M2

From WoWDev

Contents

M2 Files

M2 files (also called MDX) contain model objects. Each M2 file describes the vertices, faces, materials, texture names, animations and properties of one model. M2 files don't have a chunked format like most other WoW formats.

Models are used for doodads (decoration objects), players, monsters and really everything in the game except for Terrain and WMOs.

Overview

  • Global texture list
  • Global vertex list
    • Position
    • Blend weights
    • Blend indices
    • Normal
    • Texture coordinates
  • Per LOD (There are four of these in each model?)
    • Vertex indices (vertices used by this LOD. Index into global vertex list)
    • Face indices (three per triangle, these index into Vertex indices above)
    • Vertex properties (one per vertex index, usage unknown)
    • Submeshes (one per material, usually)
    • Texture units (refer to a submesh, an index into the global texture list, and a texture unit number to bind to)
  • Global bounding volume (used for collisions?)
  • Animations, global sequences
  • Skeleton
  • Additional rendering information: colors, transparency, texture animations, blending modes etc.
  • Effects: ribbons, particles
  • Lights
  • Cameras

Header

The header has mostly the layout of number-offset pairs, containing the number of a particular record in the file, and the offset. These appear at fixed places in the header. Record sizes are not specified in the file.

The unknown blocks have (mostly arbitrary) alphabetic names until we figure out what they are.

Offset Type Description
0x000 char[4] "MD20"
0x004 uint8[4] Version (00 01 00 00 before Burning Crusade, 04 01 00 00 after BC)
0x008 uint32 model name length (including \0)
0x00C uint32 model name offset
0x010 uint32 Model type? always 0, 1 or 3 (mostly 0)
0x014 uint32 nGlobalSequences - number of global sequences
0x018 uint32 ofsGlobalSequences - offset to global sequences
0x01C uint32 nAnimations - number of animation sequences
0x020 uint32 ofsAnimations - offset to animation sequences
0x024 uint32 nC
0x028 uint32 ofsC
0x02C uint32 nD - always 201 or 203 depending on WoW client version
0x030 uint32 ofsD
0x034 uint32 nBones - number of bones
0x038 uint32 ofsBones - offset to bones
0x03C uint32 nF - bone lookup table
0x040 uint32 ofsF
0x044 uint32 nVertices - number of vertices
0x048 uint32 ofsVertices - offset to vertices
0x04C uint32 nViews - number of views (LOD versions?) 4 for every model
0x050 uint32 ofsViews - offset to views
0x054 uint32 nColors - number of color definitions
0x058 uint32 ofsColors - offset to color definitions
0x05C uint32 nTextures - number of textures
0x060 uint32 ofsTextures - offset to texture definitions
0x064 uint32 nTransparency - number of transparency definitions
0x068 uint32 ofsTransparency - offset to transparency definitions
0x06C uint32 nI - always 0
0x070 uint32 ofsI
0x074 uint32 nTexAnims - number of texture animations
0x078 uint32 ofsTexAnims - offset to texture animations
0x07C uint32 nK
0x080 uint32 ofsK
0x084 uint32 nRenderFlags - number of blending mode definitions
0x088 uint32 ofsRenderFlags - offset to blending mode definitions
0x08C uint32 nY - bone lookup table
0x090 uint32 ofsY
0x094 uint32 nTexLookup - number of texture lookup table entries
0x098 uint32 ofsTexLookup - offset to texture lookup table
0x09C uint32 nTexUnits - texture unit definitions?
0x0A0 uint32 ofsTexUnits
0x0A4 uint32 nTransLookup - number of transparency lookup table entries
0x0A8 uint32 ofsTransLookup - offset to transparency lookup table
0x0AC uint32 nTexAnimLookup - number of texture animation lookup table entries
0x0B0 uint32 ofsTexAnimLookup - offset to texture animation lookup table
0x0B4 14 * float float values ... ? (in range -1000...1000, mostly in -20...30)
0x0EC uint32 nBoundingTriangles
0x0F0 uint32 ofsBoundingTriangles
0x0F4 uint32 nBoundingVertices
0x0F8 uint32 ofsBoundingVertices
0x0FC uint32 nBoundingNormals
0x100 uint32 ofsBoundingNormals
0x104 uint32 nO
0x108 uint32 ofsO
0x10C uint32 nP
0x110 uint32 ofsP
0x114 uint32 nQ
0x118 uint32 ofsQ
0x11C uint32 nLights - number of lights
0x120 uint32 ofsLights - offset to lights
0x124 uint32 nCameras - number of cameras
0x128 uint32 ofsCameras - offset to cameras
0x12C uint32 nCameraLookup
0x130 uint32 ofsCameraLookup
0x134 uint32 nRibbonEmitters - number of ribbon emitters
0x138 uint32 ofsRibbonEmitters - offset to ribbon emitters
0x13C uint32 nParticleEmitters - number of particle emitters
0x140 uint32 ofsParticleEmitters - offset to particle emitters

