {{check}} | ||
| | | {{check}} | ||
| | | {{check}} | ||
|- | |- | ||
| [[# | | [[#Animation AABB|Animation AABB]] | ||
| | | ''Animation AABB Count'' | ||
| Animation | | '''Animation AABB Array''' | ||
| | | Array of animation bounding boxes for this character. | ||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| Effect Count | | '''Effect Count''' | ||
| | | Count of attached effects. | ||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[#Effect|Effect]] | | [[#Effect|Effect]] | ||
| | | ''Effect Count'' | ||
| Effects | | '''Effect Array''' | ||
| | | Effects attached to this character. | ||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[CMDL_(Metroid_Prime)|CMDL]] | | Asset ID ([[CMDL_(Metroid_Prime)|CMDL]]) | ||
| 1 | | 1 | ||
| Overlay | | '''Frozen Model''' | ||
| | | Overlay model that appears when the character is frozen with the Ice/Dark Beam. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[CSKR_(File_Format)|CSKR]] | | Asset ID ([[CSKR_(File_Format)|CSKR]]) | ||
| 1 | | 1 | ||
| | | '''Frozen Skin''' | ||
| | | Skin for rigging the ''Frozen Model'' to the character's skeleton. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| Animation | | '''Animation Count''' | ||
| | | Count of animations used by this character. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| | | ''Animation Count'' | ||
| | | '''Animation ID Map''' | ||
| | | Array of animation IDs. Indexing this array with the character-relative animation ID returns the animset-relative animation ID. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| | | Asset ID ([[CSPP (File Format)|CSPP]]) | ||
| 1 | | 1 | ||
| '''Spatial Primitives ID''' | |||
| | | ID of the spatial primitives used by this character. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |- | ||
| u8 | | u8 | ||
| 1 | | 1 | ||
| {{unknown| | | {{unknown}} | ||
| | | | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| Animation AABB | | '''Indexed Animation AABB Count''' | ||
| | | Count of indexed animation bounding boxes. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |- | ||
| [[# | | [[#Indexed Animation AABB|Indexed Animation AABB]] | ||
| | | ''Indexed Animation AABB Count'' | ||
| Animation | | '''Indexed Animation AABB Array''' | ||
| | | Unknown purpose. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|} | |} | ||
==== | ===== Animation Name ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Name | ||
! Notes | ! Notes | ||
! V1 | |||
! V10 | |||
|- | |- | ||
| u32 | | u32 | ||
| | | '''Animation ID''' | ||
| | | Character-relative animation ID. Must be remapped via the ''Animation ID Map'' to access the corresponding animation in the animset. | ||
| | | {{check}} | ||
| {{check}} | |||
|- | |- | ||
| string | | string | ||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| | | Always empty. | ||
| {{check}} | |||
| {{nocheck}} | |||
|- | |- | ||
| string | | string | ||
| | | '''Animation Name''' | ||
| The name of the animation. | |||
| The name of the | | {{check}} | ||
| {{check}} | |||
|} | |} | ||
=== | ===== Particle Resource Data ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | ! Notes | ||
! V5 | |||
! V6 | |||
! V10 | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Generic Particle Count''' | ||
| | | Count of generic particle systems. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | Asset ID ([[PART (File Format)|PART]]) | ||
| | | ''Generic Particle Count'' | ||
| | | '''Generic Particle List''' | ||
| List of generic particle systems used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Swoosh Particle Count''' | |||
| Count of swoosh particle systems. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[SWHC (File Format)|SWHC]]) | |||
| ''Swoosh Particle Count'' | |||
| '''Swoosh Particle List''' | |||
| List of swoosh particle systems used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | {{unknown}} | ||
| Always 0. | |||
| | | {{nocheck}} | ||
| | | {{check}} | ||
| | | {{check}} | ||
| | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| '''Electric Particle Count''' | |||
| | | Count of electric particle systems. | ||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| | | Asset ID ([[ELSC_(File_Format)|ELSC]]) | ||
| | | ''Electric Particle Count'' | ||
| | | '''Electric Particle List''' | ||
| List of electric particle systems used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Spawn Particle Count''' | ||
| | | Count of spawn particle systems. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | Asset ID ([[SPSC (File Format)|SPSC]]) | ||
| | | ''Spawn Particle Count'' | ||
| | | '''Spawn Particle List''' | ||
| | | List of spawn particle systems used by this character. | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|} | |} | ||
=== | ===== Animation AABB ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| string | | string | ||
