R-II
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- Thread Starter
- #21
Well I've gone back several times over the past few months trying to wrap my brain around this block and I still havn't really gotten anywhere. Here's a sample of what I'm dealing with:
This is the animation frame block - the starred collumns index and give the number of block 27.8 entries per frame, respectively.
This is the evil block that supposedly represents animating the model. I converted the values to a few different types for examination, but nothing's really jumping out. I'm suspecting there may be mixed types among the block, but that wouldn't agree with any of the frame indexing (but the indexing itself looks like it's meaningless based on some general patterns I've seen). I also suspect this somehow indexes the scenegraph, but I havn't figured out how. Another thing is that some of the values near the bottom of the block appear to be floating point, but it's very spotty at best in test cases. If this was to directly manipulate the scenegraph however, all the values would have to be floating point apart from indexes, so there's more going on...
Anyway I know it's a lot to chew, but I'm hoping someone that knows more about animation can give me some better ideas at how to tackle this. You can of course get limitless examples of these blocks by using util->data view in the PM Viewer and scrolling towards the bottom.
Code:
BLOCK 27.3
time * *
0: 0.000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
1: 3.000, 0, 0, 0, 0, 0, 1, 0, 0, 0, 4
2: 5.000, 0, 0, 0, 0, 1, 0, 0, 0, 4, 4
3: 6.000, 0, 0, 0, 0, 1, 1, 0, 0, 8, 2
4: 9.000, 0, 0, 0, 0, 2, 1, 0, 0, 10, 4
Code:
BLOCK 27.8
Hex Signed Bytes Unsigned Bytes Float
0: A9020202 ( -87, 2, 2, 2) (169, 2, 2, 2) ( -0.000)
1: 37E9EBE8 ( 55, -23, -21, -24) ( 55,233,235,232) ( 0.000)
2: 11010200 ( 17, 1, 2, 0) ( 17, 1, 2, 0) ( 0.000)
3: 48030016 ( 72, 3, 0, 22) ( 72, 3, 0, 22) ( 134144.344)
4: 11FDFEFE ( 17, -3, -2, -2) ( 17,253,254,254) ( 0.000)
5: 00000000 ( 0, 0, 0, 0) ( 0, 0, 0, 0) ( 0.000)
6: 0000000A ( 0, 0, 0, 10) ( 0, 0, 0, 10) ( 0.000)
7: 00000000 ( 0, 0, 0, 0) ( 0, 0, 0, 0) ( 0.000)
8: 00000001 ( 0, 0, 0, 1) ( 0, 0, 0, 1) ( 0.000)
9: 00000220 ( 0, 0, 2, 32) ( 0, 0, 2, 32) ( 0.000)
10: 00000220 ( 0, 0, 2, 32) ( 0, 0, 2, 32) ( 0.000)
11: C176554A ( -63, 118, 85, 74) (193,118, 85, 74) ( -15.396)
12: 4161E6C0 ( 65, 97, -26, -64) ( 65, 97,230,192) ( 14.119)
13: 00000001 ( 0, 0, 0, 1) ( 0, 0, 0, 1) ( 0.000)
Anyway I know it's a lot to chew, but I'm hoping someone that knows more about animation can give me some better ideas at how to tackle this. You can of course get limitless examples of these blocks by using util->data view in the PM Viewer and scrolling towards the bottom.