Just a quick question concerning animations, what permite .anims files; .zaabin, or .zafbin?
Also what is the difference between those 3 files? Why do we need those 3 files for a working anim?
Thx
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This was also answered in this thread: http://www.gametoast.com/viewtopic.php?p=527325#p527325[color=#FFFF00]AnimationSystem.txt[/color] wrote:------------------------------------------------------------------------------
Animation System Data
------------------------------------------------------------------------------
Tools/Bin/ZenAsset.exe
Extracts the skeleton and animations from a set of msh files in a directory named basepose.msh and <anim>.msh, and outputs a ZAF file
containing the skeleton, a ZAA file containing the animations, and an ANIMS file containing a utfc format (text) list of animations in the ZAA.
Tools/Bin/BinMunge.exe
Converts ZAF and ZAA files to ZAFBIN, ZAABIN files used by the game, respectively.
Tools/Bin/OdfMunge.exe
Now generates requirements for individual animations, soldier animation sets, as well as for ZAABINs and ZAFBINs correctly.
Tools/Bin/LevelPack.exe
Now handles requirements for individual animations, soldier animation sets, as well as for ZAABINs and ZAFBINs correctly, using an updated
version of FILES table of content files.
Data/Animations
Contains all animation data used to build the ZAABIN, ZAFBIN, and ANIMS files used during the game munge process. Animations are built as a
separate munge process using the munge.bat in this directory, and the resulting files are checked into perforce in the appropriate munged
directory (Data/Common/munged, or Data/Sides/ALL/munged, for example).
Animations are broken down into subdirectories based on type:
SoldierAnimationBank/ for soldier animation banks and lowres animation banks
SoldierAddon/ for soldier addons like capes
FirstPerson/ for first person animation banks
Prop/ for world prop animations
Vehicle/ for vehicle animations
ZAFBIN files - contain a skeleton, possibly associated with a ZAABIN file of the same name.
ZAABIN files - contain a bank of animations.
ANIMS files - contains a text format (utfc) list of animations in a ZAA.

My badMarth8880 wrote:This was also answered in this thread: http://www.gametoast.com/viewtopic.php?p=527325#p527325[color=#FFFF00]AnimationSystem.txt[/color] wrote:------------------------------------------------------------------------------
Animation System Data
------------------------------------------------------------------------------
Tools/Bin/ZenAsset.exe
Extracts the skeleton and animations from a set of msh files in a directory named basepose.msh and <anim>.msh, and outputs a ZAF file
containing the skeleton, a ZAA file containing the animations, and an ANIMS file containing a utfc format (text) list of animations in the ZAA.
Tools/Bin/BinMunge.exe
Converts ZAF and ZAA files to ZAFBIN, ZAABIN files used by the game, respectively.
Tools/Bin/OdfMunge.exe
Now generates requirements for individual animations, soldier animation sets, as well as for ZAABINs and ZAFBINs correctly.
Tools/Bin/LevelPack.exe
Now handles requirements for individual animations, soldier animation sets, as well as for ZAABINs and ZAFBINs correctly, using an updated
version of FILES table of content files.
Data/Animations
Contains all animation data used to build the ZAABIN, ZAFBIN, and ANIMS files used during the game munge process. Animations are built as a
separate munge process using the munge.bat in this directory, and the resulting files are checked into perforce in the appropriate munged
directory (Data/Common/munged, or Data/Sides/ALL/munged, for example).
Animations are broken down into subdirectories based on type:
SoldierAnimationBank/ for soldier animation banks and lowres animation banks
SoldierAddon/ for soldier addons like capes
FirstPerson/ for first person animation banks
Prop/ for world prop animations
Vehicle/ for vehicle animations
ZAFBIN files - contain a skeleton, possibly associated with a ZAABIN file of the same name.
ZAABIN files - contain a bank of animations.
ANIMS files - contains a text format (utfc) list of animations in a ZAA.
