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	<id>https://hedgedocs.com/index.php?action=history&amp;feed=atom&amp;title=PXD</id>
	<title>PXD - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://hedgedocs.com/index.php?action=history&amp;feed=atom&amp;title=PXD"/>
	<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;action=history"/>
	<updated>2026-04-13T18:02:27Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=1396&amp;oldid=prev</id>
		<title>AdelQue at 05:05, 3 March 2026</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=1396&amp;oldid=prev"/>
		<updated>2026-03-03T05:05:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:05, 3 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Notice|type=warn|content=This page is unfinished.}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Notice|type=warn|content=This page is unfinished.}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===== If you are looking for tools to edit &amp;lt;code&amp;gt;.pxd&amp;lt;/code&amp;gt; files, see [[PXD Animation Tools|PXD Animation Tools.]] =====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== PXD Files ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== PXD Files ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=497&amp;oldid=prev</id>
		<title>AdelQue: Corrected Olympic game</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=497&amp;oldid=prev"/>
		<updated>2025-04-16T23:55:48Z</updated>

		<summary type="html">&lt;p&gt;Corrected Olympic game&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:55, 16 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== PXD Files ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== PXD Files ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hedgehog Engine 2 games from [[Mario &amp;amp; Sonic at the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rio 2016 &lt;/del&gt;Olympic Games|&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rio 2016 Olympics&lt;/del&gt;]] to [[Shadow Generations]] contain skeleton and skeletal animation files with the file extensions &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; respectively, stored in a [[BINA]] container. Skeletons contain pose data that usually result in a T-Pose, bone and parent indices, and bone names. Animations contain playback metadata such as frame rate and frame count, track count, and either compressed animation pose data using [https://github.com/nfrechette/acl ACL compression,] or raw uncompressed pose data that use bone and frame indices to specify keyframed transforms, with linear interpolation between keyframes. For both skeletons and animations, position and rotation data for each bone is an absolute transform relative to the parent position, whereas scales are inherited from their respective parents locally, and have no effect on their positions.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hedgehog Engine 2 games from [[Mario &amp;amp; Sonic at the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tokyo 2020 &lt;/ins&gt;Olympic Games|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tokyo 2020 Olympic Games&lt;/ins&gt;]] to [[Shadow Generations]] contain skeleton and skeletal animation files with the file extensions &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; respectively, stored in a [[BINA]] container. Skeletons contain pose data that usually result in a T-Pose, bone and parent indices, and bone names. Animations contain playback metadata such as frame rate and frame count, track count, and either compressed animation pose data using [https://github.com/nfrechette/acl ACL compression,] or raw uncompressed pose data that use bone and frame indices to specify keyframed transforms, with linear interpolation between keyframes. For both skeletons and animations, position and rotation data for each bone is an absolute transform relative to the parent position, whereas scales are inherited from their respective parents locally, and have no effect on their positions.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; Structure ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; Structure ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l58&quot;&gt;Line 58:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 58:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Native Uncompressed Data: ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Native Uncompressed Data: ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Notice|type=note|content=This section could use a less confusing explanation.}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Notice|type=note|content=This section could use a less confusing explanation.