Rtm (Animation) File Format: Difference between revisions
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== | == Binary Format == | ||
For binary rtm's see [[Rtm Binarised File Format]] | |||
== Conventions == | |||
see [[Generic FileFormat Data Types]] | |||
== Animations == | |||
*RTM files are applied to any P3d that has a 'skeleton'. Not ALL p3d's have them. | |||
*The appropriately termed 'skeleton' consists of 'bones' such as heads, arms, legs, feet, doors. | |||
*The skeleton as such, is not used by an rtm file. Part, or all, of the bones of the skeleton are. | |||
*An rtm frame consists of a collection of bones. Each frame contains identical bones but each of those bones are individually displayed at differing orientations. | |||
*The same rtm file can be applied to different p3d's on the assumption of course that the bone names in each of those p3d's are identical. This would be reasonable for a collection of soldiers eg. | |||
And so: | And so: | ||
see [[ | == RtmFile == | ||
RtmFile | |||
{ | |||
char[8] "RTM_MDAT" //optional. Must appear 1st see frame properties. These are not asciiz | |||
char[8] "RTM_0101"; //mandatory | |||
}; | |||
== RTM_MDAT == | |||
Introduced at arma3 | |||
Properties | |||
{ | |||
char "RTM_MDAT" | |||
ulong Zeroes; | |||
ulong nFrameProperties; | |||
Property[nFrameProperties]; | |||
}; | |||
=== Property === | |||
{ | |||
float phase; | |||
lAsciiz* name; | |||
lAsciiz* value; | |||
} | |||
==== lAscii ==== | |||
{ | |||
byte nChars // there is no null char 'byte' might be a compressed byte (see flashpoint strings) | |||
char [nChars];// there is no null char | |||
] | |||
== | == RTM_0101 == | ||
RtmData | |||
{ | { | ||
char "RTM_0101" | |||
XYZTriplet Vertex; // Total Moving XZY | XYZTriplet Vertex; // Total Moving XZY. At 0,0,0 'soldier' runs in same spot. | ||
ulong nFrames; // Self Explanatory? | ulong nFrames; // Self Explanatory? | ||
ulong nBones; // | ulong nBones; // | ||
BoneName BoneNames[nBones]; // | |||
RtmFrame Frames[nFrames]; | RtmFrame Frames[nFrames]; | ||
}; | }; | ||
The number of frames (and | The number of frames (and bones in each frame) extend to the end of file. There is no checksum or end of file signature. | ||
=== BoneName === | |||
char BoneName[32]; //fixed 32 byte record for each bone. NOT asciiz | |||
===RtmFrame=== | === RtmFrame === | ||
RtmFrame | RtmFrame | ||
( | ( | ||
float FrameTime; // Values 0.0 to 1.0 | float FrameTime; // Values 0.0 to 1.0 | ||
BoneTransform Bone[nBones]; | |||
}; | }; | ||
=== | === Frametime === | ||
Represents a percentage of 'time' relative to the ''total'' time taken to display all frames. | |||
The overall time is ''not'' indicated in the rtm. External sources cause the 'frames' to move | |||
fast, or slow, or whatever. | |||
This is one of those parameters that are easy to understand, and difficult to explain. | This is one of those parameters that are easy to understand, and difficult to explain. | ||
Line 48: | Line 85: | ||
Given ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1......... | Given ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1......... | ||
==== | ==== BoneTransform ==== | ||
BoneTransform | |||
{ | { | ||
BoneName BoneName; //Identical to that found in header above, and in same relative order | |||
Transform Transform; | Transform Transform; //The orientation of the model. | ||
}; | }; | ||
The exact same number of | The exact same number of bonesis specified inside every Frame, as per the initial list in exactly the same order. In effect, naming again, in every component, in every frame is redundant. This has since been corrected in the binarised rtm version. | ||
=====Transform===== | ===== Transform ===== | ||
Transform | Transform | ||
{ | { | ||
Line 74: | Line 111: | ||
and so is never stored. | and so is never stored. | ||
similar Transform matrices are used for WRP and P3d files as well. | |||
The last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately. | The last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately. | ||
Line 80: | Line 117: | ||
For further information visit | For further information visit | ||
{{Link|https://msdn.microsoft.com/en-us/library/windows/desktop/bb206269.aspx|Microsoft Transforms (Direct3D 9)}} | |||
== Examples == | |||
== | |||
Bonenames apply to p3d models that have skeleton structure. This, chiefly, to class man objects (soldiers, civilians, etc). They are internal to the engines. | Bonenames apply to p3d models that have skeleton structure. This, chiefly, to class man objects (soldiers, civilians, etc). They are internal to the engines. | ||
There are 25 bone names in ofp, and 65 in | There are 25 bone names in ofp, and 65 in arma1. | ||
===Ofp=== | === Ofp === | ||
hlava(Head) | hlava(Head) | ||
krk(Neck) | krk(Neck) | ||
Line 104: | Line 140: | ||
lchodidlo(LeftFoot) pchodidlo(RightFoot) | lchodidlo(LeftFoot) pchodidlo(RightFoot) | ||
lzadek pzadek // right buttock | lzadek pzadek // right buttock | ||
zbran(weapon) //primary weapon proxy | |||
roura(launcher) //secondary weapon proxy | |||
=== Arma === | |||
Head | |||
Neck | |||
Neck1 | |||
===Arma=== | Spine | ||
Spine1 | |||
Spine2 | |||
Spine3 | |||
Pelvis | |||
LeftShoulder RightShoulder | LeftShoulder RightShoulder | ||
LeftArm RightArm | LeftArm RightArm | ||
Line 147: | Line 180: | ||
LeftFoot(pchodidlo) RightFoot | LeftFoot(pchodidlo) RightFoot | ||
LeftToeBase RightToeBase | LeftToeBase RightToeBase | ||
weapon | |||
launcher | |||
camera | |||
{{GameCategory|ofp|Modelling}} | |||
[[Category:BIS_File_Formats]] | [[Category:BIS_File_Formats]] |
Latest revision as of 07:38, 20 January 2024
Binary Format
For binary rtm's see Rtm Binarised File Format
Conventions
see Generic FileFormat Data Types
Animations
- RTM files are applied to any P3d that has a 'skeleton'. Not ALL p3d's have them.
