The MD2 format is used for 3D animated models in id Sofware's Quake II.
A model consists of named frames
, each with the same number of vertices
(vertices_per_frame
). Each such vertex has a position
and normal
in
model space. Each vertex has the same topological "meaning" across frames, in
terms of triangle and texture info; it just varies in position and normal for
animation purposes.
How the vertices form triangles is defined via disjoint triangles
or via
gl_cmds
(which allows strip and fan topology). Each triangle contains three
vertex_indices
into frame vertices, and three tex_point_indices
into
global tex_coords
. Each texture point has pixel coords s_px
and t_px
ranging from 0 to skin_{width,height}_px
respectively, along with
{s,t}_normalized
ranging from 0 to 1 for your convenience.
A GL command has a primitive
type (TRIANGLE_FAN
or TRIANGLE_STRIP
) along
with some vertices
. Each GL vertex contains tex_coords_normalized
from 0
to 1, and a vertex_index
into frame vertices.
A model may also contain skins
, which are just file paths to PCX images.
However, this is empty for many models, in which case it is up to the client
(e.g. Q2PRO) to offer skins some other way (e.g. by similar filename in the
current directory).
There are 198 frames
in total, partitioned into a fixed set of ranges used
for different animations. Each frame has a standard name
for humans, but the
client just uses their index and the name can be arbitrary. The name, start
frame index and frame count of each animation can be looked up in the arrays
anim_names
, anim_start_indices
, and anim_num_frames
respectively. This
information is summarized in the following table:
| INDEX | NAME | SUFFIX | NOTES |
|:--------:|--------:|:-------|:-------------------------------------------------------|
| 0-39 | stand | 01-40 | Idle animation |
| 40-45 | run | 1-6 | Full run cycle |
| 46-53 | attack | 1-8 | Shoot, reload; some weapons just repeat 1st few frames |
| 54-57 | pain1 | 01-04 | Q2Pro also uses this for switching weapons |
| 58-61 | pain2 | 01-04 | |
| 62-65 | pain3 | 01-04 | |
| 66-71 | jump | 1-6 | Starts at height and lands on feet |
| 72-83 | flip | 01-12 | Flipoff, i.e. middle finger |
| 84-94 | salute | 01-11 | |
| 95-111 | taunt | 01-17 | |
| 112-122 | wave | 01-11 | Q2Pro plays this backwards for a handgrenade toss |
| 123-134 | point | 01-12 | |
| 135-153 | crstnd | 01-19 | Idle while crouching |
| 154-159 | crwalk | 1-6 | |
| 160-168 | crattak | 1-9 | |
| 169-172 | crpain | 1-4 | |
| 173-177 | crdeath | 1-5 | |
| 178-183 | death1 | 01-06 | |
| 184-189 | death2 | 01-06 | |
| 190-197 | death3 | 01-08 | |
The above are filled in for player models; for the separate weapon models,
the final frame is 173 "g_view" (unknown purpose) since weapons aren't shown
during death animations. a_grenades.md2
, the handgrenade weapon model, is
the same except that the wave
frames are blank (according to the default
female model files). This is likely due to its dual use as a grenade throw
animation where this model must leave the player's model.
This page hosts a formal specification of Quake II player model (version 8) using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.
All parsing code for Python generated by Kaitai Struct depends on the Python runtime library. You have to install it before you can parse data.
The Python runtime library can be installed from PyPI:
python3 -m pip install kaitaistruct
Parse a local file and get structure in memory:
data = Quake2Md2.from_file("path/to/local/file.md2")
Or parse structure from a bytes:
from kaitaistruct import KaitaiStream, BytesIO
raw = b"\x00\x01\x02..."
data = Quake2Md2(KaitaiStream(BytesIO(raw)))
After that, one can get various attributes from the structure by invoking getter methods like:
data.magic # => get magic
# This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
import kaitaistruct
from kaitaistruct import KaitaiStruct, KaitaiStream, BytesIO
from enum import Enum
if getattr(kaitaistruct, 'API_VERSION', (0, 9)) < (0, 9):
raise Exception("Incompatible Kaitai Struct Python API: 0.9 or later is required, but you have %s" % (kaitaistruct.__version__))
class Quake2Md2(KaitaiStruct):
"""The MD2 format is used for 3D animated models in id Sofware's Quake II.