}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alternatively to compressed ACL track data, the PXAN structure can store individual components (rotation, translation, scale) of any given track at any frame, and linearly interpolate between them independently. This system was first seen in the [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games|M&amp;amp;S &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2016 Rio &lt;/del&gt;Olympic Games]] as the exclusive method of storing animations. ACL compression may have an advantage in reducing the file size of many of these animations but—though rare—uncompressed animations have been observed in subsequent games for certain animations, presumably to combat any potential jitter during close up cutscenes or similar situations. Though the actual end data contained in this method is simple, the structure can end up like a spider&#039;s nest at first glance:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alternatively to compressed ACL track data, the PXAN structure can store individual components (rotation, translation, scale) of any given track at any frame, and linearly interpolate between them independently. This system was first seen in the [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games|M&amp;amp;S &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tokyo 2020 &lt;/ins&gt;Olympic Games]] as the exclusive method of storing animations. ACL compression may have an advantage in reducing the file size of many of these animations but—though rare—uncompressed animations have been observed in subsequent games for certain animations, presumably to combat any potential jitter during close up cutscenes or similar situations. Though the actual end data contained in this method is simple, the structure can end up like a spider&#039;s nest at first glance:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Track Offset Tables: ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Track Offset Tables: ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=483&amp;oldid=prev</id>
		<title>AdelQue at 09:14, 8 April 2025</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=483&amp;oldid=prev"/>
		<updated>2025-04-08T09:14:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:14, 8 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l78&quot;&gt;Line 78:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 78:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Frame Tables and Transforms: ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Frame Tables and Transforms: ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each transform type will get a frame table as &amp;lt;code&amp;gt;uint16_t[key_count] keys;&amp;lt;/code&amp;gt; where each value is the frame that the keyframe will be inserted to, and transform array &amp;lt;code&amp;gt;vector4f[key_count] transforms; // XYZW floats&amp;lt;/code&amp;gt; that will correspond to the frame with the matching array index. Unlike in ACL decompressed tracks, native uncompressed tracks&#039; &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; component is always &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt;. Both of these element arrays will be null aligned to 16 bytes.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each transform type will get a frame table as &amp;lt;code&amp;gt;uint16_t[key_count] keys;&amp;lt;/code&amp;gt; where each value is the frame that the keyframe will be inserted to, and transform array &amp;lt;code&amp;gt;vector4f[key_count] transforms; // XYZW floats&amp;lt;/code&amp;gt; that will correspond to the frame with the matching array index. Unlike in ACL decompressed tracks, native uncompressed tracks&#039; &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; component &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for translation and scale &lt;/ins&gt;is always &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt;. Both of these element arrays will be null aligned to 16 bytes.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Posing and Transform Inheritance: ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Posing and Transform Inheritance: ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=482&amp;oldid=prev</id>
		<title>AdelQue at 08:57, 8 April 2025</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=482&amp;oldid=prev"/>
		<updated>2025-04-08T08:57:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:57, 8 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l104&quot;&gt;Line 104:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 104:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [https://github.com/ik-01 ik-01]: Format and game code research, filling in gaps for unknown values&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [https://github.com/ik-01 ik-01]: Format and game code research, filling in gaps for unknown values&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [https://github.com/AdelQue AdelQue:] Format research, math relations and bone inheritance behaviors&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [https://github.com/AdelQue AdelQue:] Format research, math relations and bone inheritance behaviors&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:File Formats]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=481&amp;oldid=prev</id>
		<title>AdelQue at 08:42, 8 April 2025</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=481&amp;oldid=prev"/>
