Twili Posted May 20, 2011 Share Posted May 20, 2011 He uses the depreciated animation format. I converted one of his animations by hand like I did with all of object_human's. 186 frames here. This is where he peeks around the corner of the N logo and waves. Right boot (from Mario's perspective) is not rotated due to a bug present in UoT since SVN R8. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted May 22, 2011 Share Posted May 22, 2011 bug corrects itself is you choose another animation file and offet then go back to the correct animation. Link to comment Share on other sites More sharing options...
Twili Posted May 22, 2011 Author Share Posted May 22, 2011 The process of converting from the old format is now automated. You just supply the file and the animation offset, then fix the two header pointers after conversion. A "segment" here is actually an X, Y, or Z rotation. The program assumes that the first rotation value will always be 0000 and writes it automatically. The values succeeding "In segment: XX" are the index values for the rotations, not the actual rotations. The program is also "rigged" to only work with the IPL4ROM (the hacked BIOS) right now because Mario's animation headers use ram pointers, and it subtracts 8025F000 from them. Key: 00BA Bone count: 0014 Rotation values: 0001F6E0 Rotation index: 00021704 Gettting static rotations... In segment: 00 In segment: 01 In segment: 02 In segment: 03 In segment: 04 0175 In segment: 05 In segment: 06 In segment: 07 In segment: 08 1011 In segment: 09 In segment: 0A In segment: 0B 0F56 In segment: 0C In segment: 0D In segment: 0E 0E9B In segment: 0F 0D23 In segment: 10 0D24 In segment: 11 0D25 In segment: 12 0179 In segment: 13 017A In segment: 14 017B In segment: 15 In segment: 16 In segment: 17 0178 In segment: 18 In segment: 19 0176 In segment: 1A 0177 In segment: 1B 0D1F In segment: 1C 0D20 In segment: 1D 0D21 In segment: 1E In segment: 1F In segment: 20 In segment: 21 In segment: 22 In segment: 23 In segment: 24 In segment: 25 In segment: 26 In segment: 27 In segment: 28 In segment: 29 0D22 In segment: 2A 0D1C In segment: 2B 0D1D In segment: 2C 0D1E In segment: 2D In segment: 2E In segment: 2F In segment: 30 In segment: 31 In segment: 32 In segment: 33 In segment: 34 In segment: 35 0D26 In segment: 36 In segment: 37 In segment: 38 In segment: 39 In segment: 3A In segment: 3B In segment: 3C In segment: 3D In segment: 3E Getting dynamic rotations... In segment: 00 0001 In segment: 01 00BB In segment: 02 In segment: 03 In segment: 04 In segment: 05 In segment: 06 In segment: 07 0F57 In segment: 08 In segment: 09 In segment: 0A 0E9C In segment: 0B In segment: 0C 0D27 In segment: 0D 0DE1 In segment: 0E In segment: 0F In segment: 10 In segment: 11 In segment: 12 In segment: 13 In segment: 14 In segment: 15 In segment: 16 In segment: 17 In segment: 18 In segment: 19 In segment: 1A In segment: 1B In segment: 1C In segment: 1D In segment: 1E 0464 In segment: 1F 051E In segment: 20 05D8 In segment: 21 In segment: 22 In segment: 23 03AA In segment: 24 017C In segment: 25 0236 In segment: 26 02F0 In segment: 27 In segment: 28 In segment: 29 In segment: 2A In segment: 2B In segment: 2C In segment: 2D In segment: 2E In segment: 2F 0C62 In segment: 30 In segment: 31 In segment: 32 0BA8 In segment: 33 In segment: 34 In segment: 35 In segment: 36 097A In segment: 37 0A34 In segment: 38 0AEE In segment: 39 In segment: 3A In segment: 3B 08C0 In segment: 3C 0692 In segment: 3D 074C In segment: 3E 0806 Building rotation index... Building header... Link to comment Share on other sites More sharing options...
Jason777 Posted May 22, 2011 Share Posted May 22, 2011 That's pretty awesome Twili! So the Mario model in the IPL4ROM uses the same format as object_human ("Aria")? Then would it also be safe to assume that all or some N64DD games/expansion packs use the old animation format? Link to comment Share on other sites More sharing options...
Salvage66 Posted May 22, 2011 Share Posted May 22, 2011 Thats fricken sweet dude. Link to comment Share on other sites More sharing options...
Niosai Posted June 7, 2011 Share Posted June 7, 2011 And this is why N64 modding is great. Link to comment Share on other sites More sharing options...
Twili Posted June 19, 2011 Author Share Posted June 19, 2011 Been working on this with Flotonic lately: Also first preview of one for Mario: Link to comment Share on other sites More sharing options...
Jason777 Posted June 19, 2011 Share Posted June 19, 2011 Mad props to you and Flotonic on that editor. It'll prove to be extremely useful if ever released Link to comment Share on other sites More sharing options...
Forecast Posted June 19, 2011 Share Posted June 19, 2011 I didn't know that Link could have weird seizures once in a while XD But being serious, good work guys Link to comment Share on other sites More sharing options...
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