No edit summary |
No edit summary |
||
(7 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
===== Move ===== | |||
<syntaxhighlight lang="c++"> | |||
class Move | |||
{ | |||
public: | |||
char *pName; //0x0000 | |||
char *pAnimationName; //0x0008 | |||
class Animation0xC8 *pAnimation; //0x0010 | |||
uint32_t VulnerabilityBitMask; //0x0018 | |||
uint32_t HitLevel; //0x001C | |||
class CancelList *pCancelList; //0x0020 | |||
char pad_0028[8]; //0x0028 | |||
uint64_t u2; //0x0030 | |||
uint64_t u3; //0x0038 | |||
uint64_t u4; //0x0040 | |||
char pad_0048[8]; //0x0048 | |||
uint32_t u6; //0x0050 | |||
uint16_t TransitionMoveID; //0x0054 | |||
uint16_t u7; //0x0056 | |||
uint16_t u8; //0x0058 | |||
uint16_t u8_2; //0x005A | |||
uint16_t u9; //0x005C | |||
char pad_005E[2]; //0x005E | |||
class HitCondition *pHitConditionList; //0x0060 | |||
int32_t AnimationMaxLength; //0x0068 | |||
uint32_t FloatableStart; //0x006C | |||
uint32_t FloatableEnd; //0x0070 | |||
uint32_t u12; //0x0074 | |||
class Voiceclip *pVoiceclip; //0x0078 | |||
class ExtraMovePropertiesList *pExtraPropertiesList; //0x0080 | |||
char pad_0088[16]; //0x0088 | |||
uint32_t u15; //0x0098 | |||
int32_t HitboxIndex; //0x009C | |||
int32_t HitboxStartFrame; //0x00A0 | |||
int32_t HitboxEndFrame; //0x00A4 | |||
uint16_t u16; //0x00A8 | |||
uint16_t u17; //0x00AA | |||
uint32_t u18; //0x00AC | |||
}; //Size: 0x00B0 | |||
static_assert(sizeof(Move) == 0xB0); | |||
</syntaxhighlight><code>pName</code> | |||
Pointer to a C-style string with the name of the move. | |||
<code>pAnimationName</code> | |||
Pointer to a C-style string with the name of the animation of the move. | |||
<code>pAnimation</code> | |||
Pointer to animation object of the move. | |||
<code>VulnerabilityBitMask</code> | |||
Vulnerability flags: high, mid, low crush, etc., for the move. | |||
Maybe something else. | |||
<code>HitLevel</code> | |||
Hit level flags. | |||
<code>pCancelList</code> | |||
Pointer to the list of cancels from this move. | |||
<code>TransitionMoveID</code> | |||
Move ID to which this move transitions(at <code>AnimationLength</code> frame number) by default if no cancels from the cancel list cancelled this move into their moves. | |||
<code>pHitConditionList</code> | |||
Pointer to the hit condition list for this move. | |||
<code>AnimationMaxLength</code> | |||
Frame number at which this move transitions into the <code>TransitionMoveID</code> move. | |||
<code>FloatableStart</code> | |||
Frame number(inclusive) of the start of the window when character will be floated if hit. | |||
<code>FloatableEnd</code> | |||
Frame number(inclusive) of the end of the window when character will be floated if hit. | |||
<code>pVoiceclip</code> | |||
Pointer to the <code>Voiceclip</code> object for this move. | |||
<code>pExtraPropertiesList</code> | |||
Pointer to the extra properties list for this move. | |||
<code>HitboxIndex</code> | |||
Index of the hitbox(probably in the hitbox array somewhere in the movelist container) for this move. | |||
Hitbox is probably a list with hitlines. | |||
<code>HitboxStartFrame</code> | |||
Frame number(inclusive) of the start of the window at which hitlines will be active. | |||
<code>HitboxEndFrame</code> | |||
Frame number(inclusive) of the end of the window at which hitlines will be active. | |||
===== Cancel ===== | ===== Cancel ===== | ||
<syntaxhighlight lang="c++"> | <syntaxhighlight lang="c++"> | ||
Line 15: | Line 123: | ||
}; //Size: 0x0028 | }; //Size: 0x0028 | ||
static_assert(sizeof(Cancel) == 0x28); | static_assert(sizeof(Cancel) == 0x28); | ||
