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[WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

Discussion on [WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban ) within the SRO Coding Corner forum part of the Silkroad Online category.

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Old 03/19/2014, 17:22   #16
 
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LİNK PLS ?
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Old 04/28/2014, 22:02   #17
 
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link of modelviewer, and how can open Files.ban
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Old 07/12/2014, 17:36   #18
 
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link download???????????
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Old 12/01/2014, 20:59   #19
 
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So is there anyone knows something about import\convert .ban SRO's animation files?
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Old 02/19/2022, 12:52   #20
 
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Can someone write 3d blender import export these codes
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Old 01/25/2023, 14:09   #21
 
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Managed to get animation! Need to polish vertex groups. I on good way!
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Old 03/22/2025, 00:38   #22
 
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sorry to push an old thread
but i have come by since i needed informations about the coordinate system
so as far as i know silkroad uses the left=handed system XZY system on location/translation
but what about rotation? WXZY? or what? and which should be negate?
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Old 03/29/2025, 19:32   #23
 
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Quote:
Originally Posted by ZeonNETWORK View Post
sorry to push an old thread
but i have come by since i needed informations about the coordinate system
so as far as i know silkroad uses the left=handed system XZY system on location/translation
but what about rotation? WXZY? or what? and which should be negate?
Silkroad has basically 2 rotations, first is just yaw rotation for things like map objects, and its in negative radians, so to convert to degrees you take -rad_to_degree(silkroad_angle)
Seconds is quaternion rotation for animation and skeleton, its XYZW, but you will get mirrored and rotated animation. Depending on what you want you will need to mirror and rotate it.
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Old 03/29/2025, 19:49   #24
 
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Quote:
Originally Posted by YuBeDev View Post
Silkroad has basically 2 rotations, first is just yaw rotation for things like map objects, and its in negative radians, so to convert to degrees you take -rad_to_degree(silkroad_angle)
Seconds is quaternion rotation for animation and skeleton, its XYZW, but you will get mirrored and rotated animation. Depending on what you want you will need to mirror and rotate it.
i import bsr resources into blender
i didn't reach map stuff yet, I'm in skeleton and animation phase and i thought skeleton is fine by x,-z,y for translation and w,x,y,z for quaternion rotation, so moving forward to the animations in pose mode, the entire armature ****** up

so by checking the armature, bones had weird directions

maybe you can provide some algorithms or foot steps on building the armature correctly?
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Old 03/29/2025, 23:21   #25
 
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Yes, bones has this strange rotation to them, i.e they not connected to child bone, but since that doesn't affect animations i just ignored it. First image is how it is, second was my attempt to connect them, but animation get wrong in that case. If thats what you mean. You can add me on discord if you have more questions.

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