public BFRES_MTA(MaterialAnim vis) { ImageKey = "image"; SelectedImageKey = "image"; Text = vis.Name; FrameCount = (uint)vis.FrameCount; foreach (MaterialAnimData matanim in vis.MaterialAnimDataList) { MatAnimEntry mat = new MatAnimEntry(); FMAANode matnode = new FMAANode(matanim); mat.Text = matanim.Name; for (int Frame = 0; Frame < vis.FrameCount; Frame++) { int CurTrack = 0; foreach (FMAATrack track in matnode.tracks) { MatAnimData md = new MatAnimData(); float value; if (matanim.Curves[CurTrack].CurveType == AnimCurveType.Cubic) { FMAAKey left = track.GetLeft(Frame); FMAAKey right = track.GetRight(Frame); value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); md.keys.Add(value); } mat.matCurves.Add(md); CurTrack++; } } matEntries.Add(mat); } }
public PerShapeAnim(BFRES.MTA mta, ShapeAnim vis) { mta.Text = vis.Name; mta.ImageKey = "mesh"; mta.SelectedImageKey = "mesh"; mta.FrameCount = (uint)vis.FrameCount; foreach (VertexShapeAnim vtxanim in vis.VertexShapeAnims) { BFRES.MatAnimEntry mat = new BFRES.MatAnimEntry(); mat.ImageKey = "bone"; mat.SelectedImageKey = "bone"; //First set the data then iterpolate mat.Text = vtxanim.Name; foreach (AnimCurve cr in vtxanim.Curves) { mat.Interpolate(cr); } for (int Frame = 0; Frame < vis.FrameCount; Frame++) { foreach (BFRES.MatAnimData track in mat.matCurves) { BFRES.AnimKey left = track.GetLeft(Frame); BFRES.AnimKey right = track.GetRight(Frame); track.Value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); } } mta.matEntries.Add(mat); } }
public static AnimationGroupNode Read(string filename, ResFile TargetWiiUBFRES) { FileData f = new FileData(filename); f.seek(0); f.Endian = Endianness.Little; Console.WriteLine("Reading Animations ..."); f.seek(4); // magic check int SwitchCheck = f.readInt(); //Switch version only has padded magic f.skip(4); if (SwitchCheck == 0x20202020) { // SwitchAnim2WiiU(path); //Hacky auto convert switch anims to wii u ResNSW.ResFile b = new ResNSW.ResFile(filename); AnimationGroupNode ThisAnimation = new AnimationGroupNode() { Text = "Skeleton Animations" }; TreeNode dummy = new TreeNode() { Text = "Animation Set" }; int i = 0; foreach (ResNSW.SkeletalAnim ska in b.SkeletalAnims) { Animation a = new Animation(ska.Name); ThisAnimation.Nodes.Add(a); a.FrameCount = ska.FrameCount; i++; try { foreach (Syroot.NintenTools.NSW.Bfres.BoneAnim bn in ska.BoneAnims) { FSKANode bonean = new FSKANode(bn); Animation.KeyNode bone = new Animation.KeyNode(""); a.Bones.Add(bone); if (ska.FlagsRotate == ResNSW.SkeletalAnimFlagsRotate.EulerXYZ) { bone.RotType = Animation.RotationType.EULER; } else { bone.RotType = Animation.RotationType.QUATERNION; } bone.Text = bonean.Text; for (int Frame = 0; Frame < ska.FrameCount; Frame++) { //Set base/start values for bones. //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these if (Frame == 0 && Runtime.HasNoAnimationBaseValues == false) { bone.XSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = 1 }); bone.YSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = 1 }); bone.ZSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = 1 }); bone.XROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.X }); bone.YROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Y }); bone.ZROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Z }); bone.XPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.X }); bone.YPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Y }); bone.ZPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Z }); } foreach (FSKATrack track in bonean.tracks) { Animation.KeyFrame frame = new Animation.KeyFrame(); frame.InterType = Animation.InterpolationType.HERMITE; frame.Frame = Frame; FSKAKey left = track.GetLeft(Frame); FSKAKey right = track.GetRight(Frame); float value; value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); // interpolate the value and apply switch (track.flag) { case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break; case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break; case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break; case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break; case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break; case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break; case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break; case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break; case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break; } } } } } catch { } } return(ThisAnimation); } else { f.eof(); TargetWiiUBFRES = new ResFile(filename); ThisAnimation = new AnimationGroupNode() { Text = "Skeleton Animations" }; TreeNode dummy = new TreeNode() { Text = "Animation Set" }; int