Skeleton and animation

Standard animation block

Many values that change with time, such as bone animation, etc. are specified using blocks like the following:

(size is 0x1C bytes)

Offset Type Description
0x00 int16 interpolation type
0x02 int16 global sequence ID or -1
0x04 uint32 number of (int, int) interpolation ranges
0x08 uint32 offset to interpolation ranges
0x0C uint32 number of (int) timestamps
0x10 uint32 offset to timestamps
0x14 uint32 number of values
0x18 uint32 offset to values

The values can have various types depending on the kind of data required, like floats, vectors, quaternions etc.

Usually, if animation is used, interpolation ranges will be given for each animation in the global animation list. These ranges refer to keyframes that have given time and data values. The number of timestamps should therefore be equal to the number of data values.

If a global sequence is used, it means there is an implicit interpolation range across all values, and a time range from 0 to the proper global sequence timestamp.

If the interpolation type is 0, in some cases that might mean that no animation is given (like for bones), in other cases it means that a single constant data value should be used (like for colors and effect paramters)

Interpolation types:

Value Description
0 none / static value
1 linear
2 (spline?) in addition to values, in/out tangents are given

Maybe the interpolation types here are the same as the WC3 MDL files? (bezier, etc)

Global sequences

nGlobalSequences 32-bit unsigned integers starting at ofsGlobalSequences

A list of timestamps that act as upper limits for global sequence ranges.

Animation sequences

List of animations present in the model.

Based on linghuye's work.

nAnimations 68-byte records starting at ofsAnimations

Offset Type Description
0x00 uint32 Animation ID in AnimationData.dbc
0x04 uint32 Start timestamp
0x08 uint32 End timestamp
0x0C float moving speed (for walk/run animations?)
0x10 uint32 1 for non-looping?
0x14 uint32 Flags?
0x18 uint32  ?
0x1C uint32 0 ?
0x20 uint32 Playback speed?
0x24 float[6] Bounding box (2 vectors)?
0x3C float radius?
0x40 int16 Index of the next animation of the same Animation ID. (ex: PCs have multiple different copies of the Dance (id:69) animation). -1 if there are no other animations of this ID.
0x44 uint16  ?

Bones

nBones records of 0x6C bytes starting at ofsBones, followed by data referenced in these records.

The bone indices in the vertex definitions seem to index into this data.

Based on linghuye's work:

Offset Type Description
0x00 uint32 index into block F or -1
0x04 uint32 Flags
0x08 uint16 Parent bone ID or -1
0x0A uint16  ?
0x0C uint32  ? (unknown, found in Client 2.0 M2s)
0x0C AnimationBlock (float, float, float) Animation data for translation
0x28 AnimationBlock (float, float, float, float) Animation data for rotation
0x44 AnimationBlock (float, float, float) Animation data for scaling
0x60 float[3] Pivot point

Keyframe data: float[3] vectors for translation and scaling, float[4] quaternions for rotation.

In Client 2.0 the Quaternion values are shorts, that need to be converted by Floats by Float = (Short > 0 ? Short-32767 : Short+32767)/32767.0; Backwards short to float scaling?

Flags:

Value Description
8 billboarded
512 transformed

The billboarding bit is used for various things:

  • Light halos around lamps must always face the viewer
  • The cannonball stack model (in the Deadmines or Booty Bay), where each cannonball is a crude hemisphere, they always face the viewer to create the illusion of actual cannonballs (one wonders why Blizzard bothered with this, is a small sphere so hard to model? -_-)

Geometry and rendering

Vertices

48 bytes per vertex

Models, too, use a Z-up coordinate systems, so in order to convert to Y-up, the X, Y, Z values become (X, -Z, Y).

