BMF (Ghost Recon)
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Dan Tobias (Talk | contribs) (Created page with "{{FormatInfo |formattype=electronic |subcat=Graphics }} '''BMF'' (Ghost Recon) is a character animation format used in the Ghost Recon game engine for animating bones. It is ...") |
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− | '''BMF'' (Ghost Recon) is a character animation format used in the Ghost Recon game engine for animating bones. | + | '''BMF''' (Ghost Recon) is a character animation format used in the Ghost Recon game engine for animating bones. |
It is a simple format consisting of a four-byte [float (C++)|float]] containing the animation time in seconds, two four-byte [[signed long int|integers]] with frame count and bone count (default 21) respectively, followed by an array with the positions and rotations. | It is a simple format consisting of a four-byte [float (C++)|float]] containing the animation time in seconds, two four-byte [[signed long int|integers]] with frame count and bone count (default 21) respectively, followed by an array with the positions and rotations. |
Revision as of 20:50, 7 December 2019
BMF (Ghost Recon) is a character animation format used in the Ghost Recon game engine for animating bones.
It is a simple format consisting of a four-byte [float (C++)|float]] containing the animation time in seconds, two four-byte integers with frame count and bone count (default 21) respectively, followed by an array with the positions and rotations.