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How does MDL Bone Animation works ?

01-20-2005, 11:04 PM#1
Jackyquah
I don't understand how the MDL bone animation works ?
I mean the rotation, scale and translation.
what is intan outan ?

I had read MDL Format Description from world watcher, but I still don't understand how it's work.

someone can explain that in more detail ?
01-21-2005, 12:08 AM#2
BlinkBoy
Quote:
Originally Posted by Jackyquah
I don't understand how the MDL bone animation works ?
I mean the rotation, scale and translation.
what is intan outan ?

I had read MDL Format Description from world watcher, but I still don't understand how it's work.

someone can explain that in more detail ?

the first thing you need to know is that all the animations are in teory 1 large animation, the animations keys are setted after a mdl object (bones, lights, helpers, attachments, partcile emitters, particle emitters 2, ribon emitters, event objects and colition shapes) they are representad as translation keys for position, rotation and scale (visibility can also be there) each of those keys have a number; it is the number of frame where that action happens.

Animation sequence floats at the start of the mdl set an interval, that sets the keys that will be shown in that animation, so in one way it cuts the large animation in pieces.
01-21-2005, 06:36 PM#3
Jackyquah
Quote:
Originally Posted by BlinkBoy
the first thing you need to know is that all the animations are in teory 1 large animation, the animations keys are setted after a mdl object (bones, lights, helpers, attachments, partcile emitters, particle emitters 2, ribon emitters, event objects and colition shapes) they are representad as translation keys for position, rotation and scale (visibility can also be there) each of those keys have a number; it is the number of frame where that action happens.

Animation sequence floats at the start of the mdl set an interval, that sets the keys that will be shown in that animation, so in one way it cuts the large animation in pieces.

About the frame and the other I understand , the part that I don't understand is

the bone rotation, and scale.

hows
Rotation/Scale {
333 : { ..., ..., ..., ...}
InTan { ...., ..., ...}
OutTan {..., ..., ...}
}

about the rotation, I don't know how to filled ... part.

and for the scale
when I try to scale the part of my model, it's works, but the problem is it's scaling to bottom right corner if I make it small and to top left corner if I make it big. so it's not link to other part of my model.
How do I know the center point of the scaling ?
01-21-2005, 07:29 PM#4
Oinkerwinkle
The center for a scaling, rotation, or translation will be at the pivot point associated with the ObjectId of the bone you're adding the scaling/rotation/translation to. If you search for PivotPoint, you'll find a long list if points. Count down until you find your ObjectId to see the center for transformations.

Code:
		1500: { -0.00764507, -0.134634, -0.0561749, 0.989272 },
			InTan { -0.00977272, -0.172103, -0.0718086, 0.98241 },
			OutTan { -0.00977272, -0.172103, -0.0718086, 0.98241 },
The 1500 is the frame number. There are 1000 frames per second. Later on that line is the actual rotation/movement/scaling for that key. It is a quaternion if it's a rotation.

The InTan line controls at what angle to transformation moves towards the above transformation. Similarly for the OutTan line, but it controls what happens afterwords.

To convert Euler (which are understandable) to Quaterntion (which Warcraft uses, try this.
01-22-2005, 01:27 AM#5
Jackyquah
Thx, it's works