A model consists of named `frames`, each with the same number of `vertices`
(`vertices_per_frame`). Each such vertex has a `position` and `normal` in
model space. Each vertex has the same topological "meaning" across frames, in
terms of triangle and texture info; it just varies in position and normal for
animation purposes.
How the vertices form triangles is defined via disjoint `triangles` or via
`gl_cmds` (which allows strip and fan topology). Each triangle contains three
`vertex_indices` into frame vertices, and three `tex_point_indices` into
global `tex_coords`. Each texture point has pixel coords `s_px` and `t_px`
ranging from 0 to `skin_{width,height}_px` respectively, along with
`{s,t}_normalized` ranging from 0 to 1 for your convenience.
A GL command has a `primitive` type (`TRIANGLE_FAN` or `TRIANGLE_STRIP`) along
with some `vertices`. Each GL vertex contains `tex_coords_normalized` from 0
to 1, and a `vertex_index` into frame vertices.
A model may also contain `skins`, which are just file paths to PCX images.
However, this is empty for many models, in which case it is up to the client
(e.g. Q2PRO) to offer skins some other way (e.g. by similar filename in the
current directory).
There are 198 `frames` in total, partitioned into a fixed set of ranges used
for different animations. Each frame has a standard `name` for humans, but the
client just uses their index and the name can be arbitrary. The name, start
frame index and frame count of each animation can be looked up in the arrays
`anim_names`, `anim_start_indices`, and `anim_num_frames` respectively. This
information is summarized in the following table:
```
| INDEX | NAME | SUFFIX | NOTES |
|:--------:|--------:|:-------|:-------------------------------------------------------|
| 0-39 | stand | 01-40 | Idle animation |
| 40-45 | run | 1-6 | Full run cycle |
| 46-53 | attack | 1-8 | Shoot, reload; some weapons just repeat 1st few frames |
| 54-57 | pain1 | 01-04 | Q2Pro also uses this for switching weapons |
| 58-61 | pain2 | 01-04 | |
| 62-65 | pain3 | 01-04 | |
| 66-71 | jump | 1-6 | Starts at height and lands on feet |
| 72-83 | flip | 01-12 | Flipoff, i.e. middle finger |
| 84-94 | salute | 01-11 | |
| 95-111 | taunt | 01-17 | |
| 112-122 | wave | 01-11 | Q2Pro plays this backwards for a handgrenade toss |
| 123-134 | point | 01-12 | |
| 135-153 | crstnd | 01-19 | Idle while crouching |
| 154-159 | crwalk | 1-6 | |
| 160-168 | crattak | 1-9 | |
| 169-172 | crpain | 1-4 | |
| 173-177 | crdeath | 1-5 | |
| 178-183 | death1 | 01-06 | |
| 184-189 | death2 | 01-06 | |
| 190-197 | death3 | 01-08 | |
```
The above are filled in for player models; for the separate weapon models,
the final frame is 173 "g_view" (unknown purpose) since weapons aren't shown
during death animations. `a_grenades.md2`, the handgrenade weapon model, is
the same except that the `wave` frames are blank (according to the default
female model files). This is likely due to its dual use as a grenade throw
animation where this model must leave the player's model.
