How change animation per stage for awoken skills
Nov 18, 2017 5:45:24 GMT
Rai, mxronhs, and 3 more like this
Post by SK007 on Nov 18, 2017 5:45:24 GMT
Hey Folks It's me SK007 I bring new tuto for you to change animation in per stage so before we get started you need some tools and some info = I will link it below to tools to save your time
Genser = animegamemods.freeforums.net/thread/701/tools-eternity ( eternity )
Bac Manual = animegamemods.freeforums.net/thread/2574/skillset-moveset-editing-manual ( thanks to Smithers )
Animation related tools = animegamemods.freeforums.net/thread/830/tools-olganix ( Xenoxml converter by olganix )
Hxd Editor = mh-nexus.de/en/hxd/
Notepad++ = notepad-plus-plus.org/
Step 1 Preparing For Animation
as example
I'm taking data from data\demo\D11_11 ( for Super Saiyan Blue Animation )
Part 1 Fixing Animation Position
Before fixing
this animation from ( D11.11.GGK.ean = D11_11_C03_GK1 animation name )
so how to fix it there is steps below =
1. Grab your animation file xyz.ean
2. and drag it to XenoXmlConverter then you will get xyz.ean (xml file )
3. open that xml with notepad++
4. then find <EANAnimationNode BoneName="b_C_Base"> this cuz B_C_Base control whole body
5. in under eananimnode you will find two things 1. <EANKeyframedAnimation type="position"> and 2.<EANKeyframedAnimation type="orientation">
6. so now let's do some edits first open position = between <EANKeyframe frameIndex="start" to <EANKeyframe frameIndex="end" middle all eankeyframe you need to delete so it will look like =
<EANKeyframedAnimation type="position">
<EANKeyframes>
<EANKeyframe frameIndex="0" x="-6.71819" y="0" z="16.4358" w="1" />
<EANKeyframe frameIndex="174" x="-6.74018" y="0" z="16.4461" w="1" />
</EANKeyframes>
after that change values for x=0 y=0 z=0 w=1
so it will look like these after editing those values
<EANKeyframedAnimation type="position">
<EANKeyframes>
<EANKeyframe frameIndex="0" x="0" y="0" z="0" w="1" />
<EANKeyframe frameIndex="174" x="0" y="0" z="0" w="1" />
</EANKeyframes>
7. let's do for orientation you need to do same for orientation like that
<EANKeyframe frameIndex="0" x="0" y="0" z="0" w="1" />
<EANKeyframe frameIndex="174" x="0" y="0" z="0" w="1" />
8. after editing this two things in ean and you will find this under =<EANAnimation name="D11_11_C03_GK1" frameCount="175" indexSize="0" floatSize="2">
9. Save this things then grab your xml drag it into XenoXmlConverter then you will get xyz.ean (ean file )
10.ready for results ? look at image below
11. Cheers Anim Position is Fixed Now
Part 2 Editing Cam.ean and implementing new data
Let's collect some files as previous info we used ( D11.11.GGK.ean = D11_11_C03_GK1 animation name ) so we gonna take cam.ean data for support this animation = " D11_11_C03_GK1 " getting cam.ean file from data\data\demo\D11_11 ( D11.11.cam.ean )
Steps
1. Grab your xyz.cam.ean ( for support new anim ) and take skill.cam.ean drag into XenoXmlConverter so you will get xyz.cam.ean and skill.cam.ean (xml ) file.
2.open those two ( in notepad++ tip = then click A+0 for fold all to better view now just unfold what you want to edit )
Make sure it will look like these and I done clone view for other xml to copy data fast as image below
Now we need <EANAnimation name="D11_11_C03_CAM" frameCount="175" indexSize="0" floatSize="2"> this cuz we used C03 anim in our previous part .
3.Copy that whole thing and paste it under your skill.cam.ean xml to make new camera ean angle animation . like that image below
4. fixing one thing before converting it into xml to cam.ean |down there |
<EANKeyframedAnimation type=""> this thing as you can see in image you need type a thing in " " this column like = <EANKeyframedAnimation type="scale"> scale I put that word for some reasons that tool have some problems that's why you need to do that
5. now save your skill.cam.ean.xml and drag it into xenoxmlconverter then you will get skill.cam.ean
6. now we need to do little edit in skill.cam.ean open this thing with hxd editor
7. then after open that file press ctrl+G for go to then you need to go at 16 decimal place at that place you need to change value "00" to "01" .
