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Rtm (Animation) File Format
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==RtmFile== RtmFile { char Signature[8]; // "RTM_0101" note. This is not asciiz XYZTriplet Vertex; // Total Moving XZY. At 0,0,0 'soldier' runs in same spot. ulong nFrames; // Self Explanatory? ulong nBones; // BoneName BoneNames[nBones]; // RtmFrame Frames[nFrames]; }; The number of frames (and bones in each frame) extend to the end of file. There is no checksum or end of file signature. ===BoneName=== char BoneName[32]; //fixed 32 byte record for each bone. NOT asciiz ===RtmFrame=== RtmFrame ( float FrameTime; // Values 0.0 to 1.0 BoneTransform Bone[nBones]; }; ===Frametime=== Represents a percentage of 'time' relative to the ''total'' time taken to display all frames. The overall time is ''not'' indicated in the rtm. External sources cause the 'frames' to move fast, or slow, or whatever. This is one of those parameters that are easy to understand, and difficult to explain. The value represents percentage of the expiry time for the '''entire''' frameset. Given ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1......... ====BoneTransform==== BoneTransform { BoneName BoneName; //Identical to that found in header above, and in same relative order Transform Transform; //The orientation of the model. }; The exact same number of bonesis specified inside every Frame, as per the initial list in exactly the same order. In effect, naming again, in every component, in every frame is redundant. This has since been corrected in the binarised rtm version. =====Transform===== Transform { XYZTriplet Triplet[4]; // eg float[4][3] }; This is the transform matrix used directly by Microsoft DirectX engines. In fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus M11,M12 M13 (0.0) M21,M22,M23 (0.0) M31,M32,M33 (0.0) M41,M42,M43 (1.0) and so is never stored. similar Transform matrices are used for WRP and P3d files as well. The last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately. For further information visit [http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/transforms/transforms.asp Microsoft]
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