| Name | | '''Animation Name''' | ||
| | |||
|- | |||
| {{AABox}} | |||
| '''Animation Bounding Box''' | |||
| | |||
|} | |||
===== Indexed Animation AABB ===== | |||
Similar to [[#Animation AABB|Animation AABB]], but with animations referenced via ID instead of name. | |||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |- | ||
| | | u32 | ||
| Animation | | '''Animation ID''' | ||
| Confirm this is character-relative? | |||
|- | |||
| {{AABox}} | |||
| '''Animation Bounding Box''' | |||
| | |||
|} | |} | ||
===Effect=== | ===== Effect ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| string | | string | ||
| 1 | | 1 | ||
| Name | | '''Effect Name''' | ||
| Name of the effect. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| Component Count | | '''Effect Component Count''' | ||
| Count of effect components | |||
|- | |- | ||
| [[# | | [[#Effect Component|Effect Component]] | ||
| | | ''Effect Component Count'' | ||
| Effect Components | | '''Effect Components''' | ||
| Array of effect components used by this effect. | |||
|} | |} | ||
==== | ====== Effect Component ====== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| string | | string | ||
| Name | | '''Component Name''' | ||
| Name of this effect component. | |||
|- | |- | ||
| FourCC | | {{FourCC}} | ||
| Type | | '''Particle Asset Type''' | ||
| Type of the particle used by this effect. | |||
|- | |- | ||
| | | Asset ID | ||
| | | '''Particle Asset ID''' | ||
| Particle resource used by this effect. | |||
|- | |- | ||
| string | | string | ||
| Bone | | '''Bone Name''' | ||
| Bone that the component is attached to. | |||
|- | |- | ||
| float | | float | ||
| Scale | | '''Scale''' | ||
| Scale of the component. | |||
|- | |- | ||
| u32 | | u32 | ||
| Parented Mode | | '''Parented Mode''' | ||
| Needs documentation | |||
|- | |- | ||
| u32 | | u32 | ||
| Flags | | '''Flags''' | ||
| Needs documentation | |||
|} | |} | ||
==AnimationSet== | ==AnimationSet== | ||
Revision as of 07:30, 3 March 2017
The ANCS format defines character sets and animation sets in Metroid Prime 1 and 2. Starting in Metroid Prime 3, it was replaced by the CHAR and SAND formats. The extension stands for ANimation Character Set.
Format
| Type | Name | Notes |
|---|---|---|
| u16 | Version | Always 1. |
| Character Set | Character Set | Set of characters that share animation data. |
| Animation Set | Animation Set | Set of animations used by the characters in the character set. |
Character Set
| Type | Count | Name | Notes |
|---|---|---|---|
| u16 | 1 | Version | Always 1. |
| u32 | 1 | Character Count | Count of characters in this set. |
| Character | Character Count | Characters Array | Array of characters. |
Character
| Type | Count | Name | Notes | V1 | V2 | V4 | V5 | V10 |
|---|---|---|---|---|---|---|---|---|
| u32 | 1 | Character ID | Typically begins at 0 and increments by 1 on each successive character in the set. | ✔ | ✔ | ✔ | ✔ | ✔ |
| u16 | 1 | Version | This can vary between different files/characters. Usually 5 or 6 in MP1 and 10 in MP2. | ✔ | ✔ | ✔ | ✔ | ✔ |
| string | 1 | Name | Name of the character. Not used by the game; was likely included for debugging purposes. | ✔ | ✔ | ✔ | ✔ | ✔ |
| Asset ID (CMDL) | 1 | Model ID | ID of the model used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
| Asset ID (CSKR) | 1 | Skin ID | ID of the skin used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
| Asset ID (CINF) | 1 | Skeleton ID | ID of the skeleton used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
| u32 | 1 | Animation Name Count | Count of animation names in the next array. | ✔ | ✔ | ✔ | ✔ | ✔ |
| Animation Name | Animation Name Count | Animation Name Array | Array of names of animations used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
| PAS Database | 1 | PAS Database | Not much is known about how this data is used. | ✔ | ✔ | ✔ | ✔ | ✔ |
| Particle Resource Data | 1 | Particle Resource Data | List of particle assets being used by this character. This includes particles being used by attached effects as well as by animation events. | ✔ | ✔ | ✔ | ✔ | ✔ |
| u32 | 1 | Unknown | ✔ | ✔ | ✔ | ✔ | ✔ | |
| u32 | 1 | Unknown | ✖ | ✖ | ✖ | ✖ | ✔ | |
| u32 | 1 | Animation AABB Count | Count of animation bounding boxes. | ✖ | ✔ | ✔ | ✔ | ✔ |
| Animation AABB | Animation AABB Count | Animation AABB Array | Array of animation bounding boxes for this character. | ✖ | ✔ | ✔ | ✔ | ✔ |
| u32 | 1 | Effect Count | Count of attached effects. | ✖ | ✔ | ✔ | ✔ | ✔ |
| Effect | Effect Count | Effect Array | Effects attached to this character. | ✖ | ✔ | ✔ | ✔ | ✔ |
| Asset ID (CMDL) | 1 | Frozen Model | Overlay model that appears when the character is frozen with the Ice/Dark Beam. | ✖ | ✖ | ✔ | ✔ | ✔ |
