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The CINF format is for character layouts (i.e. skeletons/armatures).
Character layouts are associated with models and skins through ANCS files.
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To do: MP3/DKCR differences
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Format
Type
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Count
|
Name
|
Notes
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u32
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1
|
Bone Count
|
|
Bone
|
Bone Count
|
Bone Table
|
|
u32
|
1
|
Build Order ID Count
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|
u32
|
Build Order ID Count
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Build Order ID Table
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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.
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u32
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1
|
Bone Name Count
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|
Bone Name
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Bone Name Count
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Bone Name Table
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|
End of file
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Bone
Offset
|
Type
|
Count
|
Name
|
Notes
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MP1
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MP2
|
0x0
|
u32
|
1
|
Bone ID
|
|
✔
|
✔
|
0x4
|
u32
|
1
|
Parent Bone ID
|
|
✔
|
✔
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0x8
|
Vector3f
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1
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Position
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The position is in the skeleton's local space, not in the parent's bone space.
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✔
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✔
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0x14
|
Quaternion
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1
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Rotation
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Initial rotation of the bone, also in the skeleton's local space.
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✖
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✔
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0x24
|
Quaternion
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1
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Local Rotation
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Initial local rotation of the bone in this bone's local space (parent-relative).
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✖
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✔
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0x34
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u32
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1
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Linked Bone Count
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|
✔
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✔
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0x38
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u32
|
Linked Bone Count
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Linked Bone ID Array
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This array includes both the parent bone ID as well as all children.
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✔
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✔
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End of bone
|
Bone Name
Type
|
Count
|
Name
|
Notes
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string
|
1
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Bone Name
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|
u32
|
1
|
Bone ID
|
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End of bone name
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