Offset Type Description
0x00 float[3] Position
0x0C uint8[4] Bone weights (0 to 255)
0x10 uint8[4] Bone indices (0 to nBones-1)
0x14 float[3] Normal vector
0x20 float[2] Texture coordinates
0x28 float[2] 0?

The fields marked with ? probably have to do with skeletal animation.

++++ Guest: Considering "standard" GPU sceletal animation (matrix palette, 4 weights/bones per vertex):

then "usually 255" should be an array of 4 unsigned chars defning the vertex weight for 4 bones

tehn "vertex group" should be an Array of 4 unsigned chars indexing 4 bones ++++

Views (LOD)

Every model has four of these, at 0x2C bytes each. I'm not sure if it is LOD because each one of them has the same amount of vertices for all four data sets. (???) First I thought this might be different vertex orderings from different views, to ease polygon sorting for transparent faces, but that's not it either. Hmm.

Starting at ofsViews, there are four View (LOD?) header records followed by the data for all four.

Offset Type Description
0x00 uint32 number of elements in the index list
0x04 uint32 offset to the index list
0x08 uint32 number of elements in the triangle list (this is 3* the number of triangles to be drawn)
0x0C uint32 offset to the triangle list
0x10 uint32 number of elements in the vertex property list
0x14 uint32 offset to the vertex property list
0x18 uint32 number of elements in the submesh list
0x1C uint32 offset to the submesh list
0x20 uint32 number of elements in the texture list
0x24 uint32 offset to the texture list
0x28 uint32 LOD distance or something?

About Views(By ArtsyLee)

There are four views. They are bone LOD, not model LOD. There is a uint32 at '0x28' offset each of them which representatives the maximum bone amounts that can be used in view submesh. The first is 256, the second 75, the third 53, and the fourth is 21. The amounts of submesh may be different and usually the back ones have more than that in front ones.

You can choose which view to use according to the biggest shader registers your video card can support. For either high-end video card or low-end video card, you can be free to calculate the skeletal animations without cutting bones.

The shaders in the BLS files max out at 21 (0-20), so they are using view 4. The bone indices in BlockY are list of bone subsets needed each submesh. These bone subsets tell you which bones to load into the shaders for each submesh.

Indices

A 16-bit unsigned integer per index, specifies vertices from the global vertex list.

Triangles

For every triangle, three 16-bit unsigned ints. These refer to the index list given above, not the global vertex list.

Vertex properties

4 bytes per vertex. Usually 0? Purpose unknown.

Submeshes

32 bytes per submesh. 48 bytes per submesh after client 2.0 (Burning Crusade expansion)

Offset Type Description
0x00 uint32 Mesh part ID
0x04 uint16 Starting vertex number
0x06 uint16 Number of vertices
0x08 uint16 Starting triangle index (that's 3* the number of triangles drawn so far)
0x0A uint16 Number of triangle indices
0x0C uint16 Number of elements in Block Y
0x0E uint16 Starting index in Block Y
0x10 uint16 Highest number of bones needed at one time in this Submesh
0x12 uint16 Unknown
0x14 float[3] 3 float values?
0x20 float[4] 4 float values? (only in Client 2.0 M2s)

Mesh part ID: for character models, each hairstyle/thick armor/etc is present in the mesh, so to render a character with a specific set of looks, some of the submeshes should be ommitted based on this ID.

Reference to Block Y: the base number seems to increase per LOD, and the numbers in Block Y, in turn, point to bones (?) - indices to Block E. Maybe this could be an indicator of bones used in a submesh, or an animation sequence or something?

About LOD: Creatures\AncientProtector\AncientProtector.m2 is the first model I found where the LOD levels have a significant difference. The 4th LOD level still has the same number of vertices/polygons, but it has more submeshes (more sophisticated animation/lighting or something? I dunno)

Texture units

More specifically, textures for each texture unit. Based on the current submesh number, one or two of these are used to determine the texture(s) to bind.

24 bytes per record.