8.then save your file now your cam.ean is ready .
9.Cheers .
10. Full explain By HisanaFukuhara
0. make backups of all the files you are about to use.
1. remove the first "." from "X.cam.ean" making it "Xcam.ean"
2. drag your newly renamed file onto xenoxmlconverter (get it from olganix' thread.
3. edit to your preference using your favorite xml editing software, treat it like any other ean.
4. Reconvert your xml into ean by dragging the edited xml onto xenxmlconverter.
5. reapply the first period, turning "Xcam.ean" into "X.cam.ean"
6. Open your renamed file in your favorite hex editing program.
7. Go to offset (decimal value )16 and change "00" to "01"
8.
9. Profit
Step 2 Preparing BCM
here you will switch bcm index which connects to bac index for new animation and use this tuto = animegamemods.freeforums.net/thread/2458/add-stages-awakens ( for making new stage )
Steps
1. Get skill.bcm file .
2.Drag that file to genser.exe then you will get xml file of bcm .
3.Open it then find stage thing which you want to edit for new anim.
4. below data is for 3 stage skill of bcm
this data is before editing bcm
<BcmEntry idx="0" ptr_34="1"> = this thing for Unlock awoken skill
<BcmEntry idx="1" ptr_30="2" ptr_3C="1"> = to transform in stage 3
<BcmEntry idx="2" ptr_30="3" ptr_3C="2"> = to transform in stage 2
<BcmEntry idx="3" ptr_30="4" ptr_3C="3"> = to transform in stage 1
<BcmEntry idx="4" ptr_30="5" ptr_3C="4"> = to go back or transform in stage 3
<BcmEntry idx="5" ptr_30="6" ptr_3C="5">= to go back or transform in stage 2
<BcmEntry idx="6" ptr_30="7" ptr_3C="6"> = this thing for Unlock awoken skill
<BcmEntry idx="7" ptr_3C="7"> = this thing for Unlock awoken skill
this data is after editing
<BcmEntry idx="0" ptr_34="1"> = this thing for Unlock awoken skill
<BcmEntry idx="1" ptr_30="2" ptr_3C="1"> = to transform in stage 4
<BcmEntry idx="2" ptr_30="3" ptr_3C="2"> = to transform in stage 3
<BcmEntry idx="3" ptr_30="4" ptr_3C="3"> = to transform in stage 2
<BcmEntry idx="4" ptr_30="5" ptr_3C="4"> = to transform in stage 1
<BcmEntry idx="5" ptr_30="6" ptr_3C="5"> = to go back or transform in stage 4
<BcmEntry idx="6" ptr_30="7" ptr_3C="6"> = to go back or transform in stage 3
<BcmEntry idx="7" ptr_30="8" ptr_3C="7">= to go back or transform in stage 2
<BcmEntry idx="8" ptr_30="9" ptr_3C="8"> = this thing for Unlock awoken skill
<BcmEntry idx="9" ptr_3C="10"> = this thing for Unlock awoken skill
5. under that BcmEntry idx there bac entry id connecting things
<BAC_INDEX value="0x0" /> and <BAC_INDEX2 value="0x0" /> so change them to new bac entry id
example = <BAC_INDEX value="0x3" /> and <BAC_INDEX2 value="0x3" /> 6= bac entry is new made by me
6. then save your xml and drag to genser then you will get bcm .
7. other steps are explained in BAC data .
Step 3 Preparing BAC
Steps
1. Get a skill.bac file drag it into genser then you will get bac.xml .
2.Open it and lemme explain some things for bac , look below
this data is before editing bac
<BacEntry idx="0" flags="0x0"> = Stage 1
<BacEntry idx="1" flags="0x0"> = Stage 2
<BacEntry idx="2" flags="0x0"> = Stage 3
<BacEntry idx="3" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="4" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="5" flags="0x0"> = it's empty for something else
4. adding new entry for new animation entry for new stage
this data is after editing bac
<BacEntry idx="0" flags="0x0"> = Stage 1
<BacEntry idx="1" flags="0x0"> = Stage 2
<BacEntry idx="2" flags="0x0"> = Stage 3
<BacEntry idx="3" flags="0x0"> = Stage 4 = new added data
<BacEntry idx="4" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="5" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="6" flags="0x0"> = it's empty for something else
5. now looking at under that data
<Animation> = fce.ean ####### fce.ean face animation fce.lips.ean = lips movement or mouth
<Animation> = skill animation ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Animation> = fce.ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Animation> = fce.lips.ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Hitbox> = in this thing there is such effect here you need to adjust start time .
