TypeDescription
stringVersion
floatAvatar scale
[float X 3]Volume minimum of bounding box
[float X 3]Volume maximum of bounding box
floatMaterial diffuse value
floatOffset for skeleton ROOT bone (if present) to place feet on ground plane
 Meshes
intNumber of meshes in avatar file (level of detail meshes)
For each mesh… 
floatLevel of detail switch distance
intNumber of vertices in the mesh
 Vertices
For each vertex… 
intNumber of bones linked to this vertex
 Vertex links
For each link… 
[float X 3] X number of linksBase position of each vertex relative to linked bone
[float X 3] X number of linksBase position of each normal relative to linked bone
[char X 4] X number of linksNames of linked bones
float X number of linksWeighting for each linked bone
float X number of linksDistance of vertex from bone joint (for skin sliding calculations)
 Mesh Faces
intSize of faces (triangle) array for the mesh
ushort X size of facesThe faces array for the mesh
int X size of the duplicate index map arrayIndices of duplicate vertices (those on texture boundaries)
 Texture Coordinates
intNumber of texture coordinates
For each texture coordinate… 
[float X 2] X number tex coordsThe texture coordinates for the mesh
 Morph Targets
intNumber of morph targets in the mesh
For each morph target… 
intNumber of characters in morph target name
char X number of charactersMorph target name
intNumber of morph sets in morph target
For each morph set… 
intVertex index
floatA weight for this morph set
float X 3The displacement of this vertex
float X 3The normal for this vertex at full displacement
 Default Pose
intNumber of PRSets in default pose
For each PRSet… 
char X 44 character (bone) name for the PRSet
float X 3The translation for the bone relative to parent
float X 4The rotation (quaternion) for the bone relative to parent
 Skeleton
intNumber of bones in the skeleton
For each bone in skeleton… 
intNumber of characters in bone name
char X number of charactersBone name
intNumber of characters in bone parent name
char X number of charactersBone parent name
float X 3Bone translation relative to parent
float X 4Bone rotation (quaternion) relative to parent
float X 4Bone initial rotation in X axis (quaternion)
floatBone length
 Texture
stringTexture file name
byte X 12…Flags for texture handling
byte[0]1 if texture embedded, else 0
byte[1]Not used
byte[2]1 if image type == .png, else 0
byte[3]1 if image type == .tga, else 0
byte[4]Not used
byte[5]1 if image type == .png, else 0 (flag to flip image)
byte[6]Not used
byte[7]Not used
byte[8]Not used
byte[9]Not used
byte[10]Not used
byte[11]Not used
intNumber of bytes in image data
byte X number of bytesImage data

MainAvatarDefinitionFormat

Page last modified on March 31, 2010, at 06:20 PM