Offset Type Description
0x00 uint16 Flags
0x02 int16 Render order (used in skyboxes to ditch the need for depth buffering)
0x04 uint16 Submesh index
0x06 uint16 Submesh index (repeated?)
0x08 int16 Color index or -1
0x0A uint16 Index into render flags table
0x0C uint16 Texture unit number (0 or 1 - index into the texture unit lookup table)
0x0E uint16 always 1?
0x10 uint16 Texture to use (index into the texture lookup table)
0x12 uint16 Texture unit number (repeated?)
0x14 uint16 Transparency (index into transparency lookup table)
0x16 uint16 Texture animation (index into the texture animation lookup table)

Flags: usually 16 for static textures, and 0 for animated textures.

Render flags

nRenderFlags (uint16, uint16) pairs starting at ofsRenderFlags

The first value contains flags.

Flag Meaning
0x01 Unlit
0x02 Unfogged?
0x04 Two-sided (no backface culling if set)
0x08  ?
0x10 Disable z-buffer?

The second value specifies the blending mode

Value Meaning
0 Opaque
1 Alpha testing only
2 Alpha blending
3 Additive?
4 Additive alpha?
5 Modulate?
6 Used in the Deeprun Tram subway glass, supposedly (src=dest_color, dest=src_color) (?)

Most of these blend values are taken from the MDL docs, but they sort of work (like additive blending for light shafts and such)

Texture unit lookup table

nTexUnits 16-bit integers starting at ofsTexUnits. (values: -1, 0, 1)

For models that use multitexturing, this maps given texture unit numbers into actual texture unit numbers (0 or 1).

Values of -1 seem to mean environment mapping.

One model is of special interest, Creature/KelThuzad/KelThuzad.m2, which is the only one that has an nL of 3, and has three texture units specified for some of its submeshes. Sure enough, two of those map to 0 and 1, and one maps to -1.

More confusion thanks to my favorite "weird" model, World/Generic/Gnome/Passive Doodads/GnomeMachine/GnomeSubwayGlass.m2, which is the translucent, environment mapped glass tunnel in the Deeprun Tram. It only has a single value in this block, -1, which is used for the single texture layer in both render operations in the model. This and the magic with rendering flags/blend modes make up the neat transparent-reflective glass effect, but confuse me even more about how envmapping and such is handled. (and where it seems to get the bluish color from - is it in the model (no color blocks in this particular model), the wmo, a solid background color, or simply the result of the blending used?)

As a side note, on my (dated) system WoW does every texture unit in a single pass.


Colors and transparency

Colors

nColors records of 0x38 bytes starting at ofsColors, followed by data referenced in these records.

For some swirling portals and volumetric lights, these define vertex colors. Referenced from the Texture Unit blocks in the LOD part. Contains a separate timeline for transparency values. If no animation is used, the given value is assumed to be constant.

Offset Type Description
0x00 AnimationBlock (float,float,float) Data for RGB color values
0x1C AnimationBlock (short) Data for opacity values

Opacity values: 32767 = opaque, 0 = transparent.

Transparency lookup table

nTransLookup 16-bit integers starting at ofsTransLookup. (values: 0 to nH-1 ?)

Contains indices into the Transparency block. Used by the texture unit definitions in the LOD block.


Transparency

Specifies global transparency values (in addition to the values given in the Color block - I assume these are multiplied together eventually?)

nTransparency records of 0x1C bytes starting at ofsTransparency, followed by data referenced in these records.

Offset Type Description
0x00 AnimationBlock (short) Data for transparency values

Transparency: 32767 for fully opaque, 0 for fully transparent


Textures

Textures are defined globally in a list, additionally, a lookup table is given, referenced during rendering, to select textures.

Texture lookup table

Just a list of 16-bit integers. nTexLookup items starting at ofsTexLookup.

Texture definitions

First is a list of nTextures texture definition records, 16 bytes per record, starting at ofsTextures. After it comes a string block with the texture filenames.

