.ska animations, new tricks

Tony Hawk's Pro Skater 3 mod discussion.
rodneyM7
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.ska animations, new tricks

Postby rodneyM7 » Sun Sep 24, 2017 11:52 am

Hello there.

I've been looking everywhere for some tool to edit the .ska files which hold the animations for the tricks but nothing works. :S
I know you can edit them with a hex editor but that seems way to complicated. Is there any way to create completely new animations (tricks) and add these to the game? Not talking about combinations (lateflip, lateshuv) but completely new tricks, like a Bigspin Flip. Or is there any way to import .ska.xbx files from THUG2 to THPS3?


New here, thankful for any input.
Last edited by rodneyM7 on Wed Sep 27, 2017 1:13 pm, edited 1 time in total.
WhoElseButMe
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Re: .ska animations, new tricks, scripts rotation

Postby WhoElseButMe » Sun Sep 24, 2017 10:16 pm

The ska (skater animations) are associated with a skeleton not all games have the same skelton.
To go from thug2 to thps3 isn't possible at this point. th4 to thug2 isn't even supported.
Trying to edit a file manually is going to lead to broken files because the data within them is packed.
Each frame can either have its data in the file or a index into the compression table and the time value of the frame tells you what to do with it.
Thug2 and newer games pack the frames even more.

No tool exists.
Image
WhoElseButMe on Nov 26, 2009 wrote:It's that lack of respect amongst their peers and ignorance towards modding etiquette that keeps us who know this stuff well from spreading it like wild fire. We do still enjoy playing the game and if you need to cheat to play a game PLAY SOMETHING ELSE YOU DON'T SUCK AT.
rodneyM7
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Re: .ska animations, new tricks, scripts rotation

Postby rodneyM7 » Mon Sep 25, 2017 9:54 pm

Thanks for your reply, I see.
I've been messing a bit with the .ska files in the hex editor. The main chunk of the animations seems to be in the center of the code. I'll just post what I got so far from analyzing Adr. hex 1032 till 11FB from the Heelflip.ska. This is the very end of the animation part:

Code: Select all

F6 8F 9D 3C 2C C8 9E 3D 03 A4 D7 3C 97 17 7F 3F 11 11 11 3F C8 0D 00 00       Board
45 D6 25 BF 22 76 96 BD 48 70 49 3D 68 B3 41 BF 11 11 11 3F 60 0F 00 00       Backfoot
A1 68 A1 BE 22 A3 74 B7 78 3B 1A B6 D4 F2 72 BF 11 11 11 3F C0 0F 00 00       Frontarm
12 38 37 BE AE 16 A0 BD E2 90 1F 3D ED E2 7A BF 9A 99 19 3F 08 10 00 00       Frontfoot
DA 96 4E 3F E4 1B C3 B4 D8 D6 06 B3 98 2E 17 BF 9A 99 19 3F 78 0F 00 00       Backfoot
AB 00 8B BE 4C 35 F7 BE 10 81 BD 3E E1 E9 3E BF 11 11 11 3F 28 0E 00 00       Backarm
C2 DE 1F 3D DD F6 CF BB 4D FB 33 3F E3 C4 35 BF 9A 99 19 3F A0 0E 00 00       whole body
6B 90 21 BF 6F 41 A0 BD D1 30 2E 3D E1 42 45 BF 9A 99 19 3F 38 10 00 00       Backleg
AD 79 7A 3E A6 EA C1 BD 4C B2 68 BE 98 19 70 BF 9A 99 19 3F 90 0F 00 00       ...etc. ...
0E 6B 8B 3E 70 6D 89 BB A2 13 59 3D 98 F5 75 BF 9A 99 19 3F D0 0E 00 00
2F D5 9A BE E6 D9 7E BE 12 9B D6 BE 7C AF 51 BF 9A 99 19 3F E8 0E 00 00
D3 C0 61 BE F7 59 17 3F C6 C7 65 BE A2 1D 3E BF 9A 99 19 3F A8 0F 00 00
14 DD AA BE F0 42 8C B7 40 5C 29 B6 64 54 71 BF 9A 99 19 3F 50 10 00 00
B5 AD 88 BE D3 B8 F2 BE F7 C2 C0 3E 55 F5 3F BF 9A 99 19 3F 98 10 00 00
2F 78 16 BF 78 46 97 B6 2D 90 3E 37 0E 1D 4F BF 9A 99 19 3F 40 0B 00 00
00 9A F9 B2 00 D0 92 B2 00 D4 1A 32 00 00 80 BF 9A 99 19 3F 40 0E 00 00
35 72 21 BF A8 95 88 3E B3 A3 40 BE 89 3E 34 BF 9A 99 19 3F 30 0F 00 00
BD AC 47 [b]3F [/b]CA FF BE [b]B5 [/b]00 B3 75 [b]35 [/b]2B 33 20 BF 9A 99 19 3F F0 0F 00 00
C3 DA A6 [b]BC [/b]FF D6 4E [b]B3 [/b]6E FA 12 [b]B4 [/b]FF EF 7F 3F 9A 99 19 3F 20 10 00 00      Board


