pub struct MdlAnimation {
pub name: String,
pub length: f32,
pub transition_time: f32,
pub anim_root: String,
pub events: Vec<MdlAnimEvent>,
pub root_node: MdlAnimNode,
pub fn_ptr1: u32,
pub fn_ptr2: u32,
}Expand description
A named animation sequence.
Each animation has its own node tree that mirrors (a subset of) the geometry node hierarchy. The nodes carry controller keyframes that animate transforms, light colors, emitter parameters, etc. over time.
The binary layout uses a 136-byte header (mirroring the geometry header structure) followed by events and the animation node tree.
Fields§
§name: StringAnimation name (e.g. “cpause1”, “walk”, “attack1”).
length: f32Duration of the animation in seconds.
transition_time: f32Transition time in seconds for blending into this animation.
anim_root: StringName of the geometry node that anchors this animation.
Determines which subtree of the geometry hierarchy is affected. Usually the root node name or a specific bone (e.g. “rootdummy”).
events: Vec<MdlAnimEvent>Events that fire at specific times during playback.
root_node: MdlAnimNodeRoot of the animation node tree.
fn_ptr1: u32Function pointer 1 from the animation header.
Leaked vtable pointer from the BioWare toolset.
K1 PC value: 0x00413370 (4273392).
fn_ptr2: u32Function pointer 2 from the animation header.
K1 PC value: 0x0043E1E0 (4451552).
Trait Implementations§
Source§impl Clone for MdlAnimation
impl Clone for MdlAnimation
Source§fn clone(&self) -> MdlAnimation
fn clone(&self) -> MdlAnimation
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more