Offset Type Description
0x00 uint32 Texture type (aka replacable id)
0x04 uint16 Unknown, usually 0
0x06 uint16 Flags
0x08 uint32 Filename length
0x0C uint32 Offset to filename

Texture type is 0 for regular textures, nonzero for skinned textures (filename not referenced in the M2 file!) For instance, in the NightElfFemale model, her eye glow is a type 0 texture and has a file name, the other 3 textures have types of 1, 2 and 6. The texture filenames for these come from client database files:

DBFilesClient\CharSections.dbc
DBFilesClient\CreatureDisplayInfo.dbc
DBFilesClient\ItemDisplayInfo.dbc

(possibly more)

Value Meaning
0 Texture given in filename
1 Body + clothes
2 Cape
6 Hair, beard
8 Tauren fur
11 Skin for creatures
12 Skin for creatures #2
13 Skin for creatures #3


Flags:

Value Meaning
1 Texture wrap X
2 Texture wrap Y

Texture animation lookup table

nTexAnimLookup 16-bit integers starting at ofsTexAnimLookup. (values: -1, 0 to nTexAnims-1)

Contain indices into the texture animations list, or -1 meaning a static texture.

Texture animations

This block contains definitions for texture animations, for example, flowing water or lava in some models. The keyframe values are used in the texture transform matrix.

nTexAnims records of 0x54 bytes starting at ofsTexAnims, followed by data referenced in these records.

Offset Type Description
0x00 AnimationBlock (float, float, float) Translation
0x1C AnimationBlock (float, float, float ???) Rotation?
0x38 AnimationBlock (float, float, float) Scaling?

The three subrecords specify texture transforms. Translation seems to work, producing nice flowing lava and waterfalls.


Effects

Ribbon emitters

nRibbonEmitters records of 0xDC bytes starting at ofsRibbonEmitters, followed by data referenced in these records.

These are called ribbon emitters in the strings buried in wow.exe. I guess these are some sort of ribbon-like visual effects similar to particles. In Warcraft 3 (of which the WoW engine is quite loosely based off of) there was also the possibility of ribbon-like effects in trails and flowing clothing. This is also how in WoW the feathers of the gryphons, hippogryphs, and bats flow in the wind as you rise and descend.

Note: the models that contain ribbon emitters and are viewable in the game world are: wisps in BFD, and energy trails in the COT (not the actual instance, but the entrance cave in Tanaris Desert). The only other models with ribbon emitters are spells and effects. Gryphons/etc don't have ribbon emitters, the feathers are part of their geometry.

What about the ribbons in the model of the Ziggurat (or spirit tower, haven't played warcraft 3 in awhile) that seem to swirl around the Ziggurat's crystal in Stratholme? (It's probably a good idea to play this in WoW to see what i'm talking about.) -DG

  • must be one of those server-side specified objects because I can't see them in wowmapview.


The records have the following structure:

Offset Type Description
0x00 int32 ID? always -1
0x04 int32 Bone ID
0x08 float[3] position
0x14 int32 Number of texture refs
0x18 int32 Offset to texture refs (ints)
0x1C int32 Number of ints #2
0x20 int32 Offset to list of ints #2
0x24 AnimationBlock (float, float, float) Color
0x40 AnimationBlock (short) Opacity
0x5C AnimationBlock (float) Height above
0x78 AnimationBlock (float) Height below
0x94 float Something about length/lifespan?
0x98 float Something about length/lifespan?
0x9C float Usually 0
0xA0 short[2] (blending modes maybe?) (1,1)
0xA4 AnimationBlock (int)  ? (always 0)
0xC0 AnimationBlock (int)  ? (always 1)

Parameters from the MDL format that are probably in here somewhere: life span, emission rate, rows, cols ...?

Particle emitters

nparticleEmitters records of 0x1F8 bytes starting at ofsParticleEmitters, followed by data referenced in these records.

The records have the following structure:

Offset Type Description
0x000 int32 id (always -1?)
0x004 int32 flags
0x008 float[3] position
0x014 int16 Bone ID
0x016 int16 Texture ID
0x018 uint32 Number of ints referenced #1
0x01C uint32 Offset to list of ints #1
0x020 uint32 Number of ints referenced #2
0x024 uint32 Offset to list of ints #2
0x028 int16 Blending mode
0x02A int16 Emitter type
0x02C int16 Particle type
0x02E int16 Texture tile rotation (-1,0,1)
0x030 int16 Rows on texture
0x032 int16 Columns on texture
0x034 AnimationBlock (float) [10] Parameters
0x14C float[36] unknown float values - more parameters?
0x14C float Midpoint in lifespan? (0 to 1)
0x150 uint32[3] ARGB colors (start, mid, end)
0x15C float[3] Particle sizes (start, mid, end)
0x168 short[10] Indices into the tiles on the texture?
0x17C float[3] Unknown
0x188 float[3] Something about particle scaling? Hm.
0x194 float Slowdown
0x198 float Particle rotation
0x19C float[10] Unknown (usually all 0)
0x1C4 float[6] Unknown, usually (2.5, 0.7, 7, 0.9, 0, 0)
0x1DC AnimationBlock (int) unknown

