Contents of Fix, Pris, Rev ?
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As I’ve not stumbled over this in detail anywhere yet…
First part: What info is contained within these nodes? Just vertex info? I’d tried changing names within them (hex editor) but end up with some rather biffed up data afterwards. I presume it’s possible to change the names when using utf->xml and back, but alas the tool cant seem to recognize FL is in fact installed on my comp (XP64 OS).
Using UTF editor 1.4 lets me use the “edit rev data”, but I’m unable to add or remove entries or rename them soThe base will have 6 total moving parts: 2 doors rotating away from the entry, 1 central ring, and 1 ring mounted on each side of that one rotating in opposite directions, and a sort of motor brush for the last moving part.
(check my webpage, last link on the right for what I’m aiming at here -though it’s expanded a bit since the vid)Second part: When are these nodes used? I see Rev in cmp’s with rotating animations, but no Fix or Pris nodes in the same file. Other files have none of the above present. Still others only have Fix.
Third part: wtf is Pris? I haven’t run across that one yet, and certainly have no clue what it’s suppose to abbreviate.
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The “FIX” data tells FL where each component in the model is located(offset) and attached to the “Root”.
The “REV” has a similar function to the “FIX” but is generally used when there is more than one animated part in a model.
The “PRIS” is the same as the “REV”, except that it’s generally used on models with a single animated part (Eagle has one).
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aah good example, Thank you Bejay.
Looks like Pris are used on any with sliding animation, and Rev are rotational, si?
station_small_b uses all three so that seems logical (doors all slide, rings and tower rotate, then there’s the Fix for all the other parts. Har, k call me slow lolupdate: above confirmed. As for the rest of the contents within these sections -it appears to be over-writable padding. The included readme with UTF v1.3 speculates on this, so I went in and padded over the data that did not appear in UTF’s fields and the model still works / animates correctly. Rev sections are 208 bytes long, so you can add new sections simply by copying the first entry from “Root” down to the character preceding the next “Root” entry. One last note: the Parent name should be limited in length to 16 characters, while the Child supports up to 32 (I’m guessing because it was often “Root” as the parent. I think it’s actually 15 and 31, otherwise sometimes things get mucked up.
As to getting the parts animated using the Animation.Script branch: the Header section should be drag-copied over from a vanilla model. If you attempt to copy / paste using the simple data editor-> interpret as Float … the data will be corrupt and crash FL. The other sections (Frames, Child, Parent) may all be edited using the Float or String value method, respectively.