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#editor

pegperegogaucho
fixed point?
pegperegogaucho
Oh, you just posted :LUL:
adrientd
That's the actual question :LUL:
adrientd
What's especially interesting is that apparently 16-bit floating numbers were only added to IEEE 754 in a 2008 revision, which is too recent for a 2003 game :FulliautomatixBruhL:
adrientd
Old emoji xD
pegperegogaucho
Maybe the author assumed it would be a 16 bit float or whatever
pegperegogaucho
anyways I found the compression code for the keyframe somewhere on github some time ago
adrientd
Yeah, could be interesting, but it might also be straight forward, just need to know how many bits is the fractional part
adrientd
Oh yeah, just had to check the older Max plugin referenced in the Blender plugin's readme, it seems to handle the 16 bit numbers correctly.
pegperegogaucho
lol, I just found the exact same code on xentax
adrientd
So it seems to be a floating point number, but from the code the mask of the exponent being 0x7800 means there are 4 bits for the exponent, whereas for IEEE 754 it is 5 bits.
rubinho146
DAB
adrientd
Now I have compressed animations working 😏
adrientd
I fixed the plugin to correctly decode the 16-bit floating point numbers
adrientd
I pushed the changes into a fork: https://github.com/AdrienTD/Blender-3D-RW-Anm-plugin
adrientd
Zip file with the fixed plugin:
Download io_scene_rw_anm.zip:



pegperegogaucho
👏
pegperegogaucho
You should fix the plugin to add support for multiple file import
adrientd
Yeah I noticed when you import an animation to an armature and then import another animation, it will remove the previous one.
pegperegogaucho
You can change the current animation using the action editor