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Difference between revisions of ".animinstances file - M2TW"

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{{M2TW Modding Logo}}
'''The .animinstances file is one of the [[Battle Map Buildings - M2TW|M2TW battlemap building]] world files.  The .animinstances file used is specified inside the [[.world]] file.'''
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'''The .animinstances file is one of the [[Battle Map Buildings - M2TW|M2TW battlemap building]] world files.  The .animinstances file used, and the path to it, is specified inside the [[.world]] file.'''
  
The function of the file is to provide some of the information for the animated transitions that occur when some objects switch from undamaged to damaged group, or in the case of gates, open or close.  Not all multi-group objects have an animation.  The objects that have the most obvious animation are the wall breach areas and gates.  
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'''See [[Building Animations - M2TW]] for more general information about building animations and how to modify them.'''
  
Walls typically pass through a number of animations as they switch between damaged states, the animation is not strictly required, it is possible to create a wall which changes state without using an animation.  Gates do require an animation especially for the open/close situations - the 'open' position of the gate is actually part of the animation not one of the objects' groups - not having the open animation A. looks stupid as some troops will walk through the gate, B. messes up the battle as some troops will get stuck at the closed gate!
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The function of the .animistances file is to provide some of the information for the animated transitions that occur when some objects switch from undamaged to damaged group, or in the case of gates, open or close.  
  
 
==File Contents==
 
==File Contents==
 
The .animinstances file contains a count of the total number of objects in the .world - if the .animinstances / [[.worldcollision]] and/or [[.world]] files have become mismatched and contain different numbers of objects that can cause a battle loading CTD.
 
The .animinstances file contains a count of the total number of objects in the .world - if the .animinstances / [[.worldcollision]] and/or [[.world]] files have become mismatched and contain different numbers of objects that can cause a battle loading CTD.
  
The file then contains an entry for each object in order - that will either be a '0' for objects without an animation or will contain a binary segment for each transition for objects with an animation.  The binary segments start with the name of the transition, followed by vertex coordinates for the starting position of the animation, and shading and effect illumination information for those vertexes at various stages of the animation.  The binary segments are in compressed form, and need to be 'un-packed' to produce recognisable data.
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The file then contains an entry for each object in order - that will either be a '0' for objects without an animation or will contain a binary segment for each transition for objects with an animation.  The binary segments start with the name of the transition, followed by vertex coordinates for the starting position of the animation, and shading and effect illumination information for those vertexes at various stages of the animation.  The binary segments are in compressed form, and need to be 'un-packed' to produce recognisable data.  The compression used is the LZO system as used for other in-game packed files.
  
 
The file does not contain rotation or bone assignment data, or texture or uv mapping data.
 
The file does not contain rotation or bone assignment data, or texture or uv mapping data.
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The .mesh files, located in data/blockset/culture/animations/etc contain the bone assignments for each vertex involved in the animated model, the texture name/path to be used, and the UV mapping used.
 
The .mesh files, located in data/blockset/culture/animations/etc contain the bone assignments for each vertex involved in the animated model, the texture name/path to be used, and the UV mapping used.
  
The following two pictures show how the appearance of a typical wall object changes whilst in animation mode if a different texture is specified in the mesh, from that used in the .world for the structure:
 
  
[[Image:Animtexture.jpg|frame|left|Normal wall texture used for the structure.]] [[Image:Worldtexture.jpg|frame|center|'Litter' texture specified in the .mesh, will show during the animated transitions]]
 
  
===Relationship to .worldcollision volume===
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==Relationship to .worldcollision volume==
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The coordinates contained in the animinstances file are related to a 0,0,0 position, the file does not contain the coordinate data for the animation in relation to the settlement plan. 
  
Experimentation shows that the animinstances file does not contain the co-ordinate data for the animation in relation to the settlement plan.  Moving the objects collision volume in the[[.worldcollision]] file results in the animated version moving to the new position of the collision volume.
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The animation appears in-game aligned with the object's collision volume as defined by the[[.worldcollision]] file, the .worldcollision file provides the displacement for the collision (and hence also the animation) from 0,0,0 and 0 rotation, to the object's position in the .world.
  