.. seealso::
Source - https://icculus.org/~phaethon/q3a/formats/md2-schoenblum.html
.. seealso::
Source - http://tfc.duke.free.fr/coding/md2-specs-en.html
.. seealso::
Source - http://tastyspleen.net/~panjoo/downloads/quake2_model_frames.html
.. seealso::
Source - http://wiki.polycount.com/wiki/OldSiteResourcesQuake2FramesList
"""
class GlPrimitive(Enum):
triangle_strip = 0
triangle_fan = 1
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.magic = self._io.read_bytes(4)
if not self.magic == b"\x49\x44\x50\x32":
raise kaitaistruct.ValidationNotEqualError(b"\x49\x44\x50\x32", self.magic, self._io, u"/seq/0")
self.version = self._io.read_u4le()
if not self.version == 8:
raise kaitaistruct.ValidationNotEqualError(8, self.version, self._io, u"/seq/1")
self.skin_width_px = self._io.read_u4le()
self.skin_height_px = self._io.read_u4le()
self.bytes_per_frame = self._io.read_u4le()
self.num_skins = self._io.read_u4le()
self.vertices_per_frame = self._io.read_u4le()
self.num_tex_coords = self._io.read_u4le()
self.num_triangles = self._io.read_u4le()
self.num_gl_cmds = self._io.read_u4le()
self.num_frames = self._io.read_u4le()
self.ofs_skins = self._io.read_u4le()
self.ofs_tex_coords = self._io.read_u4le()
self.ofs_triangles = self._io.read_u4le()
self.ofs_frames = self._io.read_u4le()
self.ofs_gl_cmds = self._io.read_u4le()
self.ofs_eof = self._io.read_u4le()
class Vertex(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.position = Quake2Md2.CompressedVec(self._io, self, self._root)
self.normal_index = self._io.read_u1()
@property
def normal(self):
if hasattr(self, '_m_normal'):
return self._m_normal
self._m_normal = self._root.anorms_table[self.normal_index]
return getattr(self, '_m_normal', None)
class CompressedVec(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.x_compressed = self._io.read_u1()
self.y_compressed = self._io.read_u1()
self.z_compressed = self._io.read_u1()
@property
def x(self):
if hasattr(self, '_m_x'):
return self._m_x
self._m_x = ((self.x_compressed * self._parent._parent.scale.x) + self._parent._parent.translate.x)
return getattr(self, '_m_x', None)
@property
def y(self):
if hasattr(self, '_m_y'):
return self._m_y
self._m_y = ((self.y_compressed * self._parent._parent.scale.y) + self._parent._parent.translate.y)
return getattr(self, '_m_y', None)
@property
def z(self):
if hasattr(self, '_m_z'):
return self._m_z
self._m_z = ((self.z_compressed * self._parent._parent.scale.z) + self._parent._parent.translate.z)
return getattr(self, '_m_z', None)
class Triangle(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.vertex_indices = []
for i in range(3):
self.vertex_indices.append(self._io.read_u2le())
self.tex_point_indices = []
for i in range(3):
self.tex_point_indices.append(self._io.read_u2le())
class Frame(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.scale = Quake2Md2.Vec3f(self._io, self, self._root)
self.translate = Quake2Md2.Vec3f(self._io, self, self._root)
self.name = (KaitaiStream.bytes_terminate(self._io.read_bytes(16), 0, False)).decode(u"ascii")
self.vertices = []
for i in range(self._root.vertices_per_frame):
self.vertices.append(Quake2Md2.Vertex(self._io, self, self._root))
class GlCmdsList(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
if not (self._io.is_eof()):
self.items = []
i = 0
while True:
_ = Quake2Md2.GlCmd(self._io, self, self._root)
self.items.append(_)
if _.cmd_num_vertices == 0:
break
i += 1
class TexPoint(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.s_px = self._io.read_u2le()
self.t_px = self._io.read_u2le()
@property
def s_normalized(self):
if hasattr(self, '_m_s_normalized'):
return self._m_s_normalized
self._m_s_normalized = ((self.s_px + 0.0) / self._root.skin_width_px)
return getattr(self, '_m_s_normalized', None)
@property
def t_normalized(self):
if hasattr(self, '_m_t_normalized'):
