Better anim abstraction
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@@ -248,14 +248,14 @@ def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
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SKELETON CHUNKS
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'''
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def _write_bln2(bln2: Writer, scene: Scene):
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bones = scene.anims[0].bone_transforms.keys()
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bones = scene.anims[0].bone_frames.keys()
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bln2.write_u32(len(bones))
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for boneName in bones:
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bln2.write_u32(crc(boneName), 0)
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def _write_skl2(skl2: Writer, scene: Scene):
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bones = scene.anims[0].bone_transforms.keys()
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bones = scene.anims[0].bone_frames.keys()
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skl2.write_u32(len(bones))
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for boneName in bones:
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@@ -282,22 +282,20 @@ def _write_anm2(anm2: Writer, anim: Animation):
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with anm2.create_child("KFR3") as kfr3:
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kfr3.write_u32(len(anim.bone_transforms.keys()))
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kfr3.write_u32(len(anim.bone_frames))
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for boneName in anim.bone_transforms.keys():
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for boneName in anim.bone_frames:
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kfr3.write_u32(crc(boneName))
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kfr3.write_u32(0) #what is keyframe type?
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num_frames = 1 + anim.end_index - anim.start_index
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kfr3.write_u32(num_frames, num_frames) #basic testing
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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kfr3.write_u32(i)
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kfr3.write_f32(xform.translation.x, xform.translation.y, xform.translation.z)
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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kfr3.write_u32(i)
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kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
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translation_frames, rotation_frames = anim.bone_frames[boneName]
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kfr3.write_u32(len(translation_frames), len(rotation_frames))
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for frame in translation_frames:
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kfr3.write_u32(frame.index)
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kfr3.write_f32(frame.translation.x, frame.translation.y, frame.translation.z)
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for frame in rotation_frames:
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kfr3.write_u32(frame.index)
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kfr3.write_f32(frame.rotation.x, frame.rotation.y, frame.rotation.z, frame.rotation.w)
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