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Old 08-13-07, 12:19 AM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default [WIP] Silent Animator

I was having trouble resizing the flag in my flag mod and seeing the animations so after some time of hammering out where the animations were, their size, how many keyframes, timing, etc. I wrote a little app to import/export each keyframe of the animations to view. This app also lets you adust the base mesh vertices and the timing of the individual keyframes. It's still a WIP and I have to finish the import/export of the keyframes still. I also need to find a way of converting to/from integers to Float32 in Visual Basic, can anyone give me some pointers here?
You first load in the .obj file from a previous Pack3D export. You then open up the .dat file containing the animations and the app takes the ID from the .obj file and searches for the type A/5 node containing this ID as the parent ID in the .dat file. It then determines the animation ID from this and deciphers the type 6/0 node with the animation ID and stores all the timings and keyframes data.
Soon to be coded will be the exporting/importing ability of the keyframes. What I intend to do is you pick a keyframe and push the export button and it writes a .obj file with this keyframe data. You then edit this .obj in Wings3D or whatever and when you're finished you import it back into the app. Currently the app lists the number of keyframes found only.
The timings code is already complete except for conversions from Integer to Float32 and back (currently all values are in Integer format). You can view and edit all the timing information found for that ID.
The app also contains a running history block so that you can view everything that has taken place in case you need to make corrections. You have the ability to save this history file.

Here's a screenie of it so far:




Racerboy
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