</syntaxhighlight> | </syntaxhighlight><code>DirectionCommand_ListIdentifier</code> | ||
Int32 bitwise-andable(<code>&</code>) Enum of type <code>CancelDirectionCode</code>. It's also a union: if the value of this member is 0x8000, it indicates the end of the cancel list for a move. If it's 0x800B, it means that at the MoveID offset(0x24) there is an index to a grouped cancel list: index inside a list of cancels in the GroupCancelList member in the <code>Motbin</code> class. | |||
<code>AttackCommand</code> | |||
Int32 bitwise-andable(<code>&</code>) Enum of type <code>CancelAttackCode</code>. | |||
<code>pRequirementsList</code> | |||
Pointer to the start of the requirement list for this cancel. | |||
<code>pExtradataList</code> | |||
Pointer to the start of the extradata list for this cancel. | |||
CancelOption | <code>FrameWindowStart</code> | ||
The start of the window at which the cancel is active. | |||
<code>FrameWindowEnd</code> | |||
The end of the window at which the cancel is active. | |||
<code>StartingFrame</code> | |||
Number of the frame to which the cancel cancels the move. In other words at which frame the next move will start. | |||
<code>MoveID</code> | |||
ID of a move into which this cancel cancels the object. So, for example, if value of the <code>move_id</code> member is <code>0x1605</code> , this cancel will cancel current move into the move at index <code>0x1605</code> in the move list. | |||
<code>CancelOption</code> | |||
todo. | |||
===== CancelDirectionCode ===== | ===== CancelDirectionCode ===== | ||
Line 51: | Line 177: | ||
group_cancel = 0x800B | group_cancel = 0x800B | ||
group_cancel_list_end = 0x800C | group_cancel_list_end = 0x800C | ||
</syntaxhighlight><code>CancelDirectionCode | </syntaxhighlight><code>CancelDirectionCode</code> enum inside <code>Cancel</code> objects. | ||
If 15th bit is not set, it means it's a direction code of an input. If 15th bit is set, depending on the value of the variable, it indicates the end of the cancel list, or a pointer to a group cancel list, or possibly something else. | If 15th bit is not set, it means it's a direction code of an input. If 15th bit is set, depending on the value of the variable, it indicates the end of the cancel list, or a pointer to a group cancel list, or possibly something else. | ||
0x8000, 0x800C - end of the cancel list. | |||
0x8001 is forward dash and 0x8002 is backdash. | 0x8001 is forward dash and 0x8002 is backdash. | ||
Line 64: | Line 192: | ||
<syntaxhighlight lang="python3"> | <syntaxhighlight lang="python3"> | ||
class CancelAttackCode(Enum): | class CancelAttackCode(Enum): | ||
_ANY = 0 | |||
_1 = 1 << 0 | _1 = 1 << 0 | ||
_2 = 1 << 1 | _2 = 1 << 1 | ||
_3 = 1 << 2 | _3 = 1 << 2 | ||
_4 = 1 << 3 | _4 = 1 << 3 | ||
_1_held = 1 << 9 | |||
_2_held = 1 << 10 | |||
_3_held = 1 << 11 | |||
_4_held = 1 << 12 | |||
_1_not_held = 1 << 18 | |||
_2_not_held = 1 << 19 | |||
_3_not_held = 1 << 20 | |||
_4_not_held = 1 << 21 | |||
Mode = 1 << 30 | |||
</syntaxhighlight>Indicates what attack buttons have to be pressed in order for this cancel to become active(cancel the move). | </syntaxhighlight>Indicates what attack buttons have to be pressed in order for this cancel to become active(cancel the move). | ||
Bits: | |||
0-3: if 1-4 attack button should be pressed again after. | |||
4-7: unknown. | |||
Bit 8 unknown. | |||
Bits 9-12: if 1-4 attack button should be held down. | |||
Bits 18-21: if 1-4 attack buttons should be released. | |||
29-30th bit: | |||
Determines if the buttons in the first 4 bits should be pressed or only to use held or unheld inputs. | |||
For the | If 29th or 30th bit is set and first nibble is 0, then any press button will work. | ||