		<updated>2025-04-08T08:42:22Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:42, 8 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l80&quot;&gt;Line 80:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 80:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each transform type will get a frame table as &amp;lt;code&amp;gt;uint16_t[key_count] keys;&amp;lt;/code&amp;gt; where each value is the frame that the keyframe will be inserted to, and transform array &amp;lt;code&amp;gt;vector4f[key_count] transforms; // XYZW floats&amp;lt;/code&amp;gt; that will correspond to the frame with the matching array index. Unlike in ACL decompressed tracks, native uncompressed tracks&amp;#039; &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; component is always &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt;. Both of these element arrays will be null aligned to 16 bytes.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each transform type will get a frame table as &amp;lt;code&amp;gt;uint16_t[key_count] keys;&amp;lt;/code&amp;gt; where each value is the frame that the keyframe will be inserted to, and transform array &amp;lt;code&amp;gt;vector4f[key_count] transforms; // XYZW floats&amp;lt;/code&amp;gt; that will correspond to the frame with the matching array index. Unlike in ACL decompressed tracks, native uncompressed tracks&amp;#039; &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; component is always &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt;. Both of these element arrays will be null aligned to 16 bytes.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Posing and Transform Inheritance:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==== &lt;/ins&gt;Posing and Transform Inheritance: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each bone&amp;#039;s transformation is stored as an object space (AKA &amp;#039;Pose Space&amp;#039; or &amp;#039;Model Space&amp;#039;) transform relative to its parent bone&amp;#039;s final transformation. That means, regardless of what the reset pose or bone orientations are in the model&amp;#039;s skeleton, the stored values of any given frame will completely overwrite any pose previously present.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each bone&amp;#039;s transformation is stored as an object space (AKA &amp;#039;Pose Space&amp;#039; or &amp;#039;Model Space&amp;#039;) transform relative to its parent bone&amp;#039;s final transformation. That means, regardless of what the reset pose or bone orientations are in the model&amp;#039;s skeleton, the stored values of any given frame will completely overwrite any pose previously present.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l92&quot;&gt;Line 92:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 91:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When reading in-game, though scales from recursive parents are inherited and multiplied, translation is completely unaffected in any capacity, unintuitively. Therefore, before applying any object space transformation in a setting where parent scale is assumed to affect the child bone&amp;#039;s location, each bone&amp;#039;s final scale must be calculated and applied by multiplying its and each recursive parent&amp;#039;s scales together.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When reading in-game, though scales from recursive parents are inherited and multiplied, translation is completely unaffected in any capacity, unintuitively. Therefore, before applying any object space transformation in a setting where parent scale is assumed to affect the child bone&amp;#039;s location, each bone&amp;#039;s final scale must be calculated and applied by multiplying its and each recursive parent&amp;#039;s scales together.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Trivia: The inheritance and relationships behavior for bone transform values &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are &lt;/del&gt;identical to all previous HE games that used Havok, possibly indicating that Sonic Team&#039;s custom implementation of animation playback and posing is loosely based on Havok&#039;s &amp;lt;code&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hkaPose&lt;/del&gt;&amp;lt;/code&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Trivia&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;The inheritance and relationships behavior for bone transform values &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have been found to be &lt;/ins&gt;identical to all previous HE games that used Havok, possibly indicating that Sonic Team&#039;s custom implementation of animation playback and posing is loosely based on Havok&#039;s &amp;lt;code&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hka&lt;/ins&gt;&amp;lt;/code&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;functions&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; Structure ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; Structure ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=480&amp;oldid=prev</id>
		<title>AdelQue: Add Thanks</title>
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		<updated>2025-04-08T08:40:39Z</updated>

		<summary type="html">&lt;p&gt;Add Thanks&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:40, 8 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l58&quot;&gt;Line 58:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 58:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Native Uncompressed Data: ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Native Uncompressed Data: ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Notice|type=note|content=This section could use a less confusing explanation.}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Notice|type=note|content=This section could use a less confusing explanation.