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Search found 1023 matches
- Sat Oct 07, 2023 11:38 am
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
Hmm, maybe I'm a little bit dump, but I'd suggest to give the users this "Compile-Execute-Convert-Previev" hint at least? You can just hit preview without performing individual steps as compile, execute, and convert. In fact there's no need to care about which step you should take first i...
- Sat Oct 07, 2023 10:29 am
- Forum: 3D/2D models
- Topic: Heroes of Might and Magic 6
- Replies: 109
- Views: 32955
- Sat Oct 07, 2023 6:41 am
- Forum: 3D/2D models
- Topic: Heroes of Might and Magic 6
- Replies: 109
- Views: 32955
Re: Heroes of Might and Magic 6
Once I've understood what "slot" means I might continue. Got it. Each slot stores only a component of the translation/rotation/scaling curves: anim group 6 (Idle), frame cnt 80 bone 10 slot 0, slot id 5, keyCnt 1, max key time 0 0.000000: -0.002970 0.000000 0.000000 slot 1, slot id 6, key...
- Fri Oct 06, 2023 7:15 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
We've a set of animations, "Move", Run and so on. Are these "animgroups"? Yes, that's correct. Maybe I forgot to change some naming of the elements in that template. But if you've observed the file using the template, you'd see there're 31 elements contained in each so-called an...
- Fri Oct 06, 2023 6:38 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
btw, which "level" do you mean? I was talking about reversing the nested structure. One level at a time using the chunk size to break the entire binary blob into senseful structures. The number of items in each anim group matches with the bone count so I assume they match to each bone acc...
- Fri Oct 06, 2023 6:01 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
Ha, out of sight and out of mind.
I appreciate your good intention but what difference will it make? Feel free to do whatever you like here.
- Fri Oct 06, 2023 5:43 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
btw, "slots" are the same as like Unreal Engine's "Animation slots"? Nope, I just use that word habitually. My guess is that for each bone in each anim group, they store 8 animation curves of difference actions. Coz the end time of each action match with the track length. Hence ...
- Fri Oct 06, 2023 5:28 pm
- Forum: 3D/2D models
- Topic: Scooby Doo! Mystery Mayhem pAnim need help
- Replies: 12
- Views: 387
Re: Scooby Doo! Mystery Mayhem pAnim need help
Nobody ever taught you how to write a decent sentence? Learn to use punctuation and show some respect for God's sake.
- Fri Oct 06, 2023 3:07 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
this is NOT a request ... but if you find the time you might have a look at... ("unfinished animation processing") Sounds no difference to me. Still I'm the one that needs to do the labors... (: I see that you're doing a byte searching to get the addresses of the anim groups and key count...
- Fri Sep 29, 2023 10:18 am
- Forum: 3D/2D models
- Topic: Asphalt 9: Legends Renaming Utility
- Replies: 46
- Views: 7752
Re: Asphalt 9: Legends Renaming Utility
No idea why you're complaining. The tutorial had been released already last year:
viewtopic.php?t=26100
viewtopic.php?t=26100
- Sat Sep 23, 2023 3:28 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
Updated v1.0.2:
- Added individual Radian switch checkbox for Euler and Axis Angle;
- Bug fix for matrix convertion.
- Added individual Radian switch checkbox for Euler and Axis Angle;
- Bug fix for matrix convertion.
- Sat Sep 23, 2023 3:20 pm
- Forum: 3D/2D models
- Topic: Amateur Skeleton Hunter
- Replies: 5
- Views: 2403
Re: Amateur Skeleton Hunter
Updated v1.3.1: - Added support for nested layout; - Added support for loop control; - Added new Eval type "assert" for assertion; - Added new variables "boneHash" and "parentHash" for hierarchy mapping; - Added new types "Seek" and "Tell" for local ...
- Sat Sep 23, 2023 4:37 am
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
So it's likely that the initial frame need to be multiplied by the following keys. Not sure whether each following frame stores relatively to its previous one, just wild guesses. Got it. It's the world space bind pose that was multiplied by each anim keys: skeleton layout: long parentIndex long bon...
- Thu Sep 21, 2023 6:43 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
I also have a problematic (for me) animation, I tried to get it with your tool, but nothing worked The key data should be represented as a "Rotation[9]" followed by a "Translation[3]" instead of a "TransformMatrix[12]", which is for row-major storage only. Anyway, the ...
- Thu Sep 14, 2023 4:14 pm
- Forum: 3D/2D models
- Topic: Animation Recipe Cracker
- Replies: 21
- Views: 837
Re: Animation Recipe Cracker
Skeleton dump and animation file of the above example: stand.7z Layout context: long skip[2] long posCnt long skip[posCnt][3] long skip long boneCnt begin loop[boneCnt] long skip[2] long animKeyOffset calc animKeyOffset[/][6] dict OffsetToBoneMap[animKeyOffset][boneIdx] long skip[6] end loop[boneCnt...