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VILE
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    « on: June 24, 2011, 07:39:52 PM »


    I have been asked to post my notes on the .MOT (MOTion archives) and the animation files inside of them.

    MOT
    Header:
    0x00(4) - 00 00 00 00 constant
    0x04(4) - Relocation Table Entry Count
    0x08(4) - Relocation Table Start (relative to 0x00)
    0x0C(4) - File Length

    Relocation Table:
    0x00(4) - Offset to data (relative to 0x00)

    Animation
    TvC Animation Format

    Header:
    0x00(4) - Entry Count
    0x04(4) - unk (usually 00 00 00 10)
    0x08(4) - unk float
    0x0C(4) - unk float
    0x10(4) - unk (usually 00 00 00 40)
    0x14(2) - FF FF constant

    Frame Data Entry:
    0x00(2) - unk (usually 02 02)
    0x02(2) - unk (bone id?)
    0x04(2) - unk (frame id?)
    0x06(2) - Float Count
    0x08(4) - unk float
    0x0C(4) - unk (usually 00 00 00 00)
    0x10(4) - Offset to 32bit float values
    0x14(4) - Offset to 64bit float values
    0x18(Cool - unk (usually padding of 00)

    Notes: The first entry is a bit different.
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    « Reply #1 on: June 25, 2011, 07:43:43 AM »


    This could prove really useful for Zero/Ryu and so on.

    Keep this going.
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    « Reply #2 on: July 17, 2011, 10:49:40 PM »


    <a href="http://www.youtube.com/watch?v=1BsnHyIhhKM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=1BsnHyIhhKM</a>


    <a href="http://www.youtube.com/watch?v=c2kudEstyzM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=c2kudEstyzM</a>


    More games have this format so let's explore this more.
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    DSX8
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    « Reply #3 on: July 17, 2011, 11:08:30 PM »



    those were pretty awesome in a way O.o
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