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Latest reverseengineering Activity

Reverse Engineering Skeletal Animation in an Old Game

I applied my lackluster reverse-engineering skills and found out that quaternions in rotation keyframes are stored as four signed 16-bit numbers. They are converted to floating-point quaternions by multiplying each component by 0.000061038882f (== 1.0f / 16383.0f).

Now I have to figure out how this …

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