If 29th or 30th bit is not set, first nibble should be 0 and not set, too. | |||
If 29-30th bit is set and first nibble is 0, then any button will work. If 29-30th bit is not set, first nibble should be 0, too. Then no button presses will work to activate it, only <code>held</code> and <code>not_held</code> inputs will work. | |||
For the non-hold buttons to work, the 29th or 30th bit should be set to 1. | |||
===== CancelRequirement ===== | ===== CancelRequirement ===== | ||
Line 113: | Line 255: | ||
static_assert(sizeof(CancelExtradata) == 0x4); | static_assert(sizeof(CancelExtradata) == 0x4); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
==== Animations ==== | |||
===== AnimationHeader0xC8 ===== | |||
<syntaxhighlight lang="c++"> | |||
class AnimationHeader0xC8 | |||
{ | |||
public: | |||
uint8_t AnimationSignatureByte; //0x0000 | |||
uint8_t unusedAlignment; //0x0001 | |||
uint16_t AnimationVectorsPerFrame; //0x0002 | |||
uint32_t AnimationLength; //0x0004 | |||
uint32_t DeviationDescriptorMask; //0x0008 | |||
uint32_t JumpStrengthDescriptorMask; //0x000C | |||
uint32_t UnknownDescriptorMask; //0x0010 | |||
uint32_t MeshDescriptorMask; //0x0014 | |||
uint32_t UpperBodyDescriptorMask; //0x0018 | |||
uint32_t LowerBodyDescriptorMask; //0x001C | |||
uint32_t SpineFlexureDescriptorMask; //0x0020 | |||
uint32_t NeckDescriptorMask; //0x0024 | |||
uint32_t HeadDescriptorMask; //0x0028 | |||
uint32_t RightInnerShoulderDescriptorMask; //0x002C | |||
uint32_t RightOuterShoulderDescriptorMask; //0x0030 | |||
uint32_t RightElbowDescriptorMask; //0x0034 | |||
uint32_t RightHandDescriptorMask; //0x0038 | |||
uint32_t LeftInnerShoulderDescriptorMask; //0x003C | |||
uint32_t LeftOuterShoulderDescriptorMask; //0x0040 | |||
uint32_t LeftElbowDescriptorMask; //0x0044 | |||
uint32_t LeftHandDescriptorMask; //0x0048 | |||
uint32_t RightHipDescriptorMask; //0x004C | |||
uint32_t RightKneeDescriptorMask; //0x0050 | |||
uint32_t RightFootDescriptorMask; //0x0054 | |||
uint32_t LeftHipDescriptorMask; //0x0058 | |||
uint32_t LeftKneeDescriptorMask; //0x005C | |||
uint32_t LeftFootDescriptorMask; //0x0060 | |||
}; //Size: 0x0064 | |||
static_assert(sizeof(AnimationHeader0xC8) == 0x64); | |||
</syntaxhighlight><code>AnimationSignatureByte</code> | |||
Indicates the format of the animation. If it's 0xC8, it's this <code>Animation0xC8</code> animation type. | |||
<code>AnimationVectorsPerFrame</code> | |||
Indicated number of vectors in the current animation. They can be translations or rotations. This indicated in the descriptor masks for each vector. | |||
<code>AnimationLength</code> | |||
Indicates number of frames in the current animation. | |||
<code>***DescriptorMask</code> | |||
Indicates how to interpret this vector: as a bone rotation or translation. If descriptor mask is 11(0b1011), it's a translation. If it's 7(0b0111), it's a rotation of a bone on all 3 axes. | |||
===== AnimationFrame0x17 ===== | |||
<syntaxhighlight lang="c++"> | |||
class AnimationFrame0x17 | |||
{ | |||
public: | |||
float OffsetX; //0x0000 | |||
float OffsetZ(Height); //0x0004 | |||
float OffsetY; //0x0008 | |||
float JumpStrengthX; //0x000C | |||
float JumpStrengthZ(Height); //0x0010 | |||
float JumpStrengthY; //0x0014 | |||
float N00011687; //0x0018 | |||
float Used for rotation; //0x001C | |||
float N00011689; //0x0020 | |||
float MeshX; //0x0024 | |||
float MeshZ; //0x0028 | |||
float MeshY; //0x002C | |||
float UpperBodyZ(Rotation); //0x0030 | |||
float UpperBodyX(bend forward and backward); //0x0034 | |||
float UpperBodyY(Leaning left and right); //0x0038 | |||
