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Native Animation Decompression + NSBVA/NSBMA Support? #31
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Yeah, the .dae splitter is mentioned on the wiki too. I'm not planning to have apicula do that .dae splitting itself if that's what you mean. I don't know anything about NSBVA/NSBMA. If you have docs about them that would be helpful. Whether it's possible to export them depends on what they are and if .dae/.gltf supports whatever they are. |
Yeah, dae and gltf might not support NSBVA or NSBMA natively, and I've looked everywhere, and there's no documentation on them like NSBMD has been. I'm not that experienced with reverse engineering yet, I'm still learning. The best I can give is some ideas on how they might work from what I know from ripping models, and some ways that apicula could support it. NSBVA: NSBMA: So yeah, I hope I could help out with this. If you need anything else for me to figure out/research, just let me know. |
+1 |
Does someone have a .nsbmd and .nsbva they know go together? |
Yes! Sonic Rush/Rush Adventure has a ton of those. |
NSBVA is Nitro System Binary Visibility Animation, and NSBMA is Nitro System Binary Material Animation for the record. |
Yeah, NSBMA also changes the color of that core thing in the robot in the gif in the Readme. It's setup like the NSBTA animations, where it looks like there are five things it can animate, but I'm not sure what they are yet. I'd probably have to find one playing in an emulator and see what commands it sends when it binds the material. |
NSBMA animates various material settings, as it's name implies. |
If you can make NSBMAs, can you make me one that animates alpha 0 to 1, another that animates diffuse red to blue, etc? |
In Sonic Rush, some of the different animations are compressed into one NSBCA file. I use a daesplitter python script found in this VGResource thread. Will there be native support for separating these animations?
On almost the same topic, will it be possible to export NSBVA and NSBMA files sometime in the future? Sonic rush uses a ton of it, and for some cutscenes, they're compressed like joint animations. I'm pretty sure that MKDSCM has support for these file formats that you can look into.
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