Example, the last line which only affects the animation of the skateboard:
C3 DA A6 BC FF D6 4E B3 6E FA 12 B4 FF EF 7F 3F 9A 99 19 3F 20 10 00 00
By changing the value of the bolded parts you can change the animation ingame.
Changing BC to BE: http://www.bilder-upload.eu/show.php?fi ... 368713.png
Changing BC to BF: http://www.bilder-upload.eu/show.php?fi ... 369348.png :oo
You can change the value in front of the animation value (here A6) to change the 'intensity' of the changed animation.

As you can probably guess by now, I don't know anything about programming, this is all trial and error based :D But some interesting results might be possible, even just by changing the animation of the board.
WhoElseButMe
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Re: .ska animations, new tricks, scripts rotation

Postby WhoElseButMe » Tue Sep 26, 2017 7:58 am

The animation has header data that holds bone count, frame count and chunk sizes for the q and t keys size blocks as well as the total number of keyframes. The size chunks are in order per bone (the same bone order as the skeleton). chunk1 is q keys and chunk 2 is t keys. These tell the total size of the frame data for this bone for this key type for each bone. Then you have the key data. time value for q keys is 2 bytes and holds flags telling how the keyframe is stored. what you're editing very well may not be actual frame data, you've just gotten lucky with the board not being packed.
Image
WhoElseButMe on Nov 26, 2009 wrote:It's that lack of respect amongst their peers and ignorance towards modding etiquette that keeps us who know this stuff well from spreading it like wild fire. We do still enjoy playing the game and if you need to cheat to play a game PLAY SOMETHING ELSE YOU DON'T SUCK AT.
rodneyM7
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Re: .ska animations, new tricks, scripts rotation

Postby rodneyM7 » Tue Sep 26, 2017 3:45 pm

This is the top section of the file, the animations in the center follow directly after it. Is this the header data you mean?

Code: Select all

27 02 00 00 00 00 00 80 9A 99 19 3F BF 00 00 00 44 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 BF 00 00 00 00 D8 E4 75 F2 79 1A 03 3D EF A6 5D BB 91 E6 33 3F EF F1 35 BF 00 00 00 00 D8 E4 75 F2 E6 B6 1B BF B8 28 A4 BD 9B E0 00 3D 77 FD 49 BF 00 00 00 00 D8 E4 75 F2 9F 04 45 3F D0 E3 8D B4 9A CB 27 32 69 76 23 BF 00 00 00 00 D8 E4 75 F2 4D 71 77 BE 20 3D E8 3C 7F DC 9E 3C 08 42 78 BF 00 00 00 00 D8 E4 75 F2 3C C3 BC B6 50 99 84 B3 08 B6 7E 34 00 00 80 BF 00 00 00 00 D8 E4 75 F2 B3 16 79 3E 2C AB C8 BD CA C8 6B BE 65 E6 6F BF 00 00 00 00 D8 E4 75 F2 77 77 86 3E 6F 62 FA BB 63 A5 41 3D D0 B4 76 BF 00 00 00 00 D8 E4 75 F2 BA 53 A6 B5 00 12 52 B2 00 AC 66 B1 00 00 80 BF 00 00 00 00 D8 E4 75 F2 1C 29 87 BE 1F 82 68 BE 33 52 C4 BE BD FA 5A BF 00 00 00 00 D8 E4 75 F2 AB 46 36 34 10 7E B2 BD 6F F3 33 35 87 07 7F BF 00 00 00 00 D8 E4 75 F2 7A BC 6D BE 65 67 14 3F 87 00 73 BE 7D 7E 3E BF 00 00 00 00 D8 E4 75 F2 0D 60 C9 BE 79 A7 67 B7 56 D2 97 B6 E5 5A 6B BF 00 00 00 00 D8 E4 75 F2 00 88 FB B2 80 6C 8A 33 80 D7 83 33 00 00 80 BF 00 00 00 00 D8 E4 75 F2 B9 37 8D BC A1 13 80 3E 43 8B 57 BB 6F CE 77 BF 00 00 00 00 D8 E4 75 F2 2B 67 95 B6 71 71 B4 BC 17 5C 41 32 FF EF 7F BF 00 00 00 00 D8 E4 75 F2 66 87 61 B3 0E 7E B2 3D EC 73 3B B5 87 07 7F BF 00 00 00 00 D8 E4 75 F2 0E DD 8F BE 4C C1 F4 BE 9C 89 BA 3E 87 8A 3F BF 00 00 00 00 D8 E4 75 F2 3D 0D 0F BF 8E 16 97 B6 B4 D2 34 37 3A 4D 54 BF 00 00 00 00 D8 E4 75 F2 A3 0E AF B4 82 82 DE B4 EC 52 FA 3C FE DF 7F BF 00 00 00 00 D8 E4 75 F2 9E 10 04 BE 2B 8D 4E 3D E6 E2 00 3E D6 7D 7B BF 00 00 00 00 D8 E4 75 F2 AC BA 40 35 10 62 41 3D E9 55 88 B5 F6 B7 7F BF 00 00 00 00 D8 E4 75 F2 0E 6D 21 BF 20 08 83 3E 45 0B 42 BE 2F 32 35 BF 00 00 00 00 D8 E4 75 F2 68 27 4D 3F 78 F7 AE B5 F0 E6 E1 35 9D 20 19 BF 00 00 00 00 D8 E4 75 F2 28 38 1B BE CF DE 9D BD 23 39 84 3D D1 B6 7B BF 00 00 00 00 D8 E4 75 F2 28 0B D3 B6 C0 79 7C B5 C0 AA B1 B4 00 00 80 BF 00 00 00 00 D8 E4 75 F2 60 67 9A BD 93 72 4E 3C 12 96 0B 3B B8 3F 7F BF 00 00 00 00 D8 E4 75 F2 CE 8C 36 3D 5C EE 8D BB 54 52 66 BA F8 BF 7F BF 00 00 00 00 D8 E4 75 F2 D2 0D 43 B2 92 E4 8D BB 34 41 81 B3 00 00 80 BF 00 00 00 00 D8 E4 75 F2 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 BF 9A 99 19 3F 00 00


