B3D file format animation chunks

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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:
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