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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.
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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.
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Re: Heroes of Might and Magic 6

Post by shakotay2 »

Thanks.

I can find the rotation values for bone10, slot3 in your previous post but unsure about the translation values (slot 0 to 2).
Is it the bold blue rectangles? (sorry for the mess, didn't recognize the 4 zeroes, time 0 before the pos values):
.
Idle_Bone10_slots0to3.png
I don't get it why there's 3 different positions for that bone at time 0. I assume the game switches the slots? But forward, back, left, right would require 4 trans slots?

(And why do I have the strong feeling that I'm wasting our time? :eek: With a game's animations, that I'll never play, haha.)
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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 5:27 pm Is it the bold blue rectangles?
Seems like that.
I don't get it why there's 3 different positions for that bone at time 0. I assume the game switches the slots?
There're 4 floats in every key, with the first being the time index, the 2nd being the actual component, and the remaining two are not used. So, the 2nd float in curve slot 0 to 2 stand for tranlation x, y and z correspondingly.
But forward, back, left, right would require 4 trans slots?
Forget about that. It was just a wrong guess.
And why do I have the strong feeling that I'm wasting our time?
Well, not if you're just curious about how it works.
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Re: Heroes of Might and Magic 6

Post by shakotay2 »

Thanks for the clarifications. :)
Bigchillghost wrote: Sat Oct 07, 2023 6:28 pmSo, the 2nd float in curve slot 0 to 2 stand for tranlation x, y and z correspondingly.
But wait, slot0: x, slot1: y, slot2: z? Are you sure?
Would make sense for me, now, but it's hard to believe. (Now I love those good old DirectX animation frames more than ever... :D Plain to understand and use. A little bit outdated, though. Admitted.)
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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