| Asset ID (CSKR) | 1 | Frozen Skin | Skin for rigging the Frozen Model to the character's skeleton. | ✖ | ✖ | ✔ | ✔ | ✔ |
| u32 | 1 | Animation Count | Count of animations used by this character. | ✖ | ✖ | ✖ | ✔ | ✔ |
| u32 | Animation Count | Animation ID Map | Array of animation IDs. Indexing this array with the character-relative animation ID returns the animset-relative animation ID. | ✖ | ✖ | ✖ | ✔ | ✔ |
| Asset ID (CSPP) | 1 | Spatial Primitives ID | ID of the spatial primitives used by this character. | ✖ | ✖ | ✖ | ✖ | ✔ |
| u8 | 1 | Unknown | ✖ | ✖ | ✖ | ✖ | ✔ | |
| u32 | 1 | Indexed Animation AABB Count | Count of indexed animation bounding boxes. | ✖ | ✖ | ✖ | ✖ | ✔ |
| Indexed Animation AABB | Indexed Animation AABB Count | Indexed Animation AABB Array | Unknown purpose. | ✖ | ✖ | ✖ | ✖ | ✔ |
Animation Name
| Type | Name | Notes | V1 | V10 |
|---|---|---|---|---|
| u32 | Animation ID | Character-relative animation ID. Must be remapped via the Animation ID Map to access the corresponding animation in the animset. | ✔ | ✔ |
| string | Unknown | Always empty. | ✔ | ✖ |
| string | Animation Name | The name of the animation. | ✔ | ✔ |
Particle Resource Data
| Type | Count | Name | Notes | V5 | V6 | V10 |
|---|---|---|---|---|---|---|
| u32 | 1 | Generic Particle Count | Count of generic particle systems. | ✔ | ✔ | ✔ |
| Asset ID (PART) | Generic Particle Count | Generic Particle List | List of generic particle systems used by this character. | ✔ | ✔ | ✔ |
| u32 | 1 | Swoosh Particle Count | Count of swoosh particle systems. | ✔ | ✔ | ✔ |
| Asset ID (SWHC) | Swoosh Particle Count | Swoosh Particle List | List of swoosh particle systems used by this character. | ✔ | ✔ | ✔ |
| u32 | 1 | Unknown | Always 0. | ✖ | ✔ | ✔ |
| u32 | 1 | Electric Particle Count | Count of electric particle systems. | ✔ | ✔ | ✔ |
| Asset ID (ELSC) | Electric Particle Count | Electric Particle List | List of electric particle systems used by this character. | ✔ | ✔ | ✔ |
| u32 | 1 | Spawn Particle Count | Count of spawn particle systems. | ✖ | ✖ | ✔ |
| Asset ID (SPSC) | Spawn Particle Count | Spawn Particle List | List of spawn particle systems used by this character. | ✖ | ✖ | ✔ |
Animation AABB
| Type | Name | Notes |
|---|---|---|
| string | Animation Name | |
| AABox | Animation Bounding Box |
Indexed Animation AABB
Similar to Animation AABB, but with animations referenced via ID instead of name.
| Type | Name | Notes |
|---|---|---|
| u32 | Animation ID | Confirm this is character-relative? |
| AABox | Animation Bounding Box |
Effect
| Type | Count | Name | Notes |
|---|---|---|---|
| string | 1 | Effect Name | Name of the effect. |
| u32 | 1 | Effect Component Count | Count of effect components |
| Effect Component | Effect Component Count | Effect Components | Array of effect components used by this effect. |
Effect Component
| Type | Name | Notes |
|---|---|---|
| string | Component Name | Name of this effect component. |
| FourCC | Particle Asset Type | Type of the particle used by this effect. |
| Asset ID | Particle Asset ID | Particle resource used by this effect. |
| string | Bone Name | Bone that the component is attached to. |
| float | Scale | Scale of the component. |
| u32 | Parented Mode | Needs documentation |
| u32 | Flags | Needs documentation |
AnimationSet
| Data Type | Element Count | Description | Notes |
|---|---|---|---|
| u16 | 1 | Info Count | Enumeration of the presence of certain sections |
| u32 | 1 | Animation Count | How many animations there are in the set |
| Animation | animation_count | Animations that can be referenced by characters | |
| u32 | 1 | Transition Count | How many transitions there are in the set |
| Transition | transition_count | Transitions that can be referenced by characters | |
| MetaTransition | 1 | Default Transition | |
| u32 | 1 | Additive Animation Count | How many additive animations there are |
| AdditiveAnimationPair | additive_animation_count | Additive animations that can be referenced in some fashion | Reference method is currently unknown, presumably PASDatabase. |
| AdditiveAnimation | 1 | Default additive | |
| u32 | 1 | Half Transition Count | How many half transitions there in the set, Only present if info_count > 2 |
| HalfTransition | half_transition_Count | Half Transitions | Only present if info_count > 2 |
| u32 | 1 | Animation Resource Count | Only present if info_count > 3, and not present at all in MP2 |
| AnimationResource | animation_resource_count | Animation Resources | Only present if info_count > 3, and not present at all in MP2 |
| u32 | 1 | Event Count | Only present in MP2 |
| EVNT | event_count | Animation Events | Only present in MP2 |
Animation
| Data Type | Description |
|---|---|
| string | Name |
| MetaAnimation | Animation configuration |
MetaAnimation
MetaAnimations can be one of five types, and may contain children.
