Ok guys I think I completely figured out the structure of TVCA files, we just need to define the unknown variables and write a converter. I'm taking the info down from the OP until I release something to show.
Erm...I don't actually have Naruto Shippuden, so I don't know if the .mot files are the same format or even the same revision. The only reason I included it in the title is because Smashboards research makes it sound like they are very similar if not the same format. Also, the game and TvC are both made by the same company, so it would only make sense.
Also, I fear that since there's no name container for any of the animations we might have to match them up ourselves and manually import them to make a chr0 file. On top of that, to get them to work in Brawl we'll have to multiply each translation keyframe in each animation by 11. But it'll make the process easier and a lot cleaner. So to answer your question, we'd have to transplant each animation data until we know what bone fits for each section, then observe what the full animation is, then multiply it by 11 on the Zero model (or whatever model being worked on).
Thanks for researching all of this, Vile, btw. With the Chr0 info this'll make things a lot easier. And does Kryal actually check his PM's? Or even Bero?
Yeh last time I tried to get in contact with Kryal, he said very little and never replied after that, I got the message he didn't really want any involvement with what I was doing. As for Bero, I talked to him a little while ago to get on the Dev team for Brawl Box, he replied fairly quickly to me, but I doubt he would want involvement in something if he is already on a project of his own.
So, once you define each type of animation (chr0 and .anim), what would need to be done? Also, have you tried PM'ing Kryal on smashboards (or wherever he has an account, lol)
When both formats are figured out I will write a converter. Also I don't think Kryal is active anymore (or at least doesn't like to be active with hacking).
Also, a note to everyone, it might be a little hard to write a .tvca to .chr0 converter solely because there isn't name definitions (I'm not sure how the bones are defined, if they are relative to the model, which I doubt, but if they are it wouldn't be too hard).
I had a quick look over the .anim (.tvca I've decided to call them) files and before I got sidetracked, I got a little bit of info.
Code:
Check first post
There is a big chance that there is no relocation data and those are just blocks to define bones. I looked at a CHR0 and these and they look fairly similar. I'm going to look more in depth today.
As far as opening up the file, it's not going to work. Slapping a Chr0 header on them isn't going to help out, either. Since they seem to have distinctive patterns on them I'll take a look at them, but at the moment my video drivers got trashed so I may end up having to reinstall them all night.
Thanks for your work on this Vile, these are making a bit more sense now. And adding different headers to the .mot file yields different offset values. Hopefully I can try to figure out this stuff (or someone else does before I can, proving how horrible I am at reverse-engineering )
But again, thanks for this, really appreciate it.
No problem man, it took under 30 minutes of straight work to figure out the archive and write an extractor.
I'm gonna start working on figuring out these .anim files. I'm thinking an appropriate extension for them should be .tcan or .tvca . When I get something to show would you mind if I made another thread or do you want it all to be confined to this thread?
Keep in mind that .anim is not the actual extension and the names aren't correct either, these are just temporary since these motion archives don't use any sort of naming protocol (not that I know of anyway).
You shouldn't blame the people who made the guides or the guides themselves, look at some 3ds max tutorials, those guides expect you to have basic knowledge of how to use 3ds max.