float LowerBodyZ; //0x003C | |||
float LowerBodyX; //0x0040 | |||
float LowerBodyY; //0x0044 | |||
float SpineFlexure; //0x0048 | |||
float N00011694; //0x004C | |||
float N00011694; //0x0050 | |||
float NeckZ; //0x0054 | |||
float NeckY; //0x0058 | |||
float NeckX; //0x005C | |||
float HeadY; //0x0060 | |||
float HeadZ; //0x0064 | |||
float HeadX; //0x0068 | |||
float RightInnerShoulder1; //0x006C | |||
float RightInnerShoulder2; //0x0070 | |||
float RightInnerShoulder3; //0x0074 | |||
float RightOuterShoulder1; //0x0078 | |||
float RightOuterShoulder2; //0x007C | |||
float RightOuterShoulder3; //0x0080 | |||
float RightElbow1; //0x0084 | |||
float RightElbow2; //0x0088 | |||
float RightElbow3; //0x008C | |||
float RightHand1; //0x0090 | |||
float RightHand2; //0x0094 | |||
float RightHand3; //0x0098 | |||
float LeftInnerShoulder1; //0x009C | |||
float LeftInnerShoulder2; //0x00A0 | |||
float LeftInnerShoulder3; //0x00A4 | |||
float LeftOuterShoulder1; //0x00A8 | |||
float LeftOuterShoulder2; //0x00AC | |||
float LeftOuterShoulder3; //0x00B0 | |||
float LeftElbow1; //0x00B4 | |||
float LeftElbow2; //0x00B8 | |||
float LeftElbow3; //0x00BC | |||
float LeftHand1; //0x00C0 | |||
float LeftHand2; //0x00C4 | |||
float LeftHand3; //0x00C8 | |||
float RightHip1; //0x00CC | |||
float RightHip2; //0x00D0 | |||
float RightHip3; //0x00D4 | |||
float RightKnee1; //0x00D8 | |||
float RightKnee2; //0x00DC | |||
float RightKnee3; //0x00E0 | |||
float RightFoot1; //0x00E4 | |||
float RightFoot2; //0x00E8 | |||
float RightFoot3; //0x00EC | |||
float LeftHip1; //0x00F0 | |||
float LeftHip2; //0x00F4 | |||
float LeftHip3; //0x00F8 | |||
float LeftKnee1; //0x00FC | |||
float LeftKnee2; //0x0100 | |||
float LeftKnee3; //0x0104 | |||
float LeftFoot1; //0x0108 | |||
float LeftFoot2; //0x010C | |||
float LeftFoot3; //0x0110 | |||
}; //Size: 0x0114 | |||
static_assert(sizeof(AnimationFrame0x17) == 0x114); | |||
</syntaxhighlight>Animation frame which has 0x17(23) bones. First 2 vectors are translations, all other describe bone rotations in radians. | |||
===== Animation0xC8 ===== | |||
<syntaxhighlight lang="c++"> | |||
class Animation0xC8 | |||
{ | |||
public: | |||
AnimationHeader0xC8 AnimationHeader0xC8 | |||
AnimationFrame0x17 AnimationFrame0x17[AnimationLengthInHeader]; //0x0064 | |||
}; //Size: 0x31FC | |||
</syntaxhighlight>A representation in a form of a class how one 0xC8 animation with AnimationFrame0x17 looks like. |
Latest revision as of 12:45, 13 November 2021
Move
class Move
{
public:
char *pName; //0x0000
char *pAnimationName; //0x0008
class Animation0xC8 *pAnimation; //0x0010
uint32_t VulnerabilityBitMask; //0x0018
uint32_t HitLevel; //0x001C
class CancelList *pCancelList; //0x0020
char pad_0028[8]; //0x0028
uint64_t u2; //0x0030
uint64_t u3; //0x0038
uint64_t u4; //0x0040
char pad_0048[8]; //0x0048
uint32_t u6; //0x0050
uint16_t TransitionMoveID; //0x0054
uint16_t u7; //0x0056
uint16_t u8; //0x0058
uint16_t u8_2; //0x005A
uint16_t u9; //0x005C
char pad_005E[2]; //0x005E
class HitCondition *pHitConditionList; //0x0060
int32_t AnimationMaxLength; //0x0068
uint32_t FloatableStart; //0x006C
uint32_t FloatableEnd; //0x0070
uint32_t u12; //0x0074
class Voiceclip *pVoiceclip; //0x0078
class ExtraMovePropertiesList *pExtraPropertiesList; //0x0080
char pad_0088[16]; //0x0088
uint32_t u15; //0x0098
int32_t HitboxIndex; //0x009C
int32_t HitboxStartFrame; //0x00A0
int32_t HitboxEndFrame; //0x00A4
uint16_t u16; //0x00A8
uint16_t u17; //0x00AA
uint32_t u18; //0x00AC
}; //Size: 0x00B0
static_assert(sizeof(Move) == 0xB0);
pName
Pointer to a C-style string with the name of the move.
