Microsoft's .x file structure

xiaoxiao2021-03-05  24

Xmesh file structure X File Template Explanation: Selected from Direct8.1SDK, 32. · Animation action is a complete action that contains one or several animation keys. Action refers to the result of a bone / joint transform. Includes two parts: 1. AnimationKey. 2. The name of the skeleton performing the action.

· AnimationKey animation key, defines specific action data, including a series of rotation, moving, confining, matrix transformation. Including three parts: 1, the action key type, including rotation, moving, confining, matrix 2, indicating several key value 3, specific key value list (FLOATKEYS type, including time value)

· AnimationOptions invalid

· AnimationSt action combination, including one or more action (animation). Each action combination represents a complete action, such as walking, squatting.

· Boolean defines the Boolean type, 0 or 1.

· Boolean2D two-dimensional Boolean type, used to define the FacewRapVALUES key value

· ColorRGB defines the RGB object. Including three float values, R, G, B

· ColorRGBA defines the RGBA object. Including four float values, R, G, B, Alpha

· Coords2d defines texture coordinate vector, including two float values, U, V.

· FLOATKEYS defines a floating point array that is used to define the value of the action key. Includes two parts: 1, floating point value 2, floating point value list

· Frame Defines the frame container to install the Mesh object. You can include multiple Mesh objects or a sub-frame. A bone can be loaded in the skeletal animation, and a series of bones (such as an arm) can have no Mesh object (indicating the bone). Includes two parts: 1, Mesh object. 2, conversion matrix, local conversion matrix, initialize the initial action state.

· FrameTransformMatrix defines the local conversion matrix of the framework, is a 4x4 matrix (Matrix4x4 type), with a total of 16 float data.

· Header is not available

· IndexedColor index color definition, contains two parts: 1, index number 2, RGB value

· Material defines material information, which can be applied to a complete MESH object or one of them. Contains five parts: 1, Facecolor, ambient light, including four floating point values, including Alpha value 2, Power, mirror reflection gloss, control highlight size, a floating point value 3, Specularcolor, mirror reflection 4, emitted light

· Matrix4x4 defines a four-multiply four-matrix, a total of 16 values.

· Mesh defines a Mesh object. A total of nine parts: 1. The vertex number 2, the vertex list, one vertex contains three floating point values ​​3, the number of vertices of the face 4, the surface of the face, each contains three vertices 5, Meshfacewraps structure, temporary No 6, meshtexturecoords texture coordinates, optional 7, Meshnormals method, optional 8, MeshvertExcolors vertex color, default is white 9, meshmaterialialial, not available, the default

· MeshFace index, in the Mesh structure is used to define the surface index including two parts, 1, the number of faces 2, vertex index composed of face arrays

· MeshfaceWraps Temporarily not use · MeshtexturecoRDS Define Texture Coordinate 1, Texture Coordinate Number 2, Texture Coordinate, Each Texture Coordinates There are two floating point values ​​· MeshmaterialialList Define material applications 1, how many materials are used to use 2, material influence Number 3, face index

· Meshnormals defines the method of Mesh, including four parts, nnormals, method of numbers = vertex number 2, Normals, vertex Method List 3, NFACENORMALS, Number of Number of Number 4, Facenormals, Face Method

· MeshvertExcolors specifies the color of the vertex instead of the original material 1, the number of vertices 2, color index

· Patch defines a Bezier curve control wrapper · Patchmesh defines a bezier patch definition Mesh

· Quaternion defines the quad number

· Skinweights defines the bones affect the weight. Including the following parts: 1, the name of the bone 2, how many weight values ​​3, the vertex index list 4, the corresponding influence vertex index list 5, local conversion matrix, convert to bone space

· The name of the texturefilename texture, string type, plus double quotes such as: "c: //demo.dds"

· TimedFloatKeys time value, defined in AnimaterKey to define time intervals

· Vector three-dimensional vector, three floating point values

· VertexDuplicationInDices reserved copies, used to streamline Mesh operation 1, vertex number 2, original vertex number, actual vertex number

· XSkinmeshheader describes the exported SkinMesh related information 1, affects the maximum number of transformations of a vertex, affects the maximum number of transformations of three vertices per surface, affecting a vertex number of bones

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