i = 0; foreach (SkeletalAnim ska in TargetWiiUBFRES.SkeletalAnims.Values) { Animation a = new Animation(ska.Name); ThisAnimation.Nodes.Add(a); a.FrameCount = ska.FrameCount; i++; try { foreach (BoneAnim bn in ska.BoneAnims) { FSKANodeWiiU bonean = new FSKANodeWiiU(bn); Animation.KeyNode bone = new Animation.KeyNode(""); a.Bones.Add(bone); if (ska.FlagsRotate == SkeletalAnimFlagsRotate.EulerXYZ) { bone.RotType = Animation.RotationType.EULER; } else { bone.RotType = Animation.RotationType.QUATERNION; } bone.Text = bonean.Text; for (int Frame = 0; Frame < ska.FrameCount; Frame++) { //Set base/start values for bones. //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these if (Frame == 0 && Runtime.HasNoAnimationBaseValues == false) { bone.XSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.X }); bone.YSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Y }); bone.ZSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Z }); bone.XROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.X }); bone.YROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Y }); bone.ZROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Z }); bone.XPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.X }); bone.YPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Y }); bone.ZPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Z }); } foreach (FSKATrack track in bonean.tracks) { Animation.KeyFrame frame = new Animation.KeyFrame(); frame.InterType = Animation.InterpolationType.HERMITE; frame.Frame = Frame; FSKAKey left = track.GetLeft(Frame); FSKAKey right = track.GetRight(Frame); float value; value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); // interpolate the value and apply switch (track.flag) { case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break; case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break; case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break; case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break; case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break; case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break; case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break; case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break; case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break; } } } } } catch { } } return(ThisAnimation); } }
public void Read(ResFile TargetWiiUBFRES, AnimationGroupNode ThisAnimation, ResNSW.ResFile b) { Console.WriteLine("Reading Skeleton Animations ..."); if (b != null) { TreeNode SkeletonAnimation = new TreeNode() { Text = "Skeleton Animations" }; ThisAnimation.Nodes.Add(SkeletonAnimation); TreeNode dummy = new TreeNode() { Text = "Animation Set" }; int i = 0; foreach (ResNSW.SkeletalAnim ska in b.SkeletalAnims) { if (i == 0) { dummy = new TreeNode() { Text = "Animation Set " + "0 - 100" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 100) { dummy = new TreeNode() { Text = "Animation Set " + "100 - 200" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 200) { dummy = new TreeNode() { Text = "Animation Set " + "200 - 300" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 300) { dummy = new TreeNode() { Text = "Animation Set " + "300 - 400" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 400) { dummy = new TreeNode() { Text = "Animation Set " + "400 - 500" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 500) { dummy = new TreeNode() { Text = "Animation Set " + "500 - 600" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 600) { dummy = new TreeNode() { Text = "Animation Set " + "600 - 700" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 700) { dummy = new TreeNode() { Text = "Animation Set " + "700 - 800" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 800) { dummy = new TreeNode() { Text = "Animation Set " + "800 - 900" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 900) { dummy = new TreeNode() { Text = "Animation Set " + "900 - 1000" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 1000) { dummy = new TreeNode() { Text = "Animation Set " + "1000+" }; SkeletonAnimation.Nodes.Add(dummy); } Animation a = new Animation(ska.Name); SkeletonAnimations.Add(a); a.FrameCount = ska.FrameCount; if (i >= 0 && i < 100) { SkeletonAnimation.Nodes[0].Nodes.Add(a); } if (i >= 100 && i < 200) { SkeletonAnimation.Nodes[1].Nodes.Add(a); } if (i >= 200 && i < 300) { SkeletonAnimation.Nodes[2].Nodes.Add(a); } if (i >= 300 && i < 400) { SkeletonAnimation.Nodes[3].Nodes.Add(a); } if (i >= 400 && i < 500) { SkeletonAnimation.Nodes[4].Nodes.Add(a); } if (i >= 500 && i < 600) { SkeletonAnimation.Nodes[5].Nodes.Add(a); } if (i >= 600 && i < 700) { SkeletonAnimation.Nodes[6].Nodes.Add(a); } if (i >= 