ANCS (File Format)
The ANCS format defines characters for animation in Metroid Prime 1 and 2. Starting in Metroid Prime 3, it was replaced by the CHAR format. The extension stands for ANimation Character Set.
Root Structure
Data Type | Description | Notes |
---|---|---|
u16 | Version | Always 1 |
CharacterSet | Character Set | Contains multiple CharacterInfo Entries |
AnimationSet | Animation Set | Describes Meta Animations, Meta Transitions, Half Transitions, and Resource association |
CharacterSet
Data Type | Element Count | Description | Notes |
---|---|---|---|
u16 | 1 | Version | Always 1 |
u32 | 1 | CharacterInfoPair count | Number of characters in this set. |
CharacterInfoPair | character_info_count | Character Info Pairs |
CharacterInfoPair
Data Type | Description |
---|---|
u32 | Id |
CharacterInfo | Character Info |
CharacterInfo
Data Type | Element Count | Description | Notes |
---|---|---|---|
u16 | 1 | Info Type Count | Informs the engine which info types are present within the CharacterSet |
string | 1 | Character Name | Human readable name, useful for editors, the engine does not use this internally. |
CMDL | 1 | Character Model | |
CSKR | 1 | Character Skin | |
CINF | 1 | Character Rig | |
u32 | 1 | Animation Count | Animations in AnimationSet that specifically relate to this character, some characters make heavy use of this abstraction, Space Pirates being the biggest culprit. |
AnimationName | animation_count | Animation Names | Animations linked to this character by name and index. |
PASDatabase | 1 | Parameterized Animation State Data | Not much is known about how this data is used. |
ParticleResData | 1 | Particle systems used by this character | |
u32 | 1 | Unknown | |
u32 | 1 | Unknown | Not present when info_type_count <= 9 |
u32 | 1 | Unknown | Not present when info_type_count <= 9 |
u32 | 1 | Animation AABB count | Only present when info_type_count > 1 |
AnimationAABB | animation_aabb_count | Animation bounds | Only present when info_type_count > 1 |
u32 | 1 | Effect Count | Only present when info_type_count > 1 |
Effect | effect_count | Effects used by this character, including which bones they're attached to | Only present when info_type_count > 1 |
CMDL | 1 | Overlay Model for status effects, such as ice when frozen | Only present when info_type_count > 3 |
CSKR | 1 | Overlay Skin for status effects, such as ice when frozen | Only present when info_type_count > 3 |
u32 | 1 | Animation Index Count | The total number of animations used by this, only present when info_type_count > 4 |
u32 | animation_index_count | Indices of each animation used by this character | Only present when info_type_count > 4 |
u32 | 1 | Unknown | Only present when info_type_count > 9 |
u8 | 1 | Unknown | Only present when info_type_count > 9 |
u32 | 1 | Animation AABB Indexed Count | Only present when info_type_count > 9 |
AnimationAABB | animation_aabb_indexed_count | Animation bounds, referenced by index | Only present when info_type_count > 9 |
AnimationName
Data Type | Element Count | Description | Notes |
---|---|---|---|
u32 | 1 | Index | The index into AnimationSet's MetaAnimation table. |
string | 1 | Unknown | Not present when info_type_count >= 10 |
string | 1 | Animation Name | The name of the index ref'd Animation |
ParticleResData
Data Type | Element Count | Description | Notes |
---|---|---|---|
u32 | 1 | PART count | How many particle systems are used by this character |
PART | part_count | The particle systems used by this character | |
u32 | 1 | SWHC count | How many swooshes are used by this character |
SWHC | swhc_count | The swooshes used by this character | |
u32 | 1 | Unknown Count | How many unknown systems are used by this character |
UniqueID32 | unknown_count | The unknown systems used by this character | |
u32 | 1 | ELSC count | How many electric systems are used by this character, only present if info_type_count > 5 |
ELSC | else_count | The electric systems used by this character | Only present if info_type_count > 5 |
AnimationAABB
Data Type | Description |
---|---|
string | Name |
CAABox | Animation bounds |
Effect
Data Type | Element Count | Description |
---|---|---|
string | 1 | Name |
u32 | 1 | Component Count |
EffectComponent | component_count | Effect Components |
EffectComponent
Data Type | Description |
---|---|
string | Name |
FourCC | Type |
UniqueID32 | Resource as defined by Type |
string | Bone to attach the effect to |
float | Scale |
u32 | Parented Mode |
u32 | Flags |
AnimationAABB Indexed
The only difference between this and the previous AnimationAABB is the fact that animations are referenced by index, rather than by name.
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 |