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#24 | ||
Black Magic
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You are probably correct, the designers may have given the Timing Tags two bytes. I'll change Silent Animator to look for two bytes for the Timing Tags. At the start of each keyframe there are two floats. The first float is the scale value, the second float is the offset value. What follows them are the vertices: two bytes for vertice x, two bytes for vertice y, and two bytes for vertice z. This is repeated for x amount of vertices. I'll use vertice x as an example: take the two bytes for vertice x and convert them to an UInt16 value Multiply this by the float value of the first float in the keyframe add the second float value of the keyframe to this you now have the float32 value for this vertice now do this for all the axis's of the vertices, for every vertice in that keyframe, then for every keyframe for that node. Hence why I made Silent Animator ![]() Racerboy ![]() |
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