700 && i < 800) { SkeletonAnimation.Nodes[7].Nodes.Add(a); } if (i >= 800 && i < 900) { SkeletonAnimation.Nodes[8].Nodes.Add(a); } if (i >= 900 && i < 1000) { SkeletonAnimation.Nodes[9].Nodes.Add(a); } i++; try { foreach (ResNSW.BoneAnim bn in ska.BoneAnims) { FSKANode bonean = new FSKANode(bn); Animation.KeyNode bone = new Animation.KeyNode(""); a.Bones.Add(bone); if (ska.FlagsRotate == ResNSW.SkeletalAnimFlagsRotate.EulerXYZ) { bone.RotType = Animation.RotationType.EULER; } else { bone.RotType = Animation.RotationType.QUATERNION; } bone.Text = bonean.Text; for (int Frame = 0; Frame < ska.FrameCount; Frame++) { //Set base/start values for bones. //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these if (Frame == 0) { if (bn.FlagsBase.HasFlag(ResNSW.BoneAnimFlagsBase.Scale)) { bone.XSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.X }); bone.YSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Y }); bone.ZSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Z }); } if (bn.FlagsBase.HasFlag(ResNSW.BoneAnimFlagsBase.Rotate)) { bone.XROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.X }); bone.YROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Y }); bone.ZROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Z }); bone.WROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.W }); } if (bn.FlagsBase.HasFlag(ResNSW.BoneAnimFlagsBase.Translate)) { bone.XPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.X }); bone.YPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Y }); bone.ZPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Z }); } } foreach (FSKATrack track in bonean.tracks) { Animation.KeyFrame frame = new Animation.KeyFrame(); frame.InterType = Animation.InterpolationType.HERMITE; frame.Frame = Frame; FSKAKey left = track.GetLeft(Frame); FSKAKey right = track.GetRight(Frame); float value; value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); // interpolate the value and apply switch (track.flag) { case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break; case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break; case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break; case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break; case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break; case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break; case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break; case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break; case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break; } } } } } catch { } } } else { TreeNode SkeletonAnimation = new TreeNode() { Text = "Skeleton Animations" }; ThisAnimation.Nodes.Add(SkeletonAnimation); TreeNode dummy = new TreeNode() { Text = "Animation Set" }; int i = 0; foreach (SkeletalAnim ska in TargetWiiUBFRES.SkeletalAnims.Values) { if (i == 0) { dummy = new TreeNode() { Text = "Animation Set " + "0 - 100" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 100) { dummy = new TreeNode() { Text = "Animation Set " + "100 - 200" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 200) { dummy = new TreeNode() { Text = "Animation Set " + "200 - 300" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 300) { dummy = new TreeNode() { Text = "Animation Set " + "300 - 400" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 400) { dummy = new TreeNode() { Text = "Animation Set " + "400 - 500" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 500) { dummy = new TreeNode() { Text = "Animation Set " + "500 - 600" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 600) { dummy = new TreeNode() { Text = "Animation Set " + "600 - 700" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 700) { dummy = new TreeNode() { Text = "Animation Set " + "700 - 800" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 800) { dummy = new TreeNode() { Text = "Animation Set " + "800 - 900" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 900) { dummy = new TreeNode() { Text = "Animation Set " + "900 - 1000" }; SkeletonAnimation.Nodes.Add(dummy); } if (i == 1000) { dummy = new TreeNode() { Text = "Animation Set " + "1000+" }; SkeletonAnimation.Nodes.Add(dummy); } Animation a = new Animation(ska.Name); SkeletonAnimations.Add(a); if (i >= 0 && i < 100) { SkeletonAnimation.Nodes[0].Nodes.Add(a); } if (i >= 100 && i < 200) { SkeletonAnimation.Nodes[1].Nodes.Add(a); } if (i >= 200 && i < 300) { SkeletonAnimation.Nodes[2].Nodes.Add(a); } if (i >= 300 && i < 400) { SkeletonAnimation.Nodes[3].Nodes.Add(a); } if (i >= 400 && i < 500) { SkeletonAnimation.Nodes[4].Nodes.Add(a); } if (i >= 500 && i < 600) { SkeletonAnimation.Nodes[5].Nodes.Add(a); } if (i >= 600 && i < 