Hi,
The ANIM chunk doesn't contain the KEYS or BONE data, it just tells you what to expect next. I'm not sure if there's a point to having multiple short anim cycles over 1 large set of all the anim cycles, which you jsut extract in BB later (what I do, and works fine).
It might be beneficial if you could animate 2 or more limbs limbs discreetly, something I've not tried, i.e find the left_upperarm entity and upper_rightarm entity, (both of which have their own seperate ANIM & KEY entrys in the B3D file) then extract their anim sequences and try animating both at the same time.
Anyways:
...and so on, hope I got that right, and I hope it makes some sense :)
Tom
The ANIM chunk doesn't contain the KEYS or BONE data, it just tells you what to expect next. I'm not sure if there's a point to having multiple short anim cycles over 1 large set of all the anim cycles, which you jsut extract in BB later (what I do, and works fine).
It might be beneficial if you could animate 2 or more limbs limbs discreetly, something I've not tried, i.e find the left_upperarm entity and upper_rightarm entity, (both of which have their own seperate ANIM & KEY entrys in the B3D file) then extract their anim sequences and try animating both at the same time.
Anyways:
ANIM CHUNK flags frames fps END ANIM NODE CHUNK name$ position x,y,z scale x,y,z rotation quat w,x,y,z BONE CHUNK for each vert affected by this BONE the verts ID the verts weight (this bones influence on this vert) next vert END BONE // this bones KEYS KEYS CHUNK // flags tells us what key types are expected flags (1=position + 2=scale + 4=rotation) for each keyframe keyframe time position x,y,z scale x,y,z rotation quat w,x,y,z next keyframe END KEYS // next NODE....(next child bone)..
...and so on, hope I got that right, and I hope it makes some sense :)
Tom