Several of us know "vaguely" how they work.
They store animations from and to frames to associate with actions.
Just as SMD and SMB files are binary caches of ASE script files, INX files are a binary cache of an animation sequence INI script.
Here is an example of the original script:- Code:
// 캐릭터 주인공 설정값
*모양파일 death_knight.ASE
*정밀모양 "deathknight"
//*보통모양 "deathknight"
*동작파일 death_knight.ASE
*동작모음 "death_knight.ASE"
*서있기동작 10 70 반복
*걷는동작 80 116 반복
*뛰는동작 120 144 반복
*공격동작 320 364
*공격동작1 380 425
*공격동작2 440 485
*공격동작3 250 310
*공격동작4 570 630
*타격동작 150 173 K
*기술동작 500 560 N
*죽기동작 180 238 A
*끝
Equivalent of the death_knight.inx, ofc.
You will see that the path to the original ASE is expanded to a partially qualified path from the point of view of the executable.
Here's an English translation of the script:- Code:
// Hero characters setting
*Shape death_knight.ASE
*PrecisionShape "deathknight"
//*NormalShape "deathknight"
*동작파일 death_knight.ASE
*Action "death_knight.ASE"
*Standing 10 70 Repeat
*Walking 80 116 Repeat
*Jumping 120 144 Repeat
*Attack 320 364
*Attack1 380 425
*Attack2 440 485
*Attack3 250 310
*Attack4 570 630
*Strike 150 173 K
*SkillStrike 500 560 N
*Death 180 238 A
*End
And finally, I'll share, what I believe to be a reasonably complete list of keywords:- Code:
특별표정
고유표정
놀란표정
슬픈표정
화난표정
웃는표정
무표정(작동않함)
눈깜빡표정
오표정
이표정
아표정
표정
만세
기술
먹기
다시시작
작은착지
큰착지
떨어
가끔
워프
울기
막기
데미지
타격
죽는
죽기
공격
*걷는
*정지
*서있기
뛰는
동작
반복
*표정모음
*표정파일
*표정파일연결
*적용기술
*해당위치
*적용직업
*착용무기
*XX서있기동작
*XX걷는동작
*저질모양
*보통모양
*정밀모양
*보조동작파일
*파일연결
*모양이름
*모양파일
*동작모음
*동작파일
It seems to include a number of facial expressions.