About slowdown: for nonzero values, instead of travelling linearly the particles seem to slow down sooner. I can't work out the exact function but for a value of, say, 10, the particles pretty much stay in place. Not the same effect as gravity, though. Update: thanks to nsz for the formula. Speed is multiplied by exp( -slowdown * t )

About particle rotation: 0 for none, 1 to rotate the particle 360 degrees throughout its lifetime.


The ten animatable particle parameters are:

Number Description
0 Emission speed
1 Speed variation (range: 0 to 1)
2 Spread? (range: 0 to pi)
3  ? (range: 0 to 2*pi)
4 Gravity
5 Lifespan
6 Emission rate
7 Emission area length
8 Emission area width
9 Gravity? (much stronger)

Emitter types:

Value Description
1 Plane (rectangle)
2 Sphere
3 (Spline? can't be bothered to find one)

Particle types:

Value Description
0 "normal" particle
1 large quad from the particle's origin to its position (used in Moonwell water effects)
2 seems to be the same as 0 (found some in the Deeprun Tram blinky-lights-sign thing)

Flags:

Value Description
0x1000 do not billboard (used for some water wake ripple effects)

Miscellaneous

Bounding volumes

For some models a simplified bounding volume is given. This is probably used for collision detection?

The nBoundingVertices vertices used by the bounding volume's faces start at ofsBoundingVertices. Each vertex is given by 3 floats.

The faces start at ofsBoundingTriangles. The number nBoundingTriangles once again contains the number of indices used, so divide by 3 to get the number of triangles. Each triangle is given by 3 16-bit integers that index the bounding vertices list. Each face also has a corresponding normal vector (?), these start at ofsBoundingNormals. Therefore, it should be true that nBoundingNormals * 3 = nBoundingTriangles.

Lights

nLights records of 0xD4 bytes starting at ofsLights, followed by data referenced in these records.

The records have the following structure:

Offset Type Description
0x00 uint16 type
0x02 uint16 Bone ID
0x04 float[3] coordinates
0x10 AnimationBlock (float, float, float) Ambient color
0x2C AnimationBlock (float) Ambient intensity
0x48 AnimationBlock (float, float, float) Diffuse color
0x64 AnimationBlock (float) Diffuse intensity
0x80 AnimationBlock (float) Attenuation start?
0x9C AnimationBlock (float) Attenuation end?
0xB8 AnimationBlock (int) usually 1

Some light types:

Value Description
0 Directional
1 Point light

Cameras

These blocks seem to be present in the "flyby" camera models which completely lack geometry, and the main menu backdrop models which are supposed to have a fixed camera. Additionally, characters and monsters also have this block (I wonder why)

nCameras records of 0x7C bytes starting at ofsCameras, followed by data referenced in these records.

Offset Type Description
0x00 int32 id or maybe a parent bone? usually -1
0x04 float FOV
0x08 float Far clipping plane
0x0C float Near clipping plane
0x10 AnimationBlock (float, float, float) Translation for position?
0x2C float[3] Position?
0x38 AnimationBlock (float, float, float) Translation for target?
0x54 float[3] Target?
0x60 AnimationBlock (float) Rotation or roll? (usually 0 or 2*pi)

For static cameras the animatable data items are all 0. The FOV is not in radians, but some weird scale... Multiplying by about 35 seems to give correct-ish results in degrees.

The reason that non-mainmenu and non-geometry M2s have cameras (atleast in Warcraft 3) was so you could see the unit's portrait. In WoW, these models have cameras so that when you enter the Character menu (press "C") you see your character regardless of what model you currently have. Also, I believe that one of the main menu models has two cameras in it (I believe it's the orc one...).-DG

Oh, that's right. Neat. I added menu backdrops using these cameras. Obviously it's still missing particle emitters, but that can be fixed eventually... - Z.