<BACType3> = there you need to adjust duration as your animation length frames to make you Invulnerability for that duration
<BACType7> = here is you need adjust start time and for more info read bac manual ( this <U_08 value thing contain effect it connects with bcm )
<BACType7> = here is you need adjust start time and for more info read bac manual ( this <U_08 value thing contain effect it connects with bcm )
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Camera> = in this thing you need to edit some values to connect with new.cam.ean implement data
<Sound> = sound thing to load sounds while transforming or after transform
<Sound> = sound thing to load sounds while transforming or after transform
<Sound> = sound thing to load sounds while transforming or after transform
<Sound> = sound thing to load sounds while transforming or after transform
<TransformControl> = this thing have effect 28 which will make opponents ivisible for moment what you adjust in start and duration but it's dif as edits read bac manual if you gonna do special
<TransformControl> = this thing have effect d which is transform your player when you want adjust by duration like at 80 frame he/she will get transform
<BACType16> = you should adjust here start and duration time ( for heat or vibrates in air or such special effects as your edit)
<BACType16> = you should adjust here start and duration time ( for heat or vibrates in air or such special effects as your edit)
<BACType16> = you should adjust here start and duration time ( for heat or vibrates in air or such special effects as your edit)
<BACType21> = unkown thing but you should adjust here start and duration time
<BACType21> = unkown thing but you should adjust here start and duration time
what you need to edit for animation show
Animation skill ean look under spoiler
edit here duration if your animation have 250 duration so 250 duration and change here <U_12 value="0xae" /> to <U_12 value="0xfa" />
fa = 250 new value
6. preview of my 4 stage data in bac
new edited data
Now need to edit camera things
for more info read bac manual
and another thing is transform control and other parts as like effects too
Test here I done Animation For SSJ3
Genser = animegamemods.freeforums.net/thread/701/tools-eternity ( eternity )
Bac Manual = animegamemods.freeforums.net/thread/2574/skillset-moveset-editing-manual ( thanks to Smithers )
Animation related tools = animegamemods.freeforums.net/thread/830/tools-olganix ( Xenoxml converter by olganix )
Hxd Editor = mh-nexus.de/en/hxd/
Notepad++ = notepad-plus-plus.org/
Step 1 Preparing For Animation
as example
I'm taking data from data\demo\D11_11 ( for Super Saiyan Blue Animation )
Part 1 Fixing Animation Position
Before fixing
this animation from ( D11.11.GGK.ean = D11_11_C03_GK1 animation name )
so how to fix it there is steps below =
1. Grab your animation file xyz.ean
2. and drag it to XenoXmlConverter then you will get xyz.ean (xml file )
3. open that xml with notepad++
4. then find <EANAnimationNode BoneName="b_C_Base"> this cuz B_C_Base control whole body
5. in under eananimnode you will find two things 1. <EANKeyframedAnimation type="position"> and 2.<EANKeyframedAnimation type="orientation">
6. so now let's do some edits first open position = between <EANKeyframe frameIndex="start" to <EANKeyframe frameIndex="end" middle all eankeyframe you need to delete so it will look like =
<EANKeyframedAnimation type="position">
<EANKeyframes>
<EANKeyframe frameIndex="0" x="-6.71819" y="0" z="16.4358" w="1" />
<EANKeyframe frameIndex="174" x="-6.74018" y="0" z="16.4461" w="1" />
</EANKeyframes>
after that change values for x=0 y=0 z=0 w=1
so it will look like these after editing those values
<EANKeyframedAnimation type="position">
<EANKeyframes>
<EANKeyframe frameIndex="0" x="0" y="0" z="0" w="1" />
<EANKeyframe frameIndex="174" x="0" y="0" z="0" w="1" />
</EANKeyframes>
7. let's do for orientation you need to do same for orientation like that
<EANKeyframe frameIndex="0" x="0" y="0" z="0" w="1" />
<EANKeyframe frameIndex="174" x="0" y="0" z="0" w="1" />
8. after editing this two things in ean and you will find this under =<EANAnimation name="D11_11_C03_GK1" frameCount="175" indexSize="0" floatSize="2">
9. Save this things then grab your xml drag it into XenoXmlConverter then you will get xyz.ean (ean file )
10.ready for results ? look at image below
11. Cheers Anim Position is Fixed Now
Part 2 Editing Cam.ean and implementing new data
Let's collect some files as previous info we used ( D11.11.GGK.ean = D11_11_C03_GK1 animation name ) so we gonna take cam.ean data for support this animation = " D11_11_C03_GK1 " getting cam.ean file from data\data\demo\D11_11 ( D11.11.cam.ean )
Steps
1. Grab your xyz.cam.ean ( for support new anim ) and take skill.cam.ean drag into XenoXmlConverter so you will get xyz.cam.ean and skill.cam.ean (xml ) file.