}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;sub&amp;gt;&lt;/del&gt;Alternatively to compressed ACL track data, the PXAN structure can store individual components (rotation, translation, scale) of any given track at any frame, and linearly interpolate between them independently. This system was first seen in the [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games|M&amp;amp;S 2016 Rio Olympic Games]] as the exclusive method of storing animations. ACL compression may have an advantage in reducing the file size of many of these animations but—though rare—uncompressed animations have been observed in subsequent games for certain animations, presumably to combat any potential jitter during close up cutscenes or similar situations. Though the actual end data contained in this method is simple, the structure can end up like a spider&#039;s nest at first glance:&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/sub&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alternatively to compressed ACL track data, the PXAN structure can store individual components (rotation, translation, scale) of any given track at any frame, and linearly interpolate between them independently. This system was first seen in the [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games|M&amp;amp;S 2016 Rio Olympic Games]] as the exclusive method of storing animations. ACL compression may have an advantage in reducing the file size of many of these animations but—though rare—uncompressed animations have been observed in subsequent games for certain animations, presumably to combat any potential jitter during close up cutscenes or similar situations. Though the actual end data contained in this method is simple, the structure can end up like a spider&#039;s nest at first glance:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Track Offset Tables: ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Track Offset Tables: ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l80&quot;&gt;Line 80:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 80:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each transform type will get a frame table as &amp;lt;code&amp;gt;uint16_t[key_count] keys;&amp;lt;/code&amp;gt; where each value is the frame that the keyframe will be inserted to, and transform array &amp;lt;code&amp;gt;vector4f[key_count] transforms; // XYZW floats&amp;lt;/code&amp;gt; that will correspond to the frame with the matching array index. Unlike in ACL decompressed tracks, native uncompressed tracks&amp;#039; &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; component is always &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt;. Both of these element arrays will be null aligned to 16 bytes.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each transform type will get a frame table as &amp;lt;code&amp;gt;uint16_t[key_count] keys;&amp;lt;/code&amp;gt; where each value is the frame that the keyframe will be inserted to, and transform array &amp;lt;code&amp;gt;vector4f[key_count] transforms; // XYZW floats&amp;lt;/code&amp;gt; that will correspond to the frame with the matching array index. Unlike in ACL decompressed tracks, native uncompressed tracks&amp;#039; &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; component is always &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt;. Both of these element arrays will be null aligned to 16 bytes.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== &lt;/del&gt;Posing and Transform Inheritance: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Posing and Transform Inheritance:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each bone&amp;#039;s transformation is stored as an object space (AKA &amp;#039;Pose Space&amp;#039; or &amp;#039;Model Space&amp;#039;) transform relative to its parent bone&amp;#039;s final transformation. That means, regardless of what the reset pose or bone orientations are in the model&amp;#039;s skeleton, the stored values of any given frame will completely overwrite any pose previously present.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each bone&amp;#039;s transformation is stored as an object space (AKA &amp;#039;Pose Space&amp;#039; or &amp;#039;Model Space&amp;#039;) transform relative to its parent bone&amp;#039;s final transformation. That means, regardless of what the reset pose or bone orientations are in the model&amp;#039;s skeleton, the stored values of any given frame will completely overwrite any pose previously present.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, there are two quirks that are unlike most interchange formats for 3D animations:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, there are two quirks that are unlike most interchange formats for 3D animations:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1.) &lt;/del&gt;Scale inheritance is a simple local space copy of the parent&#039;s local space scale. There is no shearing or skewing of any kind. &amp;lt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;!-- &lt;/del&gt;In Blender, a bone&#039;s scale inheritance mode can be changed from `Full` to `Aligned` to achieve this effect &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;--&lt;/del&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;# &lt;/ins&gt;Scale inheritance is a simple local space copy of the parent&#039;s local space scale. There is no shearing or skewing of any kind.