| Data Type | Description |
|---|---|
| EMetaAnimationType | The Animation type |
| Play, Blend, PhaseBlend, Random or Sequence | The animation description, including name, animation ID, and index used to connect character animations references to actual animations. |
EMetaAnimationType
| Name | Value |
|---|---|
| Play | 0 |
| Blend | 1 |
| PhaseBlend | 2 |
| Random | 3 |
| Sequence | 4 |
Play
| Data Type | Description | Notes |
|---|---|---|
| ANIM | Animation ID | The asset ID for this particular animation |
| u32 | Index | The ID used by characters to reference this animation |
| string | Name | The animations name |
| float | Unknown | |
| u32 | Unknown | |
Blend
Blend's structure is shared between Blend and PhaseBlend, with the only currently known difference being the animation type value.
| Data Type | Description | Notes |
|---|---|---|
| MetaAnimation | Animation A | The animation to, presumably, blend from |
| MetaAnimation | Animation B | The animation to, presumably, blend to |
| float | Unknown | |
| bool | Unknown | |
Random
Random may contain one or more children in an Animation -> Probability pair following this structure:
| Data Type | Element Count | Description | Notes |
|---|---|---|---|
| u32 | 1 | Animation Count | The number of child animations |
| AnimProbabilityPair | animation_count | The animations to select from | The exact manner these are used is currently unknown |
AnimProbabilityPair
| Data Type | Description | Notes |
|---|---|---|
| MetaAnimation | The animation use if the probability factor is met | |
| u32 | Probability | How probability is used is not currently known |
Sequence
Sequence is a fairly easy to understand type, it simply plays a list of animations in succession as each animation finishes
| Data Type | Element Count | Description |
|---|---|---|
| u32 | 1 | Animation Count |
| MetaAnimation | animation_count | The animations to play in a sequence |
Transition
| Data Type | Description | Notes |
|---|---|---|
| u32 | Unknown | |
| u32 | Animation Index A | The animation to transition from |
| u32 | Animation Index B | The animation to transition to |
| MetaTransition | Transition configuration | Describes how the transition is performed |
MetaTransition
Meta Transitions can be one of four types, and may contain animations.
| Data Type | Description |
|---|---|
| EMetaTransitionType | The type of transition |
| TransAnimation, TransTransition, TransPhaseTransition, TransNoTransition | The transition configuration |
EMetaTransitionType
| Name | Value |
|---|---|
| TransAnimation | 0 |
| TransTransition | 1 |
| TransPhaseTransition | 2 |
| TransNoTransition | 3 |
TransAnimation
| Data Type | Description |
|---|---|
| MetaAnimation | The animation to use while transitioning |
TransTransition
| Data Type | Description |
|---|---|
| float | Time |
| u32 | Unknown |
| bool | Unknown |
| bool | Unknown |
| u32 | Unknown |
AdditiveAnimationPair
| Data Type | Description |
|---|---|
| u32 | Animation Index |
| AdditiveAnimation | Additive Animation fade-in, fade-out values |
AdditiveAnimation
Describes how animations are additively blended together.
| Data Type | Description |
|---|---|
| float | Fade In Duration |
| float | Fade Out Duration |
Half Transition
A half transition is very similar to a regular transition, but has less configuration information, any other differences are currently unknown
| Data Type | Description |
|---|---|
| u32 | Animation Index |
| MetaTransition | Transition configuration. |
AnimationResource
| Data Type | Description |
|---|---|
| ANIM | Animation Asset ID |
| EVNT | Event Asset ID |