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PT Animation

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We have this in the ase file,which seems to be the animation block:

*TM_ANIMATION {
*NODE_NAME "Bip01 L Foot"
*CONTROL_ROT_TRACK {
*CONTROL_ROT_SAMPLE 0 0.19771 -0.11301 -0.09207 0.96936
*CONTROL_ROT_SAMPLE 160 0.13597 -0.10420 -0.12957 0.97666
*CONTROL_ROT_SAMPLE 320 0.09715 -0.08685 -0.16325 0.97794
*CONTROL_ROT_SAMPLE 480 0.07420 -0.08546 -0.17521 0.97800
*CONTROL_ROT_SAMPLE 640 0.04953 -0.07723 -0.17700 0.97992


After reading a little bit, I think the values are:

*CONTROL_ROT_SAMPLE tN X Y Z W

where N = lineNumber + 160

XYZW may stand for a Quaternion. (dunno wth is that, I hate math and I didnt seem to have learned that in school, seems too much advanced for school, most likely college.)
tN may be some value used when Interpolating that quaternion.

I think that pt uses those values to make the animation. Gets the actual XYZ, rotate using the quaternion. Gets a new XYZ. Subtract it from the actual one, that way you'd know how many XYZ were added so you can walk to there (or maybe it doesnt, maybe it just put the new XYZ in the next packet and the game take care to make it walk) and when the last animation is fired, maybe it goes all the way back, making the reverse process to set it on the actual position?
 
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Isn't tN just Time Frame?

The .inx files (compiled .ini / .inf or WHY) break from - to time frames as being individual animations from the whole. Like 0 - 35 = Stand, 36 - 48 is Walk, 49 - 60 is Run etc.

I would expect animation time frames between 0 and 160 (in your example) will be automated "tweening" where the command lines effectively create a "key frame", but clearly only for a single point / joint.
 
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