^ ^)/ hello--
after the 'how to swap casting animations' thread, i was curious about this and poked around some in the model viewer. there're only a few dats which hold the animation data for each race. i started with hume_m (my character) and then found out that my hex editor makes changes to the file whenever i make changes in the editor. *cough* so, i kinda messed up my hume animations w/o a backup.
then! i made a backup of the mithra animations and started on the character build of my friend. here're my notes:
it is curious to me that there are three sets for the nin animations while there are only 2 for blm. i had originally assumed that these were in reference to parts of the body-- there was a section of the dat for the head, body, and legs. this is incorrect as there are animations for still shots that modify the entire skeleton with only one section in the dat.
i believe that it is possible that there are two sections for skeletal modification, and the third in many lists is for effects (the effects might be the different dat file, noted above).
the problem with this is, obviously, that the blm wouldn't have effects according to this theory, while it obviously does have effects in-game. after checking both files for graphics in the POL Utilities Data Browser program, it appears that there are no graphics in either file.
i can say for certain that the animation information is stored in these files 'cause it certainly messed up my hume_m animations pretty good with they were modified.
anyone know the file format of the animations? how does the model viewer read them?
anyone have any additional information and/or thoughts?
ps-- this board coding has problems o.o;
after the 'how to swap casting animations' thread, i was curious about this and poked around some in the model viewer. there're only a few dats which hold the animation data for each race. i started with hume_m (my character) and then found out that my hex editor makes changes to the file whenever i make changes in the editor. *cough* so, i kinda messed up my hume animations w/o a backup.
then! i made a backup of the mithra animations and started on the character build of my friend. here're my notes:
BLM===================the motion being displayed.
1-51-89.dat in "mb00" // 000ec730 to 000ef4af = 2d80 (11648) length
1-51-89.dat in "mb01"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mb10"
1-51-89.dat in "mb11"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mb20"
1-51-89.dat in "mb21"
combined and displayed.
NIN===================
the motion being displayed.
1-51-89.dat in "mn00" // 0015dfa0 to 0015f19f = 1200 (4608) length
1-51-89.dat in "mn01"
1-51-92.dat in "mn02"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mn10"
1-51-89.dat in "mn11"
1-51-92.dat in "mn12"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mn20"
1-51-89.dat in "mn21"
1-51-92.dat in "mn22"
combined and displayed.
messy, huh? it's obvious that the animation name, "mb0", for example, is magic-blm-0/1/2, where 0/1/2 are three different states for casting. we see the same in the ninja casting. the names, "mb00, mb01, etc" in the dat information are locations in the dat file. there is a section of the dat with titles 'mb00' and 'mb01'. 1-51-89.dat in "mb00" // 000ec730 to 000ef4af = 2d80 (11648) length
1-51-89.dat in "mb01"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mb10"
1-51-89.dat in "mb11"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mb20"
1-51-89.dat in "mb21"
combined and displayed.
NIN===================
the motion being displayed.
1-51-89.dat in "mn00" // 0015dfa0 to 0015f19f = 1200 (4608) length
1-51-89.dat in "mn01"
1-51-92.dat in "mn02"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mn10"
1-51-89.dat in "mn11"
1-51-92.dat in "mn12"
combined and displayed.
the motion being displayed.
1-51-89.dat in "mn20"
1-51-89.dat in "mn21"
1-51-92.dat in "mn22"
combined and displayed.
it is curious to me that there are three sets for the nin animations while there are only 2 for blm. i had originally assumed that these were in reference to parts of the body-- there was a section of the dat for the head, body, and legs. this is incorrect as there are animations for still shots that modify the entire skeleton with only one section in the dat.
i believe that it is possible that there are two sections for skeletal modification, and the third in many lists is for effects (the effects might be the different dat file, noted above).
the problem with this is, obviously, that the blm wouldn't have effects according to this theory, while it obviously does have effects in-game. after checking both files for graphics in the POL Utilities Data Browser program, it appears that there are no graphics in either file.
i can say for certain that the animation information is stored in these files 'cause it certainly messed up my hume_m animations pretty good with they were modified.
anyone know the file format of the animations? how does the model viewer read them?
anyone have any additional information and/or thoughts?
ps-- this board coding has problems o.o;
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