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;#* &lt;/ins&gt;&amp;lt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sub&amp;gt;&lt;/ins&gt;In Blender, a bone&#039;s scale inheritance mode can be changed from `Full` to `Aligned` to achieve this effect&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/sub&lt;/ins&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2.) &lt;/del&gt;Calculating the position and rotation of any given bone is to be done independent of any scale values.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;# &lt;/ins&gt;Calculating the position and rotation of any given bone is to be done independent of any scale values.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When reading in-game, though scales from recursive parents are inherited and multiplied, translation is completely unaffected in any capacity, unintuitively. Therefore, before applying any object space transformation in a setting where parent scale is assumed to affect the child bone&amp;#039;s location, each bone&amp;#039;s final scale must be calculated and applied by multiplying its and each recursive parent&amp;#039;s scales together.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When reading in-game, though scales from recursive parents are inherited and multiplied, translation is completely unaffected in any capacity, unintuitively. Therefore, before applying any object space transformation in a setting where parent scale is assumed to affect the child bone&amp;#039;s location, each bone&amp;#039;s final scale must be calculated and applied by multiplying its and each recursive parent&amp;#039;s scales together.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l97&quot;&gt;Line 97:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 98:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;TODO...&amp;lt;/sub&amp;gt;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;TODO...&amp;lt;/sub&amp;gt;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Thanks ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [https://github.com/Turk645 Turk645:] Original uncompressed PXD blender importer scripts&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [https://github.com/WistfulHopes WistfulHopes:] ACL tools, blender export scripts&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [https://github.com/ik-01 ik-01]: Format and game code research, filling in gaps for unknown values&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [https://github.com/AdelQue AdelQue:] Format research, math relations and bone inheritance behaviors&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=462&amp;oldid=prev</id>
		<title>AdelQue: Added uncompressed animation section, cleaned up</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=462&amp;oldid=prev"/>
		<updated>2025-04-08T07:37:46Z</updated>

		<summary type="html">&lt;p&gt;Added uncompressed animation section, cleaned up&lt;/p&gt;
&lt;a href=&quot;https://hedgedocs.com/index.php?title=PXD&amp;amp;diff=462&amp;amp;oldid=459&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=459&amp;oldid=prev</id>
		<title>AdelQue: Added unfinished warning</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=459&amp;oldid=prev"/>
		<updated>2025-04-06T01:26:55Z</updated>

		<summary type="html">&lt;p&gt;Added unfinished warning&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:26, 6 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Notice|type=warn|content=This page is unfinished.}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== PXD Files ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== PXD Files ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hedgehog Engine 2 games from 2016 Olympics to Shadow Generations contain skeleton and skeletal animation files with the file extensions &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; respectively, stored in a [[BINA]] container. Skeletons contain pose data that usually result in a T-Pose, bone and parent indices, and bone names. Animations contain playback metadata such as frame rate and frame count, track count, and either compressed animation pose data using [https://github.com/nfrechette/acl ACL compression,] or raw uncompressed pose data that use bone and frame indices to specify keyframed transforms, with linear interpolation between keyframes. For both skeletons and animations, position and rotation data for each bone is an absolute transform relative to the parent position, whereas scales are inherited from their respective parents locally, and have no effect on their positions.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hedgehog Engine 2 games from 2016 Olympics to Shadow Generations contain skeleton and skeletal animation files with the file extensions &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; respectively, stored in a [[BINA]] container. Skeletons contain pose data that usually result in a T-Pose, bone and parent indices, and bone names. Animations contain playback metadata such as frame rate and frame count, track count, and either compressed animation pose data using [https://github.com/nfrechette/acl ACL compression,] or raw uncompressed pose data that use bone and frame indices to specify keyframed transforms, with linear interpolation between keyframes. For both skeletons and animations, position and rotation data for each bone is an absolute transform relative to the parent position, whereas scales are inherited from their respective parents locally, and have no effect on their positions.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=PXD&amp;diff=458&amp;oldid=prev</id>
