Ejemplo n.º 1
0
        public void LoadData(CR2WFile facFile)
        {
            byte[] data;
            data = File.ReadAllBytes(@"D:\w3.modding\FACE_ANIMATION\h_01_wa__ciri.w3fac");
            using (MemoryStream ms = new MemoryStream(data))
                using (BinaryReader br = new BinaryReader(ms))
                {
                    W3FaceFile = new CR2WFile();
                    w3FaceFile.Read(br);
                    //int count = Read(br, 0);
                    CMimicFace chunkMimicFace     = W3FaceFile.chunks[0].data as CMimicFace;
                    CSkeleton  mimicSkeleton      = W3FaceFile.chunks[1].data as CSkeleton;
                    CSkeleton  floatTrackSkeleton = W3FaceFile.chunks[2].data as CSkeleton;

                    CArray <SSkeletonBone> mimicSkeletonBones = mimicSkeleton.Bones;
                    uint nbBones = (uint)mimicSkeletonBones.Count;
                    foreach (SSkeletonBone bone in mimicSkeletonBones)
                    {
                        CName boneName = bone.NameAsCName;
                        //meshSkeleton.names.Add(boneName.Value);
                    }

                    //convert mapping into bone array
                    CArray <CInt32> mimicMapping = chunkMimicFace.Mapping;
                    //ie. mimicMapping[0] = "uv_center_slide2"

                    //give each mapping a name
                    CArray <SSkeletonTrack> tracks = floatTrackSkeleton.Tracks;

                    CArray <CArray <EngineQsTransform> > mimicPoses = chunkMimicFace.MimicPoses;
                    //save poses into

                    for (int i = 0; i < mimicPoses.Count(); i++)
                    {
                        AnimExportData pose      = new AnimExportData();
                        string         trackanme = tracks[i].NameAsCName.Value;
                        pose.name      = trackanme;
                        pose.numFrames = 1;
                        CArray <EngineQsTransform> mimicbones = mimicPoses[i];
                        List <Bone> exportBones = new List <Bone>();
                        for (int j = 0; j < mimicbones.Count(); j++)
                        {
                            Bone myBone = new Bone();
                            //finde the bone name using mapping
                            int map      = (mimicMapping[j] as CInt32).val;
                            var BoneName = mimicSkeletonBones[map].NameAsCName;

                            myBone.BoneName = BoneName.Value; // find the mapping
                            float x       = mimicbones[j].X.val;
                            float y       = mimicbones[j].Y.val;
                            float z       = mimicbones[j].Z.val;
                            float pitch   = mimicbones[j].Pitch.val;
                            float yaw     = mimicbones[j].Yaw.val;
                            float roll    = mimicbones[j].Roll.val;
                            float w       = mimicbones[j].W.val;
                            float scale_x = mimicbones[j].Scale_x.val;
                            float scale_y = mimicbones[j].Scale_y.val;
                            float scale_z = mimicbones[j].Scale_z.val;
                            myBone.positionFrames.Add(new Vector(x, y, z));
                            myBone.rotationFrames.Add(new Quaternion(pitch, yaw, roll, w));
                            myBone.scaleFrames.Add(new Vector(scale_x, scale_y, scale_z));
                            exportBones.Add(myBone);
                        }
                        pose.bones = exportBones;
                        exportPoses.Add(pose);
                    }
                }
            //SaveJson(@"D:\w3.modding\FACE_ANIMATION\face_anims_test_01.json");
        }
Ejemplo n.º 2
0
        public void LoadData(CR2WFile facFile)
        {
            byte[] data;
            data = File.ReadAllBytes(@"D:\w3.modding\FACE_ANIMATION\h_01_wa__ciri.w3fac");
            using (MemoryStream ms = new MemoryStream(data))
                using (BinaryReader br = new BinaryReader(ms))
                {
                    W3FaceFile = new CR2WFile(br);
                    //int count = Read(br, 0);
                    var chunkMimicFace     = W3FaceFile.chunks[0];
                    var mimicSkeleton      = W3FaceFile.chunks[1];
                    var floatTrackSkeleton = W3FaceFile.chunks[2];

                    var  mimicSkeletonBones = mimicSkeleton.GetVariableByName("bones") as CArray;
                    uint nbBones            = (uint)mimicSkeletonBones.array.Count;
                    foreach (CVector bone in mimicSkeletonBones)
                    {
                        var boneName = bone.variables.GetVariableByName("nameAsCName") as CName;
                        //meshSkeleton.names.Add(boneName.Value);
                    }

                    //convert mapping into bone array
                    var mimicMapping = (chunkMimicFace.GetVariableByName("mapping") as CArray).array;
                    //ie. mimicMapping[0] = "uv_center_slide2"

                    //give each mapping a name
                    var tracks = (floatTrackSkeleton.GetVariableByName("tracks") as CArray).array;


                    var mimicPoses = (chunkMimicFace.GetVariableByName("mimicPoses") as CArray).array;
                    //save poses into

                    for (int i = 0; i < mimicPoses.Count(); i++)
                    {
                        AnimExportData pose      = new AnimExportData();
                        string         trackanme = ((tracks[i] as CVector).GetVariableByName("nameAsCName") as CName).Value;
                        pose.name      = trackanme;
                        pose.numFrames = 1;
                        var         mimicbones  = (mimicPoses[i] as CArray).array;
                        List <Bone> exportBones = new List <Bone>();
                        for (int j = 0; j < mimicbones.Count(); j++)
                        {
                            Bone myBone = new Bone();
                            //finde the bone name using mapping
                            int map      = (mimicMapping[j] as CInt32).val;
                            var BoneName = (mimicSkeletonBones.array[map] as CVector).GetVariableByName("nameAsCName") as CName;

                            myBone.BoneName = BoneName.Value; // find the mapping
                            float x       = ((mimicbones[j] as CEngineQsTransform).x as CFloat).val;
                            float y       = ((mimicbones[j] as CEngineQsTransform).y as CFloat).val;
                            float z       = ((mimicbones[j] as CEngineQsTransform).z as CFloat).val;
                            float pitch   = ((mimicbones[j] as CEngineQsTransform).pitch as CFloat).val;
                            float yaw     = ((mimicbones[j] as CEngineQsTransform).yaw as CFloat).val;
                            float roll    = ((mimicbones[j] as CEngineQsTransform).roll as CFloat).val;
                            float w       = ((mimicbones[j] as CEngineQsTransform).w as CFloat).val;
                            float scale_x = ((mimicbones[j] as CEngineQsTransform).scale_x as CFloat).val;
                            float scale_y = ((mimicbones[j] as CEngineQsTransform).scale_y as CFloat).val;
                            float scale_z = ((mimicbones[j] as CEngineQsTransform).scale_z as CFloat).val;
                            myBone.positionFrames.Add(new Vector(x, y, z));
                            myBone.rotationFrames.Add(new Quaternion(pitch, yaw, roll, w));
                            myBone.scaleFrames.Add(new Vector(scale_x, scale_y, scale_z));
                            exportBones.Add(myBone);
                        }
                        pose.bones = exportBones;
                        exportPoses.Add(pose);
                    }
                }
            //SaveJson(@"D:\w3.modding\FACE_ANIMATION\face_anims_test_01.json");
        }