return self._m_t_normalized
self._m_t_normalized = ((self.t_px + 0.0) / self._root.skin_height_px)
return getattr(self, '_m_t_normalized', None)
class Vec3f(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.x = self._io.read_f4le()
self.y = self._io.read_f4le()
self.z = self._io.read_f4le()
class GlVertex(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.tex_coords_normalized = []
for i in range(2):
self.tex_coords_normalized.append(self._io.read_f4le())
self.vertex_index = self._io.read_u4le()
class GlCmd(KaitaiStruct):
def __init__(self, _io, _parent=None, _root=None):
self._io = _io
self._parent = _parent
self._root = _root if _root else self
self._read()
def _read(self):
self.cmd_num_vertices = self._io.read_s4le()
self.vertices = []
for i in range(self.num_vertices):
self.vertices.append(Quake2Md2.GlVertex(self._io, self, self._root))
@property
def num_vertices(self):
if hasattr(self, '_m_num_vertices'):
return self._m_num_vertices
self._m_num_vertices = (-(self.cmd_num_vertices) if self.cmd_num_vertices < 0 else self.cmd_num_vertices)
return getattr(self, '_m_num_vertices', None)
@property
def primitive(self):
if hasattr(self, '_m_primitive'):
return self._m_primitive
self._m_primitive = (Quake2Md2.GlPrimitive.triangle_fan if self.cmd_num_vertices < 0 else Quake2Md2.GlPrimitive.triangle_strip)
return getattr(self, '_m_primitive', None)
@property
def anim_num_frames(self):
if hasattr(self, '_m_anim_num_frames'):
return self._m_anim_num_frames
self._m_anim_num_frames = b"\x28\x06\x08\x04\x04\x04\x06\x0C\x0B\x11\x0B\x0C\x13\x06\x09\x04\x05\x06\x06\x08"
return getattr(self, '_m_anim_num_frames', None)
@property
def anorms_table(self):
"""
.. seealso::
Quake anorms.h - https://github.com/skullernet/q2pro/blob/f4faabd/src/common/math.c#L80
from
"""
if hasattr(self, '_m_anorms_table'):
return self._m_anorms_table
self._m_anorms_table = [[-0.525731, 0.000000, 0.850651], [-0.442863, 0.238856, 0.864188], [-0.295242, 0.000000, 0.955423], [-0.309017, 0.500000, 0.809017], [-0.162460, 0.262866, 0.951056], [0.000000, 0.000000, 1.000000], [0.000000, 0.850651, 0.525731], [-0.147621, 0.716567, 0.681718], [0.147621, 0.716567, 0.681718], [0.000000, 0.525731, 0.850651], [0.309017, 0.500000, 0.809017], [0.525731, 0.000000, 0.850651], [0.295242, 0.000000, 0.955423], [0.442863, 0.238856, 0.864188], [0.162460, 0.262866, 0.951056], [-0.681718, 0.147621, 0.716567], [-0.809017, 0.309017, 0.500000], [-0.587785, 0.425325, 0.688191], [-0.850651, 0.525731, 0.000000], [-0.864188, 0.442863, 0.238856], [-0.716567, 0.681718, 0.147621], [-0.688191, 0.587785, 0.425325], [-0.500000, 0.809017, 0.309017], [-0.238856, 0.864188, 0.442863], [-0.425325, 0.688191, 0.587785], [-0.716567, 0.681718, -0.147621], [-0.500000, 0.809017, -0.309017], [-0.525731, 0.850651, 0.000000], [0.000000, 0.850651, -0.525731], [-0.238856, 0.864188, -0.442863], [0.000000, 0.955423, -0.295242], [-0.262866, 0.951056, -0.162460], [0.000000, 1.000000, 0.000000], [0.000000, 0.955423, 0.295242], [-0.262866, 0.951056, 0.162460], [0.238856, 0.864188, 0.442863], [0.262866, 0.951056, 0.162460], [0.500000, 0.809017, 0.309017], [0.238856, 0.864188, -0.442863], [0.262866, 0.951056, -0.162460], [0.500000, 0.809017, -0.309017], [0.850651, 0.525731, 0.000000], [0.716567, 0.681718, 0.147621], [0.716567, 0.681718, -0.147621], [0.525731, 0.850651, 0.000000], [0.425325, 0.688191, 0.587785], [0.864188, 0.442863, 0.238856], [0.688191, 0.587785, 0.425325], [0.809017, 0.309017, 0.500000], [0.681718, 0.147621, 0.716567], [0.587785, 0.425325, 0.688191], [0.955423, 0.295242, 0.000000], [1.000000, 0.000000, 0.000000], [0.951056, 0.162460, 0.262866], [0.850651, -0.525731, 0.000000], [0.955423, -0.295242, 0.000000], [0.864188, -0.442863, 0.238856], [0.951056, -0.162460, 0.262866], [0.809017, -0.309017, 