RCOXML Animations: Difference between revisions

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*For a better understanding is posible to difference two groups of attributes based in how are used by the animations
*For a better understanding is posible to difference two groups of attributes based in how are used by the animations
**'''Standard attributes''' are used by all the animations except the '''Delay''', '''FireEvent''', '''Lock''', and '''Unlock'''
**'''Standard attributes''' are used by all the animations except the '''Delay''', '''FireEvent''', '''Lock''', and '''Unlock'''
**'''Specific attributes''' are only used by a specific object
**'''Specific attributes''' are only used by a specific animation


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! Name !! Type !! {{icon content psp|50px}} !! {{icon content ps3|50px}} !! Examples
! Name !! Type !! {{icon content psp|50px}} !! {{icon content ps3|50px}} !! Examples
|-
|-
| object || ref || {{yes}} || {{yes}} || {{icon content ps3|50px}} object:ps3logo ||  
| object || ref || {{yes}} || {{yes}} || {{icon content ps3|50px}} object:ps3logo || links the animation to an [[RCOXML Objects|object]]
|-
|-
| duration || float || {{yes}} || {{yes}} || 0 ||  
| duration || float || {{yes}} || {{yes}} || 0 ||  

Revision as of 04:53, 30 August 2016

Description

RCOXML animations are defined in the XML code embedded inside .rco files. See Resource Container (RCO) and RCOXML Structure

General concepts

Measure units and conversions

Measure units used in RCOXML code
  • XYZ Position, in pixels
  • RGBA Color Scale in percentage in a scale from 0 up to 1, where 1 represents the max value posible of 255 (decimal value divided by 255 to get into this scale)
  • XYZ Size, in pixels, negative numbers mirrors the image
  • XYZ Size Scale, in percentage in a scale from 0 up to 1, negative numbers mirrors the image
  • Time, in miliseconds, where 1000 is one second
  • XYZ Angle, in radians with right-handed rule coordinates, where radians=(π*degrees)/180, and degrees=(180*radians)/π, as example for one turn of 360º degrees: radians=(3.141*360)/180=6.283 ...so... 360º degrees = 6.283 radians

Event types

Template:Event types used in RCOXML code

Standard attributes

  • For a better understanding is posible to difference two groups of attributes based in how are used by the animations
    • Standard attributes are used by all the animations except the Delay, FireEvent, Lock, and Unlock
    • Specific attributes are only used by a specific animation
standard attributes for RCOXML animations
Attribute How it works
Name Type PSP icon PS3 icon Examples
object ref Yes Yes PS3 icon object:ps3logo links the animation to an object
duration float Yes Yes 0
accelMode int Yes Yes 0x0

Animations

MoveTo

Info
Console support: PSP icon PS3 icon
Standard attributes: Yes
Specific attributes: Yes
specific attributes for Page
Attribute How it works
Name Type PSP icon PS3 icon Examples
x float Yes Yes updates the value of attribute PositionX from the animated object
y float Yes Yes updates the value of attribute PositionY from the animated object
z float Yes Yes updates the value of attribute PositionZ from the animated object
unknownInt5 int No Yes either updates SizeX, or is an override ?
unknownInt6 int No Yes either updates SizeY, or is an override ?
unknown7 unk No Yes either updates SizeZ, or is an override ?

Recolour

Rotate

Resize

Fade

Delay

FireEvent

Triggers (or "fires") an event, there are different types of events (see RCOXML Structure). The most used inside animations are "native events" and "animation events" itself

By triggering an animation event from inside an animation... both animations are played consecutivelly. Also is posible to reload the animation by triggering itself to create an infinite animation loop

Lock

Disables XMB. Note in Talk:Custom_render_plugin how anim_coldboot, anim_coldboot2, anim_gameboot, and anim_otherboot animations starts by locking the XMB to dont interfere

  • In latest firmwares (where is used coldboot.raf animation) if XMB is not locked + having a dynamic theme applyed the PS3 crashes. Is because inside dynamic themes the background is a .raf animation. Is not posible to play 2 .raf animations together overlapped (from coldboot.raf and from inside a dynamic theme)

Unlock

Enables XMB. Note in Talk:Custom_render_plugin how anim_gameboot, and anim_otherboot animations doesnt unlocks XMB at the ending because when the animation is completed a game/app boots (doesnt returns to XMB)

SlideOut

example

Animation examples

Gameboot Animation

In gamelib_plugin.rco

Code Sample

In custom_render_plugin.rco

Code Sample