Psycrow101/Blender-3D-RW-Anm-plugin

8ing renderware anm

Kendaman opened this issue · 2 comments

Thanks for the great plugin. dff and anm from a company called 8ing, but I can't load them, maybe they are in a special format.
dff can be loaded in blender by using rwio's 3dsmax plugin and then exporting them again.
As for anm, the header looks the same, but the data content looks different from the other anm.
I will upload a sample later, could you take a look at it?

https://drive.google.com/file/d/1aWEmvjgsnTSY-C8VPa17A6VFmTd79pN7/view?usp=sharing
The sample I had previously sent to rwio was still there.

*EDIT
https://drive.google.com/file/d/1jeuxefeX84HMubAve3GxHNV2GaHFULzz/view?usp=sharing
Animation file for Hagane, concatenated as tmo, contents are anm with 0x1B header. It is already split.

Greetings. I looked at the structure of anm files and found a difference in the keyframe storage format. The overall structure does match RenderWare, but the keyframe fields have changed. I defined the following keyframe fields:

Keyframe (24 bytes):
    0x0: supposedly quaternion (8 bytes)
    0x8: supposedly position (6 bytes)
    0xe: bone id (2 bytes)
    0x10: time (4 bytes)
    0x14: previous frame offset (4 bytes)

The problem is that I can't interpret the values of the supposed quartanions and positions correctly. Additional research is needed. What game are these animations for? Fullmetal Alchemist: Dream Carnival?

Yes, I'm pretty sure that's the title.
This is the only 8ing PS2 RW title that can load models in rwio. Other titles (Inuyasha, Rurouni Kenshin) cannot even load dff.

At some point, 8ing started using its own mot for animation, but in the early days it used renderware anm like this,
which would be very nice to be able to import.