Hi there,
I'm trying to build a (very) basic tool for converting external animations into the FF7 animation format. I'm by no means a programmer, but I'm hoping to stumble along dissecting the Kimera source code and botching the bits of it that I understand together with stuff from the Autodesk FBX SDK into some form of horrible, horrible C++ program.
Anyway, I need some help understanding stuff. Right now, I think I understand that FF7 animations are stored in a sort of frame-by-frame convention, with alpha, beta and gamma rotations for each bone in every frame.
As opposed to this, the FBX format, from what I've gathered, stores rotations in keyframes, and there are function curves between these keyframes.
I'm just having trouble working out how I'd obtain individual rotations for each frame from this.
Any ideas? Am I at least right about the FF7 animation? This is my first attempt at anything like this, so any pointers at all would be most appreciated!