In this example the normally visible structural groups have been moved backwards in the ms3d file the pathfinding and docking information has been left as it was, and the collision volume has been moved forward and right:
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Animations appearing in the 'wrong' location will usually be because the collision volume doesn't align with the visible object.  Loading a new animation that didn't start centered properly on 0,0,0 will also cause a mismatch.
  
[[Image:Objectmoved.jpg|frame|left|The unit that deployed the ladders to the old docking position then abandoned them - they wouldn't climb ladders because the deployment area where they would normally stand on top of the wall no-longer has a collision volume associated with it.]]
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==Shading and Effect Lighting==
[[Image:Collisionmoved.jpg|frame|center|When the wall gets to the damage level where the animated transition comes in the wall appears in the collision volume location.]]
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Vanilla .animinstances entries also include, in the packed section, texture shading information and intensity of adjacent effect information recorded against each vertex.  This contains values for both shading and effect information at the start of the animation and at the end of the animation,  this appears to be why some swing gates gradually go black when held in the open position, it also explains why transplanting an .animinstances chunk from a vanilla file to one with fewer effects causes the "disco lighting" problem. If an effect number is referenced, and the .world file does not have an entry for that many effects, the game gets confused and applies some multi-coloured lighting!
  
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These aspects of the .animinstance chunks are unique to each object - if re-using an existing chunk is causing problems you may find copying a chunk from another object using the same animation (ideally one far away from effect light sources) works better.  
Animations appearing in the 'wrong' location will be because the collision volume doesn't align with the visible object.
 
  
 
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[[Category:M2TW Battle Map Modding]]
[[Category:Battle Map Modification - M2TW]]
 
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Latest revision as of 10:13, 25 May 2020

M2TW Modding Index


The .animinstances file is one of the M2TW battlemap building world files. The .animinstances file used, and the path to it, is specified inside the .world file.

See Building Animations - M2TW for more general information about building animations and how to modify them.

The function of the .animistances file is to provide some of the information for the animated transitions that occur when some objects switch from undamaged to damaged group, or in the case of gates, open or close.

File Contents

The .animinstances file contains a count of the total number of objects in the .world - if the .animinstances / .worldcollision and/or .world files have become mismatched and contain different numbers of objects that can cause a battle loading CTD.

The file then contains an entry for each object in order - that will either be a '0' for objects without an animation or will contain a binary segment for each transition for objects with an animation. The binary segments start with the name of the transition, followed by vertex coordinates for the starting position of the animation, and shading and effect illumination information for those vertexes at various stages of the animation. The binary segments are in compressed form, and need to be 'un-packed' to produce recognisable data. The compression used is the LZO system as used for other in-game packed files.

The file does not contain rotation or bone assignment data, or texture or uv mapping data.

Related Files

.anim Files

The .anim files, located in data/blockset/culture/animations/etc contain the key frames for the animation, its rotations and movements. The .anim file used is specified inside the .world file.

.mesh Files

The .mesh files, located in data/blockset/culture/animations/etc contain the bone assignments for each vertex involved in the animated model, the texture name/path to be used, and the UV mapping used.


Relationship to .worldcollision volume

The coordinates contained in the animinstances file are related to a 0,0,0 position, the file does not contain the coordinate data for the animation in relation to the settlement plan.

The animation appears in-game aligned with the object's collision volume as defined by the.worldcollision file, the .worldcollision file provides the displacement for the collision (and hence also the animation) from 0,0,0 and 0 rotation, to the object's position in the .world.

Animations appearing in the 'wrong' location will usually be because the collision volume doesn't align with the visible object. Loading a new animation that didn't start centered properly on 0,0,0 will also cause a mismatch.

Shading and Effect Lighting

Vanilla .animinstances entries also include, in the packed section, texture shading information and intensity of adjacent effect information recorded against each vertex. This contains values for both shading and effect information at the start of the animation and at the end of the animation, this appears to be why some swing gates gradually go black when held in the open position, it also explains why transplanting an .animinstances chunk from a vanilla file to one with fewer effects causes the "disco lighting" problem. If an effect number is referenced, and the .world file does not have an entry for that many effects, the game gets confused and applies some multi-coloured lighting!

These aspects of the .animinstance chunks are unique to each object - if re-using an existing chunk is causing problems you may find copying a chunk from another object using the same animation (ideally one far away from effect light sources) works better.