From the different animations I've counted about 5 bones for each leg, 1 for the head, 3 for the board (the board, fronttrucks/backtrucks), 2 for each arm, 2 for each hand, 3 for the upper body, 1 for the whole body. So about 26 in total, my estimation. The actual bone count should be 27 then?
And this would be the chunks you mentioned for 1 bone?

Code: Select all

D8 E4 75 F2 79 1A 03 3D EF A6 5D BB 91 E6 33 3F EF F1 35 BF 00 00 00 00


I kinda get your explanation although I don't understand most of it (don't even know what q and t keys are, I guess query and time). :( Can you recommend a site or a book to get more familiar with this stuff? Probably anything about basic computer animations would be a good introduction right?


Oh and a small update:
rodneyM7 wrote:C3 DA A6 BC FF D6 4E B3 6E FA 12 B4 FF EF 7F 3F 9A 99 19 3F 20 10 00 00
By changing the value of the bolded parts you can change the animation ingame.

First bolded value = Vertical Rotation (Impossible)
Second bolded value = Flip Rotation (Kickflip / Heelflip)
Third = Horizontal rotation (shove it)
You can combine these.
Last edited by rodneyM7 on Wed Sep 27, 2017 8:02 pm, edited 2 times in total.
WhoElseButMe
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Re: .ska animations, new tricks

Postby WhoElseButMe » Wed Sep 27, 2017 8:00 pm

Pretty sure the bone count is closer to 50 like thps4 but I could be wrong.
Can you upload a few of the TH3 animations, please.

Q keys are the quaternion keys. T keys are the translation keys.
Quaternions deal with the position of object in 3D space. Take an airplane, you have pitch, yaw and roll. These make up your x, y, and z respectively.
The keys values should be relative to the parent bone. Where you have children of the root bone and then children of those bones depending on which joint it is. The knee bone does not connect to the wrist bone if you will.

header data
q key sizes block
t key sizes block
q key keyframe data
t key keyframe data

and there are exceptions to this based on the animation type like if it's a partial animation but that seems to be the general make up of the animation files.

The information I found about animations was very specific to which ever application they were using to create the animation. These are a custom rolled animation for the game.
Image
WhoElseButMe on Nov 26, 2009 wrote:It's that lack of respect amongst their peers and ignorance towards modding etiquette that keeps us who know this stuff well from spreading it like wild fire. We do still enjoy playing the game and if you need to cheat to play a game PLAY SOMETHING ELSE YOU DON'T SUCK AT.
rodneyM7
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Re: .ska animations, new tricks

Postby rodneyM7 » Wed Sep 27, 2017 8:10 pm

Whoops you just replied when I wanted to upddate the old post, so I'll make a new one instead. You mean a .ska file?

