SM64 modding tutorial 09 - Animations (intermediate)

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Super Mario 64
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Tutorial
Duration: 10:51
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Everything in sm64 modding builds up on each other, so you'd better watch my previous tutorials if you wanna understand anything from this point on.

Maya:
http://www.autodesk.com/education/free-software/maya

Animconverter:
https://drive.google.com/file/d/0B-ffaGyLPLgXTWR0NVYxZjRpeTQ/view?usp=sharing

Animation data starts where the 0x27 26 behavior command points to;

[segmented pointers to animation headers] (put as many pointers as necessary)

____________________________________________________
animation header

1,2 (amount of repeats, 0 for infinte)
3,4 (unknown) stores 0x3f800000 to 8033c37c if not 0
5-8 (empty?)
9,A (frame count)
B,C (node count (every 0x13 command opens one node, nodes are attached to the previous node by 0x04 commands))
D-10 (segmented pointer to transformation values)
11-14 (segmented pointer to transformation index)
____________________________________________________
transformation index:
first 0x0C bytes are for translation, though it acts weird for me,
all the other 0x0C byte groups are for limb rotation.


rotation/translation group:
1,2 (u16 X key)
3,4 (u16 value select)
5,6 (u16 Y key)
7,8 (u16 value select)
9,A (u16 Z key)
B,C (u16 value select)


framcount = obj+0x40;
if framecount bigger key
framecount = key;
value select*2+framecount*2+transformation values offset = segmented pointer to translation or rotation to use







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