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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
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Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Technical Artist > Binary Format Specifications for Skeletal Animation Source Files
Binary Format Specifications for Skeletal Animation Source Files
Skeletal animation and mesh source binaries
PSK format:
Datacount
field) the number of data entries that follow.
Order of appearance | Description |
---|---|
General Header | When the Typeflag value equals decimal 1999801 or lower it denotes this version 1.0 layout of the PSK file. |
Points Header | Header specifying number of points, defined in Datacount . |
Points Data | Array with VPoint . |
Wedges Header | Header specifying amount of wedges. |
Wedges Data | VVertex wedges array (a wedge consists of a UV pair with an index into the 3d points array.) |
Faces Header | Header specifying amount of faces. |
Faces Data | VTriangle faces array. |
Materials Header | Header specifying amount of materials. |
Materials Data | VMaterial Materials array. |
Bones Header | Header specifying amount of bones. |
Bones Data | VBone bones array. |
Influences Header | Header specifying amount of bone influences. |
Influences Data | VRawBoneInfluence array of Influences. |
PSA format:
Order of appearance | Description |
---|---|
General Header | When the Typeflag value equals decimal 20090127 (for Maya) 2003321 (for 3dsMax) or higher it denotes this version 1.0 layout of the PSA file. |
Bones Header | Header specifying amount of bones. |
Bones Data | FNamedBoneBinary bone names array. |
Animations Header | Header specifying amount of animation sequence info chunks. |
Animations Data | AniminfoBinary array of animation sequence info chunks. |
Raw keys Header | Header specifying amount of raw keys. |
Raw keys Data | VQuatAnimKey array. |
Scale keys Header | Header specifying amount of scale keys. |
Scale keys Data | VScaleAnimKey array. |
Curve keys Header | Header specifying amount of curve keys(# of blendshapes). (Only supported if you exported from Maya) |
Curve keys Data | VBlendCurve array. (Only supported if you exported from Maya) |
[Number of bones]
times [Number of frames keys]
in the VQuatAnimKeys, laid out as tracks of [numframes]
keys for each bone in the order of the bones as defined in the array of FnamedBoneBinary in the PSA.
For each VBlendCurve includes BlendCurveName[128] and float arrays (equal to [Number of frame keys]
) of weight values .
Animation data inside the engine
C++ structures used
#pragma pack(push,1)
around the definitions will break psa/psk binary compatibility. The default packing can be forced with #pragma pack(push,4)
. Fortunately the 'wasted' space is not an issue because this is for the raw data only. The same padding is assumed in the editor's import code as well as in the Max/Maya exporters.