What the animationsetdata use for?

Post » Sat Dec 13, 2014 1:14 am

Well that may be not a really CK problem , because you can't edit or quote files under these *.txt files in the folder.(If you unpack the Skyrim-meshes.bsa you can see it).

The content is very strange,and I can't figure out the funcation of it.

here is part of the fullcharacter.txt:

V3
0
0
4
attackStart_L1
0
1
AttackLeft1
attackStart_PowerAttackForward1
0
1
AttackPowerForward
attackStart_PowerAttackForward2
0
1
AttackPowerForward2.hkx
attackStart_R1
0
1
AttackRight1
35
2720121766
24535328
7891816
2720121766
2277435010
7891816
2720121766
3420851562
7891816
2720121766
3054722632
7891816
2720121766
3696748889
7891816
2720121766
3015353486
7891816
2720121766

……

Is anyone know what it is ?Or what exactly its funcation is ?Thank you !

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Alisha Clarke
 
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Post » Sat Dec 13, 2014 12:10 am

the plain text's the names of animation events etc.

the rest'll be some type of code you'll need the right prg to make sense of i figure :-), 3ds likely...?

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leni
 
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Post » Sat Dec 13, 2014 1:28 am

Talk to fore. He has decoded most of this data.

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Chase McAbee
 
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Post » Fri Dec 12, 2014 2:51 pm

And has anyone had success with speeddatasinglefile.txt yet?

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Mason Nevitt
 
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Post » Sat Dec 13, 2014 1:05 am

Well ,here is what I think.Animationsetdata,I guess we can get its funcation from the name.The model?It is the *.nif files work.The skeleton?About how the poly related to dummy(or joint),same in *.nif.And the animation?That was what *.hkx files do.So i think they likely are some executable files, to identify where and when ,shoule the system play which animation in meshes.

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CSar L
 
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Post » Fri Dec 12, 2014 5:35 pm

You might want to take a look at this http://www.gamesas.com/topic/1484896-need-a-file-format-gurus-opinion-on-speeddatasinglefiletxt/?hl

Edit......

This is basically all Havok animation related data.

V3
0
0
4 <----number of entries to follow

1st group

attackStart_L1
0
1
AttackLeft1

2nd group

attackStart_PowerAttackForward1
0
1
AttackPowerForward

3rd group

attackStart_PowerAttackForward2
0
1
AttackPowerForward2.hkx

4th group

attackStart_R1
0
1
AttackRight1

35 <--------35 entries to follow
2720121766 <---------Fore worked these out as CRC32(0) encoding of the animation directory path for the .hkx files
24535328 <-----------the animation name CRC32(0)
7891816 <-------xkh , which is reverse of hkx

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Kim Bradley
 
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