pAnimationName
Pointer to a C-style string with the name of the animation of the move.
pAnimation
Pointer to animation object of the move.
VulnerabilityBitMask
Vulnerability flags: high, mid, low crush, etc., for the move.
Maybe something else.
HitLevel
Hit level flags.
pCancelList
Pointer to the list of cancels from this move.
TransitionMoveID
Move ID to which this move transitions(at AnimationLength
frame number) by default if no cancels from the cancel list cancelled this move into their moves.
pHitConditionList
Pointer to the hit condition list for this move.
AnimationMaxLength
Frame number at which this move transitions into the TransitionMoveID
move.
FloatableStart
Frame number(inclusive) of the start of the window when character will be floated if hit.
FloatableEnd
Frame number(inclusive) of the end of the window when character will be floated if hit.
pVoiceclip
Pointer to the Voiceclip
object for this move.
pExtraPropertiesList
Pointer to the extra properties list for this move.
HitboxIndex
Index of the hitbox(probably in the hitbox array somewhere in the movelist container) for this move.
Hitbox is probably a list with hitlines.
HitboxStartFrame
Frame number(inclusive) of the start of the window at which hitlines will be active.
HitboxEndFrame
Frame number(inclusive) of the end of the window at which hitlines will be active.
Cancel
class Cancel
{
public:
int32_t DirectionCommand_ListIdentifier; //0x0000
int32_t AttackCommand; //0x0004
class CancelRequirement *pRequirementsList; //0x0008
class CancelExtradata *pExtradataList; //0x0010
int32_t FrameWindowStart; //0x0018
int32_t FrameWindowEnd; //0x001C
int32_t StartingFrame; //0x0020
uint16_t MoveID; //0x0024
uint16_t CancelOption; //0x0026
}; //Size: 0x0028
static_assert(sizeof(Cancel) == 0x28);
DirectionCommand_ListIdentifier
Int32 bitwise-andable(&
) Enum of type CancelDirectionCode
. It's also a union: if the value of this member is 0x8000, it indicates the end of the cancel list for a move. If it's 0x800B, it means that at the MoveID offset(0x24) there is an index to a grouped cancel list: index inside a list of cancels in the GroupCancelList member in the Motbin
class.
AttackCommand
Int32 bitwise-andable(&
) Enum of type CancelAttackCode
.
pRequirementsList
Pointer to the start of the requirement list for this cancel.
pExtradataList
Pointer to the start of the extradata list for this cancel.
FrameWindowStart
The start of the window at which the cancel is active.
FrameWindowEnd
The end of the window at which the cancel is active.
StartingFrame
Number of the frame to which the cancel cancels the move. In other words at which frame the next move will start.
MoveID
ID of a move into which this cancel cancels the object. So, for example, if value of the move_id
member is 0x1605
, this cancel will cancel current move into the move at index 0x1605
in the move list.
CancelOption
todo.
