Each curve seems to have 8 slots and inside of them we find the keydata:
I assume the keydata to be translations or rotations of the bones.
Once I've understood what "slot" means I might continue.Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Heroes of Might and Magic 6
- shakotay2
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Re: Heroes of Might and Magic 6
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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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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
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.)
. Not sure whether it's for two different bones or two slots of the same bone. Probably the latter.
Weird format.
(Simplest guess were: the data blocks (trans/rot) are ordered like the bones are in the smd file.)
. 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
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Heroes of Might and Magic 6
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
Code: Select all
T: -0.00297 -0.0233 -0.0973
R: -0.555 -0.0588 0.82 0.127 -> 1
S: 1 1 1
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.
- An Imitable Workflow for Reverse Engineering a Game Model
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- shakotay2
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Re: Heroes of Might and Magic 6
That doesn't mean that FBX anim curves use a similar nesting, do they?Bigchillghost wrote: ↑Sat Oct 07, 2023 6:41 amPretty much like the native format of FBX anim curves.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Heroes of Might and Magic 6
No, just individual curves for x/y/z components.
May you find peace in this puzzle-solving game.
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- Advanced Mesh Reaper
- Reverse Model Wireframe
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Re: Heroes of Might and Magic 6
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):
. 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? With a game's animations, that I'll never play, haha.)
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):
. 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? With a game's animations, that I'll never play, haha.)
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Heroes of Might and Magic 6
Seems like that.
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.I don't get it why there's 3 different positions for that bone at time 0. I assume the game switches the slots?
Forget about that. It was just a wrong guess.But forward, back, left, right would require 4 trans slots?
Well, not if you're just curious about how it works.And why do I have the strong feeling that I'm wasting our time?
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
- shakotay2
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Re: Heroes of Might and Magic 6
Thanks for the clarifications.
Would make sense for me, now, but it's hard to believe. (Now I love those good old DirectX animation frames more than ever... Plain to understand and use. A little bit outdated, though. Admitted.)
But wait, slot0: x, slot1: y, slot2: z? Are you sure?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.
Would make sense for me, now, but it's hard to believe. (Now I love those good old DirectX animation frames more than ever... 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
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"