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Sonic Heroes Dreamcast 0006CAM_0.NAM

May 10th, 2021
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  1. /* NAM 2.11.00 Ninja2AsciiMotion (MAYA) */
  2.  
  3. /* CAMERA MOTION : motion_0006cam_0.nja_camera1 */
  4.  
  5.  
  6. CAMERA_MOTION_START
  7.  
  8. CPOSITION pos_0006cam_0.nja_camera1[]
  9. START
  10.     MKEYF( 0,  -10.900645F,  0.000000F, -12.576687F ),
  11.     MKEYF( 59,  -10.900645F,  0.000000F, -12.576687F ),
  12.     MKEYF( 60,   8.880692F, -0.000000F, -1.798394F ),
  13.     MKEYF( 389,   8.880692F, -0.000000F, -1.798394F ),
  14. END
  15.  
  16. CVECTOR vec_0006cam_0.nja_camera1[]
  17. START
  18.     MKEYF( 0,   0.000000F,  0.000000F, -1.000000F ),
  19.     MKEYF( 389,   0.000000F,  0.000000F, -1.000000F ),
  20. END
  21.  
  22. CROLL roll_0006cam_0.nja_camera1[]
  23. START
  24.     MKEYSA1( 0,   0.000000F ),
  25.     MKEYSA1( 389,   0.000000F ),
  26. END
  27.  
  28. CANGLE angle_0006cam_0.nja_camera1[]
  29. START
  30.     MKEYSA1( 0,  36.059387F ),
  31.     MKEYSA1( 389,  36.059387F ),
  32. END
  33.  
  34. MDATA4 mdata_0006cam_0.nja_camera1[]
  35. START
  36.     pos_0006cam_0.nja_camera1, vec_0006cam_0.nja_camera1, roll_0006cam_0.nja_camera1, angle_0006cam_0.nja_camera1, 4, 2, 2, 2,
  37. END
  38.  
  39.  
  40. MOTION motion_0006cam_0.nja_camera1[]
  41. START
  42. MdataArray     mdata_0006cam_0.nja_camera1,
  43. MFrameNum      390,
  44. MotionBitF     (FMK_POS0|FMK_VEC3|FMK_ROL6|FMK_ANG7),
  45. InterpolFctF   (FMT_L|FMD_4),
  46. END
  47.  
  48. CAMERA_MOTION_END
  49.  
  50. DEFAULT_START
  51.  
  52. #ifndef DEFAULT_CMOTION_NAME
  53. #define DEFAULT_CMOTION_NAME motion_0006cam_0.nja_camera1
  54. #endif
  55.  
  56. DEFAULT_END
  57.  
  58.  
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