Ok this is how .a files work:
You have to load a skeleton (.HRC) file first but that's all you really need. The HRC file tell the system how many bones are there and the leanths and *the order that they are in* (That part is key) Now I dumped some .a files and marked down what I think everything is. I think I messed up my frame 2 offset in the second example, but I discribe enough so you guys can fix it in case I messed up. You have to excuse me as it 6:00am here and I've been tereing these things apart all night. Here's my dumps.
[ALL ROTATIONS ARE INTEL FLOATS]
AAFE.A
-------------------------
offset: data (what it is)
--------------------------
000: 01000000 (animation header)
004: 01000000 (how many frames of animation [1])
008: 15000000 (how many bones there are [21])
00C: 01000200 (always the same w/field humans)
010: 48E86701 (Bounding box1?)
014: 20AC6701 (Bounding box2?)
018: 00000000 (?1)
01C: 00000000 (?2)
020: 00000000 (?3)
024: 00000000 (?4)
028: 00000000 (?5)
02C: 00000000 (?6)
030: 00000000 (?7)
034: 86905841 (Time mark?)
038: 7FD69D3D (frame header?)
03C: 00008743 Bone1 X rotation [270]
040: 00000000 Bone1 Y rotation
****************************************
ABCE.A
-------------------------
offset: data (what it is)
--------------------------
000: 01000000 (animation header)
004: 17000000 (how many frames of animation [23])
008: 18000000 (how many bones there are [24])
00C: 01000200 (always the same w/field humans)
010: AC737901 (Bounding box1?)
014: FC1D7901 (Bounding box2?)
018: 00000000 (?1)
01C: 00000000 (?2)
020: 00000000 (?3)
024: 004CB343 (?4)
028: 0044AC43 (?5)
02C: 00000000 (?6)
030: 0351493D (?7)
034: 0CE52441 (Time mark?)
038: 90754DBD (frame header?)
03C: 00008743 Bone1 X rotation [270]
040: 00000000 Bone1 Y rotation
...(after the 24 bones)
16C: DFBB2741 (time mark?)
170: AC4939BD (frame header}
174: 00008743 Bone1 X rotation [270]
178: 00000000 Bone1 Y rotation
************************************
DF.A (racing chocobo from minigame)
-------------------------
offset: data (what it is)
--------------------------
000: 01000000 (animation header)
004: 14000000 (how many frams of animation [20])
008: 1C000000 (how many bones there are [28])
00C: 01000200 (always the same w/field humans)
010: 50FFED00 (Bounding box1?)
014: 741BEE00 (Bounding box2?)
018: 00000000 (?1)
01C: 00000000 (?2)
020: 00000000 (?3)
024: 00000000 (?4)
028: 00000000 (?5)
02C: 00000000 (?6)
030: 676646BF (?7)
034: E9E55C41 (Time mark?)
038: 45DCEB40 (frame header?)
03C: 004CB343 Bone1 X rotation [358.59375]
040: 00000000 Bone1 Y rotation
he order of the bones is exactly the same as the are defined in the HRC file. Now you guys can put your little dudes togeather by following this roadmap.
-halkun
EDIT: Actually, this has accomplished two things:
1) It's reminded me I STILL haven't figured out the .A format
2) It's helped me a bit by, as my dad would say, pointing out the Sheer Bleeding Obvious, something I tend to miss sometimes.
[This message has been edited by ficedula (edited August 25, 2001).]
- Alhexx
BTW: I still have no Max SDK
- edit -
How cute, Fice was an insane poster! :D
[This message has been edited by Alhexx (edited August 30, 2001).]
Incidentally, you're an insane poster now as well :wink:
Haven't recognized that yet! HA!
I just posted your 'past status' to show how old this topic is.
BTW: You're moving up to that 'No Life'-Status - if you weren't a moderator ...
- Alhexx
- Alhexx
...but the Legacy server's down. So I've put it on my uni account temporarily
http://www.dcs.warwick.ac.uk/~csuzs/ifalna121.zip
if you want it.