Hi,
I subscribed so I could share some pieces of informations I didn't see mention anywhere else: How to draw weapons for battle models.
What I found is that: 2 of the unknown values of the skeleton header actually mean something
and that you should not discard too quickly some of the 94 anims you found for Cloud.
So the skeleton header looks like this:
struct s_header
{
unsigned long u1[3]; //0
unsigned long bones; //12
unsigned long u2[3]; //16
unsigned long body_anims; //28
unsigned long u3[2]; //32
unsigned long weapon_anims; //40
unsigned long u4[2]; //44
}header; //size is 52 bytes
body_anims is the number of animations for the body and weapon_anims is the number of animations for the weapons. So for example for Cloud (model si), you find 94 anims, with body_anims = 52 and weapon_anims = 42. Note that the 52 first anims have nb_bones = 24 (the body + 1) and the following 42 have nb_bones = 1 (the weapon) -> that fits.
So, to draw the weapon at its right place, you just have to apply the translation (found in the anim header) and the rotation found in the weapon anim (for weapon anims, do not skip the 1st bone obviously !).
It works:
Sorry if old.
Seb