MDL file
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===The animation frame buffer=== | ===The animation frame buffer=== | ||
</legend> | </legend> | ||
+ | {{main|/Algorithm A (Tinman codec)}} | ||
+ | The Tinman frame buffer model cannot be represented by a definite structure. It is instead a kind of specialized compression algorithm. For a precise definition, there is [[MDL (file format)/Algorithm A (Tinman codec)]]. | ||
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+ | How it works in a nutshell; there is a sequence of variable length frames, which are themselves comprised of a sequence of variable length channel operations. Unaffected channels are omitted per frame. And in general the affect upon the channel for that frame is proportional to the amount of bits consumed by that operation. Each operation upon a channel is accumulated frame by frame until the animation runs its course. | ||
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+ | The word length of the frame buffer in total is not part of the MDL format. It is necessary to traverse the coarsest level of granularity afforded the frame buffer model in order to compute it. Or in fact to arrive at the end of the the animation itself. Which is where you will find the next animation, and so on, until the last animation indicated in the [[#Header]] is encountered. | ||
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+ | The first channel operation sequence of the first frame of the first animation includes some additional information which describes a skeletal hierarchy by ID. IDs up to the number of [[#Primitive channels]] outlined into the file refer to the primitive channels themselves in that order. Subsequent IDs refer to hence undefined animation only channels, ie. lacking in geometry. | ||
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+ | Each channel operation has the net effect of transforming (eg. translating and rotating) its channel per each frame of animation. | ||
</ifieldset> | </ifieldset> | ||
Revision as of 18:57, 8 April 2011
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