2.open those two ( in notepad++ tip = then click A+0 for fold all to better view now just unfold what you want to edit )
Make sure it will look like these and I done clone view for other xml to copy data fast as image below
Now we need <EANAnimation name="D11_11_C03_CAM" frameCount="175" indexSize="0" floatSize="2"> this cuz we used C03 anim in our previous part .
3.Copy that whole thing and paste it under your skill.cam.ean xml to make new camera ean angle animation . like that image below
4. fixing one thing before converting it into xml to cam.ean |down there |
<EANKeyframedAnimation type=""> this thing as you can see in image you need type a thing in " " this column like = <EANKeyframedAnimation type="scale"> scale I put that word for some reasons that tool have some problems that's why you need to do that
5. now save your skill.cam.ean.xml and drag it into xenoxmlconverter then you will get skill.cam.ean
6. now we need to do little edit in skill.cam.ean open this thing with hxd editor
7. then after open that file press ctrl+G for go to then you need to go at 16 decimal place at that place you need to change value "00" to "01" .
8.then save your file now your cam.ean is ready .
9.Cheers .
10. Full explain By HisanaFukuhara
0. make backups of all the files you are about to use.
1. remove the first "." from "X.cam.ean" making it "Xcam.ean"
2. drag your newly renamed file onto xenoxmlconverter (get it from olganix' thread.
3. edit to your preference using your favorite xml editing software, treat it like any other ean.
4. Reconvert your xml into ean by dragging the edited xml onto xenxmlconverter.
5. reapply the first period, turning "Xcam.ean" into "X.cam.ean"
6. Open your renamed file in your favorite hex editing program.
7. Go to offset (decimal value )16 and change "00" to "01"
8.
9. Profit
Step 2 Preparing BCM
here you will switch bcm index which connects to bac index for new animation and use this tuto = animegamemods.freeforums.net/thread/2458/add-stages-awakens ( for making new stage )
Steps
1. Get skill.bcm file .
2.Drag that file to genser.exe then you will get xml file of bcm .
3.Open it then find stage thing which you want to edit for new anim.
