The Hero Posted August 7, 2015 Share Posted August 7, 2015 (edited) Yesterday I took a look at the .anm/.ska file format in III and documented it (I know, nothing spectacular). These files can be found in ANIM/CUTS.IMG and are used to animate the cutscene heads. PS2 III uses RW 3.1 which didn't have the RpHAnim plugin yet (was all part of RpSkin) so the files are named .ska and look a bit different (explained in the doc). http://aap.papnet.eu/gta/rphanim.txt I will put this on gtamodding when I get to it. gtamodding needs some work anyway, the Renderware related things aren't as well documented as they should be. The differences between RW versions, which GTA uses which RW version and how the files look aren't documented at all it seems. Also some formats are still missing. Edited August 7, 2015 by The Hero ForeverL, Igor Bogdanoff, Agem and 4 others 7 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
JohnHudeski Posted November 4, 2015 Share Posted November 4, 2015 I've been working with this recently and it is a major pain to play back the animations in unity Link to comment Share on other sites More sharing options...
The Hero Posted November 4, 2015 Author Share Posted November 4, 2015 (edited) Please note my original description of the ska format was slightly wrong (I noticed that when I implemented it in librw), i've corrected it now. time comes after t. Edited November 4, 2015 by The Hero re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
JohnHudeski Posted November 5, 2015 Share Posted November 5, 2015 (edited) the version I found was different time (last frame matches length) Quaternion (because its always <1) Position Next frame The problem i face is actually playing it back in unity Seems like some frames are in local space and others in global space not way to tell without understanding the DFF frame system. Very confused Actually figuring out what frames belonged to what bones was hell. http://gtaforums.com/topic/486820-questions-regarding-dff-and-animation/?p=1068148008 Edited November 5, 2015 by JohnHudeski Link to comment Share on other sites More sharing options...
The Hero Posted November 5, 2015 Author Share Posted November 5, 2015 (edited) Yeah, that's the "new" format. I'm just saying the .ska files in PS2 III are different. HAnim doesn't drive an RwFrame hierarchy normally but the HAnim node array. To understand how these key frames map to that array you should read the RW manual on the animation system. You have an array of matrices somewhere that is updated as you play the animation. From that the bone matrices are calculated and together with the inverse bone matrices you get what you need to transform vertices. EDIT: actually, why noy join the irc channel in my sig? It's more practical to talk about things there. Edited November 5, 2015 by The Hero re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
JohnHudeski Posted November 5, 2015 Share Posted November 5, 2015 I will join the irc. I'm just really bad at irc-ing PS I think most anm animations do not have root motion. They always animate 1 bone less. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now