700) { SkeletonAnimation.Nodes[6].Nodes.Add(a); } if (i >= 700 && i < 800) { SkeletonAnimation.Nodes[7].Nodes.Add(a); } if (i >= 800 && i < 900) { SkeletonAnimation.Nodes[8].Nodes.Add(a); } if (i >= 900 && i < 1000) { SkeletonAnimation.Nodes[9].Nodes.Add(a); } a.FrameCount = ska.FrameCount; i++; try { foreach (BoneAnim bn in ska.BoneAnims) { FSKANodeWiiU bonean = new FSKANodeWiiU(bn); Animation.KeyNode bone = new Animation.KeyNode(""); a.Bones.Add(bone); if (ska.FlagsRotate == SkeletalAnimFlagsRotate.EulerXYZ) { bone.RotType = Animation.RotationType.EULER; } else { bone.RotType = Animation.RotationType.QUATERNION; } bone.Text = bonean.Text; for (int Frame = 0; Frame < ska.FrameCount; Frame++) { //Set base/start values for bones. //Note. BOTW doesn't use base values as it uses havok engine. Need to add option to disable these if (Frame == 0) { if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Scale)) { bone.XSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.X }); bone.YSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Y }); bone.ZSCA.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.sca.Z }); } if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Rotate)) { bone.XROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.X }); bone.YROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Y }); bone.ZROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.Z }); bone.WROT.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.rot.W }); } if (bn.FlagsBase.HasFlag(BoneAnimFlagsBase.Translate)) { bone.XPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.X }); bone.YPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Y }); bone.ZPOS.Keys.Add(new Animation.KeyFrame() { Frame = 0, Value = bonean.pos.Z }); } } foreach (FSKATrack track in bonean.tracks) { Animation.KeyFrame frame = new Animation.KeyFrame(); frame.InterType = Animation.InterpolationType.HERMITE; frame.Frame = Frame; FSKAKey left = track.GetLeft(Frame); FSKAKey right = track.GetRight(Frame); float value; value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); // interpolate the value and apply switch (track.flag) { case (int)TrackType.XPOS: frame.Value = value; bone.XPOS.Keys.Add(frame); break; case (int)TrackType.YPOS: frame.Value = value; bone.YPOS.Keys.Add(frame); break; case (int)TrackType.ZPOS: frame.Value = value; bone.ZPOS.Keys.Add(frame); break; case (int)TrackType.XROT: frame.Value = value; bone.XROT.Keys.Add(frame); break; case (int)TrackType.YROT: frame.Value = value; bone.YROT.Keys.Add(frame); break; case (int)TrackType.ZROT: frame.Value = value; bone.ZROT.Keys.Add(frame); break; case (int)TrackType.XSCA: frame.Value = value; bone.XSCA.Keys.Add(frame); break; case (int)TrackType.YSCA: frame.Value = value; bone.YSCA.Keys.Add(frame); break; case (int)TrackType.ZSCA: frame.Value = value; bone.ZSCA.Keys.Add(frame); break; } } } } } catch { } } } Console.WriteLine("Saving " + SkeletonAnimations.Count + " anims"); foreach (var anim in SkeletonAnimations) { anim.SaveAsExpeditedAnim(); } }
public BFRES_FSHU(MTA mta, ShaderParamAnim fshu, ResFile b) { mta.Text = fshu.Name; mta.FrameCount = (uint)fshu.FrameCount; foreach (ShaderParamMatAnim matanim in fshu.ShaderParamMatAnims) { MatAnimEntry mat = new MatAnimEntry(); mat.Text = matanim.Name; Console.WriteLine($"MatAnim = {mat.Text}"); Console.WriteLine($"Curve Count = {matanim.Curves.Count}"); if (matanim.Curves.Count == 0) { } //First set the data then iterpolate foreach (AnimCurve cr in matanim.Curves) { mat.InterpolateWU(cr); } mta.matEntries.Add(mat); for (int Frame = 0; Frame < fshu.FrameCount; Frame++) { foreach (MatAnimData track in mat.matCurves) { AnimKey left = track.GetLeft(Frame); AnimKey right = track.GetRight(Frame); track.Value = Animation.Hermite(Frame, left.frame, right.frame, 0, 0, left.unk1, right.unk1); } } int CurCurve = 0; for (int Frame = 0; Frame < fshu.FrameCount; Frame++) { foreach (MatAnimData track in mat.matCurves) { //This works like this //Each param has their own info. While this loop through each curve determine which data is which //Set the param name. Then detemine the data in between begin curve and total count //Example. Begin curve starts at 0. Count may be 3 for RGB values //Then for next curve would start at 3 and so on //For color I simply use the values starting from RGBA //Then for the next param i subtract the start value to reset the index back to 0 foreach (ParamAnimInfo inf in matanim.ParamAnimInfos) { track.shaderParamName = inf.Name; if (inf.BeginCurve >= CurCurve) { if (inf.FloatCurveCount >= CurCurve) { int ColorIndex = CurCurve - inf.BeginCurve; track.AnimColorType = (MatAnimData.ColorType)ColorIndex; } } } } CurCurve++; } mta.matEntries.Add(mat); } }