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Author Topic: Wm21 Model And Animation File Spec  (Read 50 times)

Keshire

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Wm21 Model And Animation File Spec
« on: August 16, 2005, 03:40:00 AM »

Don't know if anyone is working on this already.

Here is what I have after taking a rough glance.

Model:

header:
19 bytes - Unknown
4 bytes - File Size minus 4 bytes?

0X25 4 bytes - Number of bones
[Skeleton Data]
4 bytes - String Length+1
x bytes - bone name
4 bytes - x coord?
4 bytes - y coord?
4 bytes - z coord?
[/skeleton] - Repeat # Bone Times

4bytes - padding/end of skeleton - 01 00 00 00

4bytes - Number of Surfaces
[Surfaces]
4bytes - String length+1
xbytes - surface name
1bytes - subheader length?
xbytes - subheader/special flags?
4bytes - Number of Verts?
4bytes - padding
xbytes - mesh data
4bytes - number of morph targets
[morph target]
4bytes - String Length+1
xbytes - Morph targer name
4bytes - number of verts
xbytes - morph data
[/morph target] - repeat # morph target times (always include unused morph targets despite # of morph targets?)
[/Sufaces] - repeat # surface times

Thats condensed. "Mesh data" contains what looks like 3 sections (probably - vert, poly/normal, uvw)


Animation:
4 bytes - File Size smile.gif

referenceSkeleton.bpc - Listing of various skeleton packages? Related to 19 byte model unknown?
scriptMotionContents.smc - Move naming conventions?
And what do the various montionPak#.pak do?

ongoing discussion here:
Soul X-plorer hacking boards (registration required)
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Keshire

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Wm21 Model And Animation File Spec
« Reply #1 on: August 17, 2005, 01:13:00 AM »

Animation:

Header:
4 bytes - Size of File -1 byte
7 bytes - unknown
4 bytes - Number Bones? (65 for all files I've looked at)
4 bytes - end of Bone? Index


There's a 260 byte Bone? Index (4 byte blocks, 65 blocks) with pointers into the actual data.

4 Chunks as far as I can tell.

Header
Unknown Chunk
Index
Unknown Chunk
Data Chunk
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