Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Search found 1023 matches

by Bigchillghost
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...
by Bigchillghost
Sat Oct 07, 2023 10:29 am
Forum: 3D/2D models
Topic: Heroes of Might and Magic 6
Replies: 109
Views: 32955

Re: Heroes of Might and Magic 6

shakotay2 wrote: Sat Oct 07, 2023 8:53 am That doesn't mean that FBX anim curves use a similar nesting, do they?
No, just individual curves for x/y/z components.
by Bigchillghost
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...
by Bigchillghost
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...
by Bigchillghost
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...
by Bigchillghost
Fri Oct 06, 2023 6:01 pm
Forum: 3D/2D models
Topic: Animation Recipe Cracker
Replies: 21
Views: 837

Re: Animation Recipe Cracker

shakotay2 wrote: Fri Oct 06, 2023 5:48 pm I just stumbled accross it when reviewing the forum before it will shut down.
Ha, out of sight and out of mind. :D
shakotay2 wrote: Fri Oct 06, 2023 5:48 pm (Ok, I will continue in the HOMM6 thread to not spam here.)
I appreciate your good intention but what difference will it make? Feel free to do whatever you like here. :)
by Bigchillghost
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 ...
by Bigchillghost
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. :wink:
by Bigchillghost
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...
by Bigchillghost
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. :wink: The tutorial had been released already last year:
viewtopic.php?t=26100
by Bigchillghost
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.
by Bigchillghost
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 ...
by Bigchillghost
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...
by Bigchillghost
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 ...
by Bigchillghost
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...