RCOXML Animations
Description
RCOXML animations are defined in the XML code embedded inside .rco files. See Resource Container (RCO) and RCOXML Structure
- External links
- RCOXML animations basic ---> http://endlessparadigm.com/forum/showthread.php?tid=19501&pid=255053#pid255053
- RCOXML animations delays ---> http://endlessparadigm.com/forum/showthread.php?tid=19501&pid=262236#pid262236
- RCOXML animations cube sample ---> http://endlessparadigm.com/forum/showthread.php?tid=19501&pid=326948#pid326948
General concepts
Measure units and conversions
- 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
Attribute | How it works | ||||
---|---|---|---|---|---|
Name | Type | Examples | |||
object | ref | Yes | Yes | object:ps3logo | links the animation to an object |
duration | float | Yes | Yes | 0 | |
accelMode | int | Yes | Yes | 0x0 |
Animations
MoveTo
Attribute | How it works | ||||
---|---|---|---|---|---|
Name | Type | 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
Animation examples
Gameboot Animation
In gamelib_plugin.rco
Code Sample
In custom_render_plugin.rco
Code Sample
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