Camera lookup table

Lookup table for cameras? It seems to be persent only if a camera is present too.

nCameraLookup 16-bit integers starting at ofsCameraLookup. (values: 0..nCameras-1)


Unknown blocks

Block C

nC 16-bit integers starting at ofsC (values: -1 to nAnimations-1)

Lookup table for animations?

Block D

nD records of (int16, int16) starting at ofsD

Maybe a lookup table for animations? Since the numbers happen to be in fixed positions. The first short seems to increase with the position for models with all animations (like characters), the second seems to be flags or a modifier? Or something.

Block F

nF 16-bit integers starting at osfF (values: -1 to nBones-1)

nF is 27 for most characters/models with lots of animation. For static models it's 1. Intermediate values are rare.

Lookup table for bones?


Block K - Replacable texture lookup

nK 16-bit integers starting at ofsK. (values: -1 or 0 to nTex-1)

A reverse lookup table for 'replaced' textures, mapping replacable ids to texture indices or -1. Only goes up to the maximum id used in the model.

Block Y

nY 16-bit integers starting at ofsY. (values: 0 to nBones-1)

Lookup table for bones that transform geometry? Referenced in the various geoset definitions.

Block O - Attachments

nO records of 0x30 bytes starting at ofsO, followed by data referenced in these records.

Offset Type Description
0x00 uint32 id (position of the record in block P)
0x04 uint32 bone
0x08 float[3] position
0x14 AnimationBlock (int) Data

Much like Block Q this one also specifies a bunch of locations on the body - hands, shoulders, head, back, knees etc. Maybe this one is actually used to put items on a character. This seems very likely as this block also contains positions for sheathed weapons, a shield, etc.

Here's the list of position slots (by ID, or index in block P) for character models:

ID Description ID Description ID Description
0 Left wrist (shield) 12 Back 24 -
1 Right palm 13 - 25 -
2 Left palm 14 - 26 Right back sheath
3 Right elbow 15 Bust 27 Left back sheath
4 Left elbow 16 Bust 28 Middle back sheath
5 Right shoulder 17 Face 29 Belly
6 Left shoulder 18 Above character 30 Left back
7 Right knee 19 Ground 31 Right back
8 Left knee 20 Top of head 32 Left hip sheath
9 - 21 Left palm 33 Right hip sheath
10 - 22 Right palm 34 Bust
11 Helmet 23 - 35 Right palm


For weapons, usually 5 of these points are present, which correspond to the 5 columns in ItemVisuals.dbc, which in turn has 5 models from ItemVisualEffects.dbc. This is for the weapon glowy effects and such. The effect ID is the last column in ItemDisplayInfo.cdb. (I should document these cdb files properly somewhere, sigh)

Block P

nP 16-bit integers starting at ofsP. (values: -1, 0 to nO-1)

Lookup table for whatever is in block O, I guess :)

Block Q - Attachments

nQ records of 0x2C bytes starting at ofsQ, followed by data referenced in these records.

This might be definitions for weapon attachment slots or something like that... Mostly present on characters, creatures and items.

Offset Type Description
0x00 char[4] some kind of ID, starts with '$'
0x04 uint32 database ID?
0x08 uint32 bone ID
0x0C float[3] floats (coordinates?)
0x18 int16[2] animation block header?
0x1C uint32 number of (int, int) ranges
0x20 uint32 offset to (int, int) ranges
0x24 uint32 number of (int) values
0x28 uint32 offset to (int) values

The records seem to contain a truncated animation block. The int values look like timestamps, and there are no data values. The ranges reference more integers than are given in the list (there's always 1 less item). Weird.

Each record specifies a transformation matrix for attaching another model to a certain point. By translating to the attachment position and then applying the transform matrix of the parent bone, the other model at its default origin will snap right into place. This is how weapons are affixed to the hands, helmets and shoulder armor attached, and spell effects are also positioned this way.


Some position identifiers:

ID Description
$TRD Crotch
$CCH Bust
$BTH In front of head
$CHD Head
$SHL, $SHR Left/right shoulder
$CSL, $CSR Left/right hand
$BWP, $BWR Right hand (for weapons maybe?)

The rest are either copies of the crotch position, or down on the floor. I suppose these are used to position spell effects (like a levelup flash or something) and damage effects.