4. below data is for 3 stage skill of bcm
this data is before editing bcm
<BcmEntry idx="0" ptr_34="1"> = this thing for Unlock awoken skill
<BcmEntry idx="1" ptr_30="2" ptr_3C="1"> = to transform in stage 3
<BcmEntry idx="2" ptr_30="3" ptr_3C="2"> = to transform in stage 2
<BcmEntry idx="3" ptr_30="4" ptr_3C="3"> = to transform in stage 1
<BcmEntry idx="4" ptr_30="5" ptr_3C="4"> = to go back or transform in stage 3
<BcmEntry idx="5" ptr_30="6" ptr_3C="5">= to go back or transform in stage 2
<BcmEntry idx="6" ptr_30="7" ptr_3C="6"> = this thing for Unlock awoken skill
<BcmEntry idx="7" ptr_3C="7"> = this thing for Unlock awoken skill
this data is after editing
<BcmEntry idx="0" ptr_34="1"> = this thing for Unlock awoken skill
<BcmEntry idx="1" ptr_30="2" ptr_3C="1"> = to transform in stage 4
<BcmEntry idx="2" ptr_30="3" ptr_3C="2"> = to transform in stage 3
<BcmEntry idx="3" ptr_30="4" ptr_3C="3"> = to transform in stage 2
<BcmEntry idx="4" ptr_30="5" ptr_3C="4"> = to transform in stage 1
<BcmEntry idx="5" ptr_30="6" ptr_3C="5"> = to go back or transform in stage 4
<BcmEntry idx="6" ptr_30="7" ptr_3C="6"> = to go back or transform in stage 3
<BcmEntry idx="7" ptr_30="8" ptr_3C="7">= to go back or transform in stage 2
<BcmEntry idx="8" ptr_30="9" ptr_3C="8"> = this thing for Unlock awoken skill
<BcmEntry idx="9" ptr_3C="10"> = this thing for Unlock awoken skill
5. under that BcmEntry idx there bac entry id connecting things
<BAC_INDEX value="0x0" /> and <BAC_INDEX2 value="0x0" /> so change them to new bac entry id
example = <BAC_INDEX value="0x3" /> and <BAC_INDEX2 value="0x3" /> 6= bac entry is new made by me
6. then save your xml and drag to genser then you will get bcm .
7. other steps are explained in BAC data .
Step 3 Preparing BAC
Steps
1. Get a skill.bac file drag it into genser then you will get bac.xml .
2.Open it and lemme explain some things for bac , look below
this data is before editing bac
<BacEntry idx="0" flags="0x0"> = Stage 1
<BacEntry idx="1" flags="0x0"> = Stage 2
<BacEntry idx="2" flags="0x0"> = Stage 3
<BacEntry idx="3" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="4" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="5" flags="0x0"> = it's empty for something else
4. adding new entry for new animation entry for new stage
this data is after editing bac
<BacEntry idx="0" flags="0x0"> = Stage 1
<BacEntry idx="1" flags="0x0"> = Stage 2
<BacEntry idx="2" flags="0x0"> = Stage 3
<BacEntry idx="3" flags="0x0"> = Stage 4 = new added data
<BacEntry idx="4" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="5" flags="0x0"> = this entry have for unlock awoken skill data
<BacEntry idx="6" flags="0x0"> = it's empty for something else
5. now looking at under that data
<Animation> = fce.ean ####### fce.ean face animation fce.lips.ean = lips movement or mouth
<Animation> = skill animation ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Animation> = fce.ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Animation> = fce.lips.ean
<Animation> = fce.lips.ean
<Animation> = fce.ean
<Hitbox> = in this thing there is such effect here you need to adjust start time .
<BACType3> = there you need to adjust duration as your animation length frames to make you Invulnerability for that duration
<BACType7> = here is you need adjust start time and for more info read bac manual ( this <U_08 value thing contain effect it connects with bcm )
<BACType7> = here is you need adjust start time and for more info read bac manual ( this <U_08 value thing contain effect it connects with bcm )
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Effect> = there is contain effect likes showing up aura or particles
<Camera> = in this thing you need to edit some values to connect with new.cam.ean implement data
<Sound> = sound thing to load sounds while transforming or after transform
<Sound> = sound thing to load sounds while transforming or after transform
<Sound> = sound thing to load sounds while transforming or after transform
<Sound> = sound thing to load sounds while transforming or after transform
<TransformControl> = this thing have effect 28 which will make opponents ivisible for moment what you adjust in start and duration but it's dif as edits read bac manual if you gonna do special
