P3D Lod Frames

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Frames are Animation times. They are associated with RTM files and contain condensed information from them.

Only specific models have them, and, they are found only in certain Lod Types of that P3D.

  • In MLOD the structure is contained in the #Animation# TaggSet of the lod
  • In ODOL7 the structure is contained in the Lod itself.

Lod Frames

LodFrame

   Frame
   {
     float      FrameTime;
     /////// SP3X ONLY///////////
     ulong      nBones;        //// Must be the same as the LOD's NoOfPoints. same as any  VertexTable.Count, in particular the Points Count
     ////////////////////////////
     XYZTriplet BonePos[nBones];
   }[nFrames];
  • ODOL7: nFrames = Lod.nFrames (== Lod.NoOfPoints anyway)
  • MLOD: nFrames = Lod.NoOfPoints

Equivalently, the nBytes in a Taggstruct (MLOD) must be

  • P3DM: nbytes=sizeof(float)+Lod.NoOfPoints*sizeof(XYZTriplet)
  • SP3X: nbytes=sizeof(float)+sizeof(ulong)+Lod.NoOfPoints*sizeof(XYZTriplet)

For any lod that has them, there are a contiguous series of Frames making up the total. Each one has an identical number of triplets, any of which are same count as the lod's NoOfPoints.

AnynFramesInLod == AnyOthernFramesInLod == lod.NoOfPoints

NB: There will be 1 'Animation' chunk per Frame. This can result in VERY large p3dm mlod models. A model with three thousand (3,000) odd frames (eg. ActsPercMstpSnonWnonDnon_DancingStefan.rtm) will be approx. 200 Megabytes on disk.

This type of data format for Animation is commonly known as a 'Point Cache' or an 'MDD Point Cache'. It describes the exact location of every point in the LOD in 3D 'Model Space' for each frame.