![]() ![]() (This chunk seems to lack chunk_size value. texture_size * bytes > PNG data, simply export into PNG files.4 bytes texture_size > if 0, no texture.4 bytes > element ID probably, you can see from 1 to 6.The last 4 bytes seem to be always "****" string. The rest is probably animation data, length can be calculated using chunk_size value.Similar to vertex position data, each is 4 bytes signed integer and should be divided by scale_divider. Then the next 12 bytes are x,y,z location values of the bone. ![]() These make up the x,y,z,w components of a quaternion. ![]() Read 4 signed integer values (2 bytes each) and divide by 32767. Updated Info: If we count from 0, the bytes 7-14 of these 39 bytes are Quaternion values. First byte is usually 0xff, second is ID (same in weights data above), third is parent joint ID.
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