<TransformControl> = this thing have effect d which is transform your player when you want adjust by duration like at 80 frame he/she will get transform
<BACType16> = you should adjust here start and duration time ( for heat or vibrates in air or such special effects as your edit)
<BACType16> = you should adjust here start and duration time ( for heat or vibrates in air or such special effects as your edit)
<BACType16> = you should adjust here start and duration time ( for heat or vibrates in air or such special effects as your edit)
<BACType21> = unkown thing but you should adjust here start and duration time
<BACType21> = unkown thing but you should adjust here start and duration time
what you need to edit for animation show
Animation skill ean look under spoiler
<animation>
<start_time value="0">
<duration value="174">
<u_04 value="0x0">
<flags value="0x0">
<!--0xfffe -> skill ean; 0x5 -> char ean-->
<ean_to_use value="0xfffe">
<ean_index value="0x1">
<u_0c value="0x5">
<u_0e value="0x0">
<u_10 value="0x0">
<u_12 value="0xae">
<u_14 value="0xffff">
<u_16 value="0xffff">
<animation_speed value="1.0">
<f_1c value="0.0">
<f_20 value="0.25">
</f_20></f_1c></animation_speed></u_16></u_14></u_12></u_10></u_0e></u_0c></ean_index></ean_to_use></flags></u_04></duration></start_time></animation>
<start_time value="0">
<duration value="174">
<u_04 value="0x0">
<flags value="0x0">
<!--0xfffe -> skill ean; 0x5 -> char ean-->
<ean_to_use value="0xfffe">
<ean_index value="0x1">
<u_0c value="0x5">
<u_0e value="0x0">
<u_10 value="0x0">
<u_12 value="0xae">
<u_14 value="0xffff">
<u_16 value="0xffff">
<animation_speed value="1.0">
<f_1c value="0.0">
<f_20 value="0.25">
</f_20></f_1c></animation_speed></u_16></u_14></u_12></u_10></u_0e></u_0c></ean_index></ean_to_use></flags></u_04></duration></start_time></animation>
edit here duration if your animation have 250 duration so 250 duration and change here <U_12 value="0xae" /> to <U_12 value="0xfa" />
fa = 250 new value
6. preview of my 4 stage data in bac
new edited data
<animation>
<start_time value="0">
<duration value="250">
<u_04 value="0x0">
<flags value="0x0">
<!--0xfffe -> skill ean; 0x5 -> char ean-->
<ean_to_use value="0xfffe">
<ean_index value="0x1">
<u_0c value="0x5">
<u_0e value="0x0">
<u_10 value="0x0">
<u_12 value="0xfa">
<u_14 value="0xffff">
<u_16 value="0xffff">
<animation_speed value="1.0">
<f_1c value="0.0">
<f_20 value="0.25">
</f_20></f_1c></animation_speed></u_16></u_14></u_12></u_10></u_0e></u_0c></ean_index></ean_to_use></flags></u_04></duration></start_time></animation>
<start_time value="0">
<duration value="250">
<u_04 value="0x0">
<flags value="0x0">
<!--0xfffe -> skill ean; 0x5 -> char ean-->
<ean_to_use value="0xfffe">
<ean_index value="0x1">
<u_0c value="0x5">
<u_0e value="0x0">
<u_10 value="0x0">
<u_12 value="0xfa">
<u_14 value="0xffff">
<u_16 value="0xffff">
<animation_speed value="1.0">
<f_1c value="0.0">
<f_20 value="0.25">
</f_20></f_1c></animation_speed></u_16></u_14></u_12></u_10></u_0e></u_0c></ean_index></ean_to_use></flags></u_04></duration></start_time></animation>
Now need to edit camera things
<camera>
<start_time value="0">
<duration value="174">
<u_04 value="0x0">
<flags value="0x0">
<!--0x5 -> skill ean-->
<ean_to_use value="0x5">
<u_0a value="0x18">
<ean_index value="0x" new="" index="" which="" you="" edit="" in="" camera="" section="" "="">
<u_0e value="0x0">
<u_10 value="0xffff">
<u_12 value="0x0">
<u_14 value="0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0">
<u_48 value="0x0">
<u_4a value="0x0">
</u_4a></u_48></u_14></u_12></u_10></u_0e></ean_index></u_0a></ean_to_use></flags></u_04></duration></start_time></camera>
<start_time value="0">
<duration value="174">
<u_04 value="0x0">
<flags value="0x0">
<!--0x5 -> skill ean-->
<ean_to_use value="0x5">
<u_0a value="0x18">
<ean_index value="0x" new="" index="" which="" you="" edit="" in="" camera="" section="" "="">
<u_0e value="0x0">
<u_10 value="0xffff">
<u_12 value="0x0">
<u_14 value="0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0">
<u_48 value="0x0">
<u_4a value="0x0">
</u_4a></u_48></u_14></u_12></u_10></u_0e></ean_index></u_0a></ean_to_use></flags></u_04></duration></start_time></camera>
for more info read bac manual
and another thing is transform control and other parts as like effects too
Test here I done Animation For SSJ3