The animations folder contains all the cutscene animations extracted from TRLR's (TR4) "cutseq.pak" file.

The animations are in TRW format.

In Wadmerger's Animation Editor, select an animation and then from the Animation menu select Import (replace) and select the TRW file to open.

If you have "No animation" selected when you import a TRW file, Wadmerger will crash.

The TRW files in the animations folder do not have any collision so you will need to calculate collision for the animation using Animation Editor's Collesion menu.

Animation Editor uses the collision to centre the 3D view.

If you import a TRW which has fewer meshes than the moveable object currently selected, Wadmerger will crash when you calculate the collision.

The animations for each actor for each cutscene have been extracted.
Actor is the word used for any animating object used in the cutscene.
Use the included "TR4_cutscenes.PDF" file to find the cutscene you want then find the actor's number from the list of actors for each cutscene.
The first actor is number 0 (always Lara) and the other actors are 1,2,3,4 etc.
You may need to open the cutscene's TR4 file in TRViewer or other program and find the moveable slot to know what object each actor is.
You may find another PDF at the following link which has the cutscenes and actors illustrated.
The PDF was too large to include here.

http://www.4shared.com/document/aaXOGcdI/TR4_cutscene_pics.html


The TRW files in the animations folder are named using the following format.

[TR version]cut[cutscene number]ac[actor number]m[number of meshes]

For example, TR4cut1ac0m15.trw is Lara's animation for the first cutscene (actor #0).

Note the cutscenes are numbered as stored in the "cutseq.pak" file and not the order they occur in game.


Some notes about the cutscene animations.

~ If the animation jumps from one position to another or doesn't look smooth in places or there is no movement or strange movement, it is because in these frames the camera wasn't looking at the actor.

~ Sometimes an actor doesn't do anything for most of the animation.

~ Sometimes the animation data extracted from "cutseq.pak" for a cutscene contained more or less frames for the actors than the number of frames listed for that cutscene in "cutseq.pak".

~ The animations sometimes occur very far from Animation Editor's origin and this makes them hard to view since the action can take place outside the 3D view's OpenGL viewing volume.
The animations were made to occur at specific places in a level's map and this is why they occur far from the origin. Try and rotate the view to see them.

This may also make the animations hard to use in custom levels.
You could use my TRW editor program to add or subtract the same x, y or z offset to the root mesh position to get the animation to Animation Editor's origin.
You would export the trw as a CSV file to do this most easily.
Currently my TRW editor program is limited to animations of 1000 frames or less.

Josep Borrut's TR WAD Reorganizer program has similar functionality so could be used instead of my program perhaps.

These programs could also be used to delete all the unneeded frames from the animation easily since some cutscene animations are thousands of frames long.
See the "cutseq.pak data (TR4)" pages in "TR4_cutscenes.PDF" for the number of frames for each cutscene.

~ The meshswaps and SFX and other effects seen in the cutscenes are hardcoded in the TRLR tomb4.exe.
You would have to use TREP or TRNG to replicate these.

~ The TRLR tomb4.exe may have done more processing with the animation data after it was extracted from "cutseq.pak" so the animations may not be exactly the same.

~ I didn't check every extracted animation.

Thank you T4Larson for your help.

sapper
Oct 2010
















