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Heroes of Might and Magic 6

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shakotay2
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Re: Heroes of Might and Magic 6

Post by shakotay2 »

Each curve seems to have 8 slots and inside of them we find the keydata:
curve_slot_keydata.png
Once I've understood what "slot" means I might continue.

I assume the keydata to be translations or rotations of the bones.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Heroes of Might and Magic 6

Post by shakotay2 »

Since that nesting goes somewhat over my head I tried what I know better but still no clue which bones this belongs to.
(Simplest guess were: the data blocks (trans/rot) are ordered like the bones are in the smd file.)
.
Juggernaut_move.png
Not sure whether it's for two different bones or two slots of the same bone. Probably the latter.
Weird format.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Heroes of Might and Magic 6

Post by Bigchillghost »

shakotay2 wrote: Fri Oct 06, 2023 6:19 pm Once I've understood what "slot" means I might continue.
Got it. Each slot stores only a component of the translation/rotation/scaling curves:

Code: Select all

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, keyCnt 1, max key time 0
                        0.000000: -0.023348 0.000000 0.000000
                slot 2, slot id 7, keyCnt 1, max key time 0
                        0.000000: -0.097285 0.000000 0.000000
                slot 3, slot id 8, keyCnt 3, max key time 80
                        0.000000: -0.663670 0.000000 -0.000071
                        62.000000: -0.662493 -0.000182 -0.000100
                        80.000000: -0.663670 0.000000 0.000000
                slot 4, slot id 9, keyCnt 3, max key time 80
                        0.000000: -0.123400 0.000000 0.000504
                        50.000000: -0.134706 0.000368 0.000268
                        80.000000: -0.123400 0.000000 0.000000
                slot 5, slot id 10, keyCnt 3, max key time 80
                        0.000000: 0.702532 0.000000 0.000149
                        58.000000: 0.699702 0.000277 0.000171
                        80.000000: 0.702532 -0.000000 0.000000
                slot 6, slot id 11, keyCnt 3, max key time 80
                        0.000000: 0.225304 0.000000 -0.000538
                        49.000000: 0.237520 -0.000324 -0.000239
                        80.000000: 0.225304 -0.000001 0.000000
                slot 7, slot id 12, keyCnt 1, max key time 0
                        0.000000: 1.000000 0.000000 0.000000
Local transformation of bone 10:

Code: Select all

T:   -0.00297    -0.0233    -0.0973
R:   -0.555    -0.0588       0.82      0.127 -> 1
S:          1          1          1
Pretty much like the native format of FBX anim curves.
Conclusion:
slot 0 to 2: curves for tran x/y/z;
slot 3 to 6: curves for quat x/y/z/w;
slot 7: curve for united scale.
May you find peace in this puzzle-solving game. Say it with action: click the Image when you get helped.:)
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shakotay2
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Re: Heroes of Might and Magic 6

Post by shakotay2 »

Bigchillghost wrote: Sat Oct 07, 2023 6:41 amPretty much like the native format of FBX anim curves.
That doesn't mean that FBX anim curves use a similar nesting, do they?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Heroes of Might and Magic 6

Post by Bigchillghost »

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.
May you find peace in this puzzle-solving game. Say it with action: click the Image when you get helped.:)
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