CancelDirectionCode
class CancelDirectionCode(Enum):
_ANY = 0
_D_B = 1 << 1
_D = 1 << 2
_D_F = 1 << 3
_B = 1 << 4
_N = 1 << 5
_F = 1 << 6
_U_B = 1 << 7
_U = 1 << 8
_U_F = 1 << 9
special = 1 << 15
cancel_list_end = 0x8000
group_cancel = 0x800B
group_cancel_list_end = 0x800C
CancelDirectionCode
enum inside Cancel
objects.
If 15th bit is not set, it means it's a direction code of an input. If 15th bit is set, depending on the value of the variable, it indicates the end of the cancel list, or a pointer to a group cancel list, or possibly something else.
0x8000, 0x800C - end of the cancel list.
0x8001 is forward dash and 0x8002 is backdash.
0x8003 and 0x8004 the sidesteps.
If it's a pointer to a group cancel list, the index of the cancel in the group cancel list is in the move_id
member in the Cancel
object.
CancelAttackCode
class CancelAttackCode(Enum):
_ANY = 0
_1 = 1 << 0
_2 = 1 << 1
_3 = 1 << 2
_4 = 1 << 3
_1_held = 1 << 9
_2_held = 1 << 10
_3_held = 1 << 11
_4_held = 1 << 12
_1_not_held = 1 << 18
_2_not_held = 1 << 19
_3_not_held = 1 << 20
_4_not_held = 1 << 21
Mode = 1 << 30
Indicates what attack buttons have to be pressed in order for this cancel to become active(cancel the move).
Bits:
0-3: if 1-4 attack button should be pressed again after.
4-7: unknown.
Bit 8 unknown.
Bits 9-12: if 1-4 attack button should be held down.
Bits 18-21: if 1-4 attack buttons should be released.
29-30th bit:
Determines if the buttons in the first 4 bits should be pressed or only to use held or unheld inputs.
If 29th or 30th bit is set and first nibble is 0, then any press button will work.
If 29th or 30th bit is not set, first nibble should be 0 and not set, too.
If 29-30th bit is set and first nibble is 0, then any button will work. If 29-30th bit is not set, first nibble should be 0, too. Then no button presses will work to activate it, only held
and not_held
inputs will work.
For the non-hold buttons to work, the 29th or 30th bit should be set to 1.
CancelRequirement
class CancelRequirement
{
public:
int32_t Requirement; //0x0000
int32_t Parameter; //0x0004
}; //Size: 0x0008
static_assert(sizeof(CancelRequirement) == 0x8);
CancelExtradata
class CancelExtradata
{
public:
int32_t Value; //0x0000
}; //Size: 0x0004
static_assert(sizeof(CancelExtradata) == 0x4);
Animations
AnimationHeader0xC8
class AnimationHeader0xC8
{
public:
uint8_t AnimationSignatureByte; //0x0000
uint8_t unusedAlignment; //0x0001
uint16_t AnimationVectorsPerFrame; //0x0002
uint32_t AnimationLength; //0x0004
uint32_t DeviationDescriptorMask; //0x0008
uint32_t JumpStrengthDescriptorMask; //0x000C
uint32_t UnknownDescriptorMask; //0x0010
uint32_t MeshDescriptorMask; //0x0014
uint32_t UpperBodyDescriptorMask; //0x0018
uint32_t LowerBodyDescriptorMask; //0x001C
uint32_t SpineFlexureDescriptorMask; //0x0020
uint32_t NeckDescriptorMask; //0x0024
uint32_t HeadDescriptorMask; //0x0028
uint32_t RightInnerShoulderDescriptorMask; //0x002C
uint32_t RightOuterShoulderDescriptorMask; //0x0030
uint32_t RightElbowDescriptorMask; //0x0034
uint32_t RightHandDescriptorMask; //0x0038
uint32_t LeftInnerShoulderDescriptorMask; //0x003C
uint32_t LeftOuterShoulderDescriptorMask; //0x0040
uint32_t LeftElbowDescriptorMask; //0x0044
uint32_t LeftHandDescriptorMask; //0x0048
uint32_t RightHipDescriptorMask; //0x004C
uint32_t RightKneeDescriptorMask; //0x0050
uint32_t RightFootDescriptorMask; //0x0054
uint32_t LeftHipDescriptorMask; //0x0058
uint32_t LeftKneeDescriptorMask; //0x005C
uint32_t LeftFootDescriptorMask; //0x0060
}; //Size: 0x0064
static_assert(sizeof(AnimationHeader0xC8) == 0x64);
AnimationSignatureByte
Indicates the format of the animation. If it's 0xC8, it's this Animation0xC8
animation type.