Update 27/09:
It's definitely possible to mod this! :D Look at this: Image

These are all the lines in the code which affect the animation of the board (heelflip.ska):

Code: Select all

9C 94 3B BE 2E 08 02 3F BF 1A D1 BD E3 E0 55 BF AB AA 2A 3E 48 06 00 00    
70 55 8A BD D3 D6 62 3F 08 39 D2 BD 74 DD E4 BE 89 88 88 3E 38 07 00 00
2D E2 25 3C 0C 06 7E 3F 9B CB 4D BD 84 4C E7 3D BC BB BB 3E 30 09 00 00    
57 84 3D 3C 61 B5 05 3F B0 2B FF 3C 38 23 5A 3F EF EE EE 3E A0 0B 00 00    
F6 8F 9D 3C 2C C8 9E 3D 03 A4 D7 3C 97 17 7F 3F 11 11 11 3F C8 0D 00 00
C3 DA A6 BC FF D6 4E B3 6E FA 12 B4 FF EF 7F 3F 9A 99 19 3F 20 10 00 00


As I said before:
4th value = Vertical Rotation (Impossible)
8th value = Flip Rotation (Kickflip / Heelflip)
12th value = Horizontal rotation (shove it)

Finally got around to test this and can confirm that it works: I removed basically all the other animation values and copied the values for the flip rotation and moved them to the horizontal rotation. See the picture at the beginning of the post :)

Code: Select all

00 00 00 00 00 00 00 00 00 00 02 3F 00 00 00 BF AB AA 2A 3E 48 06 00 00    
00 00 00 00 00 00 00 00 00 00 62 3F 00 00 00 BE 89 88 88 3E 38 07 00 00    
00 00 00 00 00 00 00 00 00 00 7E 3F 00 00 00 3D BC BB BB 3E 30 09 00 00    
00 00 00 00 00 00 00 00 00 00 05 3F 00 00 00 3F EF EE EE 3E A0 0B 00 00    
00 00 00 00 00 00 00 00 00 00 9E 3D 00 00 00 3F 11 11 11 3F C8 0D 00 00    
00 00 00 00 00 00 00 00 00 00 4E B3 00 00 00 3F 9A 99 19 3F 20 10 00 00      


So it should be possible to add a horizontal rotation to a double heelflip for example and we'd have a double Varial heelflip!
Last edited by rodneyM7 on Wed Sep 27, 2017 8:20 pm, edited 1 time in total.
WhoElseButMe
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Re: .ska animations, new tricks

Postby WhoElseButMe » Wed Sep 27, 2017 8:20 pm

I am well aware these files can be modified. Who do you think is converting animations to thugpro.
I'm trying to inform you. The data can AND in many cases IS packed. It appears you're just getting lucky with the values you're selecting or the animation in question isn't packed. Which I've been saying from the first response.

I asked for some of the animations, unmodified I'm not reading chunks of hex pasted in the topic.
Image
WhoElseButMe on Nov 26, 2009 wrote:It's that lack of respect amongst their peers and ignorance towards modding etiquette that keeps us who know this stuff well from spreading it like wild fire. We do still enjoy playing the game and if you need to cheat to play a game PLAY SOMETHING ELSE YOU DON'T SUCK AT.
rodneyM7
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Re: .ska animations, new tricks

Postby rodneyM7 » Wed Sep 27, 2017 8:28 pm

WhoElseButMe wrote:I asked for some of the animations, unmodified I'm not reading chunks of hex pasted in the topic.

There you go: https://ufile.io/8l4al
I've included 4, heelflip, nollieheelflip, kickflip, doubleheelflip!
WhoElseButMe
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Re: .ska animations, new tricks

Postby WhoElseButMe » Wed Sep 27, 2017 8:50 pm

Okay, thank you. These aren't the same as THPS4 and newer game animations.
I'll look into this more later tonight.
Image
WhoElseButMe on Nov 26, 2009 wrote:It's that lack of respect amongst their peers and ignorance towards modding etiquette that keeps us who know this stuff well from spreading it like wild fire. We do still enjoy playing the game and if you need to cheat to play a game PLAY SOMETHING ELSE YOU DON'T SUCK AT.
rodneyM7
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Re: .ska animations, new tricks

Postby rodneyM7 » Mon Oct 02, 2017 6:47 pm

After some more testing I found the possibilities with modding the animations itself very limited. After all most of it does seem packed as you suggested before, that's pretty disappointing. No Varial Double Flips then... :S

However I managed to create a Merlin Twist by editing the scripts which is pretty awesome. Maybe some smoother transitions between the animations are possible (this one uses 1. Ollie, 2. Revert, 3. AirIdle, 4. Impossible) but I'm pretty satisfied already. Will hopefully release a trick pack sometime next year with Casperflips, Heelflip Late Back Heel and other fun stuff. Lateflip variations etc are easy to create but completely new things like the Merlin Twist are difficult. Anyway, don't know if anybody is even still playing/interested, so just gonna leave at that. :)

Image

Thanks again WhoElseButMe for your patience and explanations!

Update: Varial double flips are possible after all by combining animations in the scripts! :D :D This is so awesome :)

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