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Liam Mitchell edited this page Oct 19, 2019 · 3 revisions

Compressed file like the others.

int frameCount;
int boneCount;

struct D3DXQUATERNION {
  float x,y,z,w;
};

struct FRAME {
  D3DXQUATERNION quaternion;
  float a,b,c; // put into resulting matrix at 41, 42, 43
};

FRAME frames[boneCount * frameCount];

For boneCount * frameCount; The FRAME structure for the quaternion are read one at a time. 28 bytes.

It is passed through as the 2nd argument for D3DXMatrixRotationQuaternion call, the output is used for transformation of the bones.

Animations are played back at 28? FPS if I recall.

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