AnimationVectorsPerFrame
Indicated number of vectors in the current animation. They can be translations or rotations. This indicated in the descriptor masks for each vector.
AnimationLength
Indicates number of frames in the current animation.
***DescriptorMask
Indicates how to interpret this vector: as a bone rotation or translation. If descriptor mask is 11(0b1011), it's a translation. If it's 7(0b0111), it's a rotation of a bone on all 3 axes.
AnimationFrame0x17
class AnimationFrame0x17
{
public:
float OffsetX; //0x0000
float OffsetZ(Height); //0x0004
float OffsetY; //0x0008
float JumpStrengthX; //0x000C
float JumpStrengthZ(Height); //0x0010
float JumpStrengthY; //0x0014
float N00011687; //0x0018
float Used for rotation; //0x001C
float N00011689; //0x0020
float MeshX; //0x0024
float MeshZ; //0x0028
float MeshY; //0x002C
float UpperBodyZ(Rotation); //0x0030
float UpperBodyX(bend forward and backward); //0x0034
float UpperBodyY(Leaning left and right); //0x0038
float LowerBodyZ; //0x003C
float LowerBodyX; //0x0040
float LowerBodyY; //0x0044
float SpineFlexure; //0x0048
float N00011694; //0x004C
float N00011694; //0x0050
float NeckZ; //0x0054
float NeckY; //0x0058
float NeckX; //0x005C
float HeadY; //0x0060
float HeadZ; //0x0064
float HeadX; //0x0068
float RightInnerShoulder1; //0x006C
float RightInnerShoulder2; //0x0070
float RightInnerShoulder3; //0x0074
float RightOuterShoulder1; //0x0078
float RightOuterShoulder2; //0x007C
float RightOuterShoulder3; //0x0080
float RightElbow1; //0x0084
float RightElbow2; //0x0088
float RightElbow3; //0x008C
float RightHand1; //0x0090
float RightHand2; //0x0094
float RightHand3; //0x0098
float LeftInnerShoulder1; //0x009C
float LeftInnerShoulder2; //0x00A0
float LeftInnerShoulder3; //0x00A4
float LeftOuterShoulder1; //0x00A8
float LeftOuterShoulder2; //0x00AC
float LeftOuterShoulder3; //0x00B0
float LeftElbow1; //0x00B4
float LeftElbow2; //0x00B8
float LeftElbow3; //0x00BC
float LeftHand1; //0x00C0
float LeftHand2; //0x00C4
float LeftHand3; //0x00C8
float RightHip1; //0x00CC
float RightHip2; //0x00D0
float RightHip3; //0x00D4
float RightKnee1; //0x00D8
float RightKnee2; //0x00DC
float RightKnee3; //0x00E0
float RightFoot1; //0x00E4
float RightFoot2; //0x00E8
float RightFoot3; //0x00EC
float LeftHip1; //0x00F0
float LeftHip2; //0x00F4
float LeftHip3; //0x00F8
float LeftKnee1; //0x00FC
float LeftKnee2; //0x0100
float LeftKnee3; //0x0104
float LeftFoot1; //0x0108
float LeftFoot2; //0x010C
float LeftFoot3; //0x0110
}; //Size: 0x0114
static_assert(sizeof(AnimationFrame0x17) == 0x114);
Animation frame which has 0x17(23) bones. First 2 vectors are translations, all other describe bone rotations in radians.
Animation0xC8
class Animation0xC8
{
public:
AnimationHeader0xC8 AnimationHeader0xC8
AnimationFrame0x17 AnimationFrame0x17[AnimationLengthInHeader]; //0x0064
}; //Size: 0x31FC
A representation in a form of a class how one 0xC8 animation with AnimationFrame0x17 looks like.