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 Post subject: Re: Resident Evil animations
PostPosted: Mon Mar 13, 2017 10:04 am 
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ultra-n00b

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Can you reverse the format of RE4 UHD PC animation FCV file:
I found this thread in 2008 talked about RE4 FCV file, but that probably are older version of PC or Wii/GC version
It took me a long time but not figured it out.

viewtopic.php?f=22&t=2979


FCV notes

-------------------------------------------------------------------------
Short = 2byte (4digit) hex number with lowest value first ie: CD AB is read as AB CD

uint = 4byte(8digit) unsigned hex number with lowest value first ie: 78 56 34 12 is read as 12 34 56 78

float = IEEE-754 float, 4 bytes read in binary as 1= sign 00000000=exponent (1.)0000000000=radiant
(note this float is -0, which is non existent... NAN (not a number))

-------------------------------------------------------------------
known stuff

0xB0 bytes header #0x4C (uint) is always the length of the file

#positioning data
for amount of bones moving at different times: #undetermined as to how this is known
uint how many bones

for bone index in how many bones:
short index of bone in PMD file currently being used

for bone position in how many bones:
float new x coordinate
float new y coordinate
float new z coordinate
#end this point in time

uint time flag? #all is judged on the truth in this statement
uint current time
uint * 6 0 #definitely padding

refer to positioning data

--------------------------------------------------------------------------
notes:

-Sometimes x,y,z floats aren't floats, but i think this is just hexworkshop interpreting the floats backwards (3f 80 00 00 is NAN to them)

-I think the 0x00 to 0x4c values are just importing the PMD info
-very repetitive
-always similar with small variations

-0x4c - 0xB0 lists a bunch of pointers that point to SOME of the positioning data (refer to "known stuff")

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 Post subject: Re: Resident Evil animations
PostPosted: Tue May 23, 2017 6:31 am 
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n00b

Joined: Fri Jul 08, 2016 8:27 pm
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did anyone try to do that in 3ds max? did it work?



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