- The appropriately termed 'skeleton' consists of 'bones' such as heads, arms, legs, feet, doors.
- The skeleton as such, is not used by an rtm file. Part, or all, of the bones of the skeleton are.
- An rtm frame consists of a collection of bones. Each frame contains identical bones but each of those bones are individually displayed at differing orientations.
- The same rtm file can be applied to different p3d's on the assumption of course that the bone names in each of those p3d's are identical. This would be reasonable for a collection of soldiers eg.
And so:
RtmFile
RtmFile { char[8] "RTM_MDAT" //optional. Must appear 1st see frame properties. These are not asciiz char[8] "RTM_0101"; //mandatory };
RTM_MDAT
Introduced at arma3
Properties { char "RTM_MDAT" ulong Zeroes; ulong nFrameProperties; Property[nFrameProperties]; };
Property
{ float phase; lAsciiz* name; lAsciiz* value; }
lAscii
{ byte nChars // there is no null char 'byte' might be a compressed byte (see flashpoint strings) char [nChars];// there is no null char ]
RTM_0101
RtmData { char "RTM_0101" XYZTriplet Vertex; // Total Moving XZY. At 0,0,0 'soldier' runs in same spot. ulong nFrames; // Self Explanatory? ulong nBones; // BoneName BoneNames[nBones]; // RtmFrame Frames[nFrames]; };
The number of frames (and bones in each frame) extend to the end of file. There is no checksum or end of file signature.
BoneName
char BoneName[32]; //fixed 32 byte record for each bone. NOT asciiz
RtmFrame
RtmFrame ( float FrameTime; // Values 0.0 to 1.0 BoneTransform Bone[nBones]; };
Frametime
Represents a percentage of 'time' relative to the total time taken to display all frames. The overall time is not indicated in the rtm. External sources cause the 'frames' to move fast, or slow, or whatever.
This is one of those parameters that are easy to understand, and difficult to explain.
The value represents percentage of the expiry time for the entire frameset.
Given ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1.........
BoneTransform
BoneTransform { BoneName BoneName; //Identical to that found in header above, and in same relative order Transform Transform; //The orientation of the model. };
The exact same number of bonesis specified inside every Frame, as per the initial list in exactly the same order. In effect, naming again, in every component, in every frame is redundant. This has since been corrected in the binarised rtm version.
Transform
Transform { XYZTriplet Triplet[4]; // eg float[4][3] };
This is the transform matrix used directly by Microsoft DirectX engines.
In fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus
M11,M12 M13 (0.0) M21,M22,M23 (0.0) M31,M32,M33 (0.0) M41,M42,M43 (1.0)
and so is never stored.
similar Transform matrices are used for WRP and P3d files as well.
The last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately.
For further information visit
Microsoft Transforms (Direct3D 9)
Examples
Bonenames apply to p3d models that have skeleton structure. This, chiefly, to class man objects (soldiers, civilians, etc). They are internal to the engines.
There are 25 bone names in ofp, and 65 in arma1.
Ofp
hlava(Head) krk(Neck) zebra(Spine) //ribs hrudnik(Spine1 2 or 3) //chest bricho(Pelvis) //abdomen lrameno(LeftShoulder) prameno(RightShoulder) lbiceps(LeftArm) pbiceps(RightArm) lloket(LeftForeArm) ploket(RightForeArm) lruka(LeftHand) pruka(RightHand) //right fist lprsty(LeftHand) pprsty(RightHand) //left right fingers lstehno(LeftUpLeg) pstehno(RightUpLeg) lholen(LeftLeg) pholen(RightLeg) // lower legs lchodidlo(LeftFoot) pchodidlo(RightFoot) lzadek pzadek // right buttock zbran(weapon) //primary weapon proxy roura(launcher) //secondary weapon proxy
Arma
Head Neck Neck1 Spine Spine1 Spine2 Spine3 Pelvis LeftShoulder RightShoulder LeftArm RightArm LeftArmRoll RightArmRoll LeftForeArm RightForeArm LeftForeArmRoll RightForeArmRoll LeftHand RightHand LeftHandThumb1 RightHandThumb1 LeftHandThumb2 RightHandThumb2 LeftHandThumb3 RightHandThumb3 LeftHandIndex1 RightHandIndex1 LeftHandIndex2 RightHandIndex2 LeftHandIndex3 RightHandIndex3 LeftHandMiddle1 RightHandMiddle1 LeftHandMiddle2 RightHandMiddle2 LeftHandMiddle3 RightHandMiddle3 LeftHandRing RightHandRing LeftHandRing1 RightHandRing1 LeftHandRing2 RightHandRing2 LeftHandRing3 RightHandRing3 LeftHandPinky1 RightHandPinky1 LeftHandPinky2 RightHandPinky2 LeftHandPinky3 RightHandPinky3 LeftUpLeg RightUpLeg LeftUpLegRoll RightUpLegRoll LeftLeg RightLeg LeftLegRoll RightLegRoll LeftFoot(pchodidlo) RightFoot LeftToeBase RightToeBase weapon launcher camera