		<title>AdelQue: Started PXD Documentation</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=PXD&amp;diff=458&amp;oldid=prev"/>
		<updated>2025-04-06T01:24:59Z</updated>

		<summary type="html">&lt;p&gt;Started PXD Documentation&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== PXD Files ==&lt;br /&gt;
Hedgehog Engine 2 games from 2016 Olympics to Shadow Generations contain skeleton and skeletal animation files with the file extensions &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; respectively, stored in a [[BINA]] container. Skeletons contain pose data that usually result in a T-Pose, bone and parent indices, and bone names. Animations contain playback metadata such as frame rate and frame count, track count, and either compressed animation pose data using [https://github.com/nfrechette/acl ACL compression,] or raw uncompressed pose data that use bone and frame indices to specify keyframed transforms, with linear interpolation between keyframes. For both skeletons and animations, position and rotation data for each bone is an absolute transform relative to the parent position, whereas scales are inherited from their respective parents locally, and have no effect on their positions. &lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;.anm.pxd&amp;lt;/code&amp;gt; Structure ==&lt;br /&gt;
Animation files are stored in a [[BINA]] container. Below is the contents stored within the &amp;lt;code&amp;gt;DATA&amp;lt;/code&amp;gt; node beginning at file offset &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
=== Header: ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;struct Header {&lt;br /&gt;
    char[4] magic;  // &amp;#039;NAXP&amp;#039;&lt;br /&gt;
    uint32_t version;   // Always 0x200&lt;br /&gt;
    uint8_t additive;      // 0x01 if additive, else 0x00&lt;br /&gt;
    uint8_t compressed;    // 0x08 if ACL compressed, 0x00 if uncompressed&lt;br /&gt;
    char[6];            // 0x00 align to 8 bytes&lt;br /&gt;
    uint64_t metadata_offset;    // Offset to metadata, always 0x18&lt;br /&gt;
    float32 duration;         // Duration of the animation in seconds, calculated as ((frame_count-1) / FPS)&lt;br /&gt;
    uint32_t frame_count;   // Frame count&lt;br /&gt;
    uint32_t track_count;   // Bone count&lt;br /&gt;
    uint64_t skel_anim_offset;  // Offset for character&amp;#039;s skeletal animation, always 0x40 if compressed, 0x38 if uncompressed&lt;br /&gt;
    uint64_t root_anim_offset;  // Offset for root motion animation, 0x00 if no root motion is present, aligned to 16 bytes&lt;br /&gt;
    if (compressed)&lt;br /&gt;
        char[8];    // Likely alignment to 16 bytes for ACL data. Always 0x00 if compressed&lt;br /&gt;
};&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ACL Data: ===&lt;br /&gt;
All Hedgehog Engine 2 games that utilize the ACL library appear to use v2.0.0. [https://github.com/nfrechette/acl/tree/a54c5c2781be9f14b840a60f8dd8ec6c5065885d/docs See the ACL docs for more info.] If &amp;lt;code&amp;gt;compressed == 0x08&amp;lt;/code&amp;gt;, skeletal animations and root motion animations are compressed. &lt;br /&gt;
&lt;br /&gt;
==== Compressed Data: ====&lt;br /&gt;
Below is a high level overview of the stored ACL chunk data:&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;uint32_t acl_chunk_size;  // Total size of chunk&lt;br /&gt;
int32_t acl_hash;   // Hash&lt;br /&gt;
uint32_t acl_tag;   // Identifies ACL buffer type, always 0xAC11AC11 to mark compressed_tracks&lt;br /&gt;
// https://github.com/nfrechette/acl/blob/976ff051048477f2281c7d3609fddf0b3cba2c2d/includes/acl/core/buffer_tag.h#L49&lt;br /&gt;
&lt;br /&gt;
uint16_t acl_version;   // ACL Version Enum Identifier. 0x07 indicates v2.0.0, the only version observed in any Hedgehog Engine 2 game.&lt;br /&gt;
// https://github.com/nfrechette/acl/blob/976ff051048477f2281c7d3609fddf0b3cba2c2d/includes/acl/core/compressed_tracks_version.h#L71&lt;br /&gt;
&lt;br /&gt;
char acl_padding;   // always 0x00&lt;br /&gt;
uint8_t acl_track_type;    // ACL Track Type Enum. 0x0C indicates qvvf, the only track type observed in any Hedgehog Engine 2 game. &lt;br /&gt;
// https://github.com/nfrechette/acl/blob/976ff051048477f2281c7d3609fddf0b3cba2c2d/includes/acl/core/track_types.h#L68&lt;br /&gt;
&lt;br /&gt;
uint32_t track_count;   // Bone count if skeletal animation, 0x01 if root motion. Should match header track_count if skeletal. &lt;br /&gt;
uint32_t sample_count;   // Frame count, should match header frame_count.&lt;br /&gt;
float32 sample_rate;   // Playback FPS of animation, should equal header ((frame_count - 1) / duration)&lt;br /&gt;
char[acl_chunk_size - 0x1C] acl_data;   // String of compressed ACL data&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Raw/Decompressed Track List: ====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;TODO...&amp;lt;/sub&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Uncompressed Animation Data: ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;TODO...&amp;lt;/sub&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;.skl.pxd&amp;lt;/code&amp;gt; Structure ==&lt;br /&gt;
Skeleton files are stored in a [[BINA]] container. Below is the contents stored within the &amp;lt;code&amp;gt;DATA&amp;lt;/code&amp;gt; node beginning at file offset &amp;lt;code&amp;gt;0x40&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;TODO...&amp;lt;/sub&amp;gt;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
</feed>