ANIM (File Format): Difference between revisions

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(Initial ANIM. Will add tables later)
>Aruki
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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]]
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