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banjo_kazooie:animations [2024/11/26 14:51]
BanjoFreak64 [Header]
banjo_kazooie:animations [2024/11/26 16:27] (current)
BanjoFreak64 [Transform Structure]
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 ======== Animation Data ======== ======== Animation Data ========
  
-Banjo-Kazooie uses animation files comprised of a list of Internal Bone IDs, their transformation type (scale, rotate or translate), and across which frames of an animation these transformations occur. Animation indices can be found by searching ​the [[https://​hack64.net/​wiki/​doku.php?​id=banjo_kazooie:​rom_map | Rom Map]].+Banjo-Kazooie uses animation files comprised of a list of [[https://​hack64.net/​wiki/​doku.php?​id=banjo_kazooie:​model_data#​animation_setup:​~:​text=ii%20ii%5D-,​Internal%20Bone%20ID,​-0x000E|Internal Bone IDs]], their transformation type (scale, rotate or translate), and across which frames of an animation these transformations occur. Animation indices can be found in the [[https://​hack64.net/​wiki/​doku.php?​id=banjo_kazooie:​rom_map | Rom Map]].
  
  
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 ''<​color #​00c6ff>​00 1</​color><​color #​ff8a00>​0</​color>​ <color #​5724ff>​00 09</​color>''​ ''<​color #​00c6ff>​00 1</​color><​color #​ff8a00>​0</​color>​ <color #​5724ff>​00 09</​color>''​
  
-This element targets Internal Bone ID <color #​00c6ff>​0x1</​color>, ​<color #ff8a00>rotates the bone around the X axis</​color>,​ and does this at <color #5724ff>9</​color>​ different points between frames 15 and 165.+This element targets Internal Bone ID 1 (<color #​00c6ff>​0x1</​color>​), rotates the bone around the X axis (<color #​ff8a00>​0x0</​color>​), and does this at 9 (<color #5724ff>0x9</​color>​different points between frames 15 and 165.
  
 ^ *Transform Type ^ Value ^ ^ *Transform Type ^ Value ^
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 | Z Translation | 8 | | Z Translation | 8 |
 ===== Transform Structure ===== ===== Transform Structure =====
-The transform structure details the frames in which a transformation of the bone occurs ​(i.e. translate, rotate, or scale) ​and by how much the bone moves between frames with respect to the scale of the model (transform factor).Transform structure is repeated for instances [<color #​5724ff>​cc cc</​color>​] before introducing the next element header where [<color #​5724ff>​cc cc</​color>​] = Data Count. The first two bytes of data contain two bits representing unknown values and fourteen bits which determine the frame of a transformation.+The transform structure details the frames in which a transformation of the bone occurs and by how much the bone moves between frames with respect to the scale of the model (transform factor). Transform structure is repeated for instances [<color #​5724ff>​cc cc</​color>​] before introducing the next element header where [<color #​5724ff>​cc cc</​color>​] = [[https://​hack64.net/​wiki/​doku.php?​id=banjo_kazooie:​animations#​element_header:​~:​text=0x0004-,​%5Bcc%20cc%5D,​-Data%20Count|Data Count]]. The first two bytes of data contain two bits representing unknown values and fourteen bits which determine the frame of a transformation.
  
 *Bitwise Parameters: *Bitwise Parameters:
banjo_kazooie/animations.1732632695.txt.gz ยท Last modified: 2024/11/26 14:51 by BanjoFreak64