0.500000], [0.681718, -0.147621, 0.716567], [0.850651, 0.000000, 0.525731], [0.864188, 0.442863, -0.238856], [0.809017, 0.309017, -0.500000], [0.951056, 0.162460, -0.262866], [0.525731, 0.000000, -0.850651], [0.681718, 0.147621, -0.716567], [0.681718, -0.147621, -0.716567], [0.850651, 0.000000, -0.525731], [0.809017, -0.309017, -0.500000], [0.864188, -0.442863, -0.238856], [0.951056, -0.162460, -0.262866], [0.147621, 0.716567, -0.681718], [0.309017, 0.500000, -0.809017], [0.425325, 0.688191, -0.587785], [0.442863, 0.238856, -0.864188], [0.587785, 0.425325, -0.688191], [0.688191, 0.587785, -0.425325], [-0.147621, 0.716567, -0.681718], [-0.309017, 0.500000, -0.809017], [0.000000, 0.525731, -0.850651], [-0.525731, 0.000000, -0.850651], [-0.442863, 0.238856, -0.864188], [-0.295242, 0.000000, -0.955423], [-0.162460, 0.262866, -0.951056], [0.000000, 0.000000, -1.000000], [0.295242, 0.000000, -0.955423], [0.162460, 0.262866, -0.951056], [-0.442863, -0.238856, -0.864188], [-0.309017, -0.500000, -0.809017], [-0.162460, -0.262866, -0.951056], [0.000000, -0.850651, -0.525731], [-0.147621, -0.716567, -0.681718], [0.147621, -0.716567, -0.681718], [0.000000, -0.525731, -0.850651], [0.309017, -0.500000, -0.809017], [0.442863, -0.238856, -0.864188], [0.162460, -0.262866, -0.951056], [0.238856, -0.864188, -0.442863], [0.500000, -0.809017, -0.309017], [0.425325, -0.688191, -0.587785], [0.716567, -0.681718, -0.147621], [0.688191, -0.587785, -0.425325], [0.587785, -0.425325, -0.688191], [0.000000, -0.955423, -0.295242], [0.000000, -1.000000, 0.000000], [0.262866, -0.951056, -0.162460], [0.000000, -0.850651, 0.525731], [0.000000, -0.955423, 0.295242], [0.238856, -0.864188, 0.442863], [0.262866, -0.951056, 0.162460], [0.500000, -0.809017, 0.309017], [0.716567, -0.681718, 0.147621], [0.525731, -0.850651, 0.000000], [-0.238856, -0.864188, -0.442863], [-0.500000, -0.809017, -0.309017], [-0.262866, -0.951056, -0.162460], [-0.850651, -0.525731, 0.000000], [-0.716567, -0.681718, -0.147621], [-0.716567, -0.681718, 0.147621], [-0.525731, -0.850651, 0.000000], [-0.500000, -0.809017, 0.309017], [-0.238856, -0.864188, 0.442863], [-0.262866, -0.951056, 0.162460], [-0.864188, -0.442863, 0.238856], [-0.809017, -0.309017, 0.500000], [-0.688191, -0.587785, 0.425325], [-0.681718, -0.147621, 0.716567], [-0.442863, -0.238856, 0.864188], [-0.587785, -0.425325, 0.688191], [-0.309017, -0.500000, 0.809017], [-0.147621, -0.716567, 0.681718], [-0.425325, -0.688191, 0.587785], [-0.162460, -0.262866, 0.951056], [0.442863, -0.238856, 0.864188], [0.162460, -0.262866, 0.951056], [0.309017, -0.500000, 0.809017], [0.147621, -0.716567, 0.681718], [0.000000, -0.525731, 0.850651], [0.425325, -0.688191, 0.587785], [0.587785, -0.425325, 0.688191], [0.688191, -0.587785, 0.425325], [-0.955423, 0.295242, 0.000000], [-0.951056, 0.162460, 0.262866], [-1.000000, 0.000000, 0.000000], [-0.850651, 0.000000, 0.525731], [-0.955423, -0.295242, 0.000000], [-0.951056, -0.162460, 0.262866], [-0.864188, 0.442863, -0.238856], [-0.951056, 0.162460, -0.262866], [-0.809017, 0.309017, -0.500000], [-0.864188, -0.442863, -0.238856], [-0.951056, -0.162460, -0.262866], [-0.809017, -0.309017, -0.500000], [-0.681718, 0.147621, -0.716567], [-0.681718, -0.147621, -0.716567], [-0.850651, 0.000000, -0.525731], [-0.688191, 0.587785, -0.425325], [-0.587785, 0.425325, -0.688191], [-0.425325, 0.688191, -0.587785], [-0.425325, -0.688191, -0.587785], [-0.587785, -0.425325, -0.688191], [-0.688191, -0.587785, -0.425325]]
return getattr(self, '_m_anorms_table', None)
@property
def tex_coords(self):
if hasattr(self, '_m_tex_coords'):
return self._m_tex_coords
_pos = self._io.pos()
self._io.seek(self.ofs_tex_coords)
self._m_tex_coords = []
for i in range(self.num_tex_coords):
self._m_tex_coords.append(Quake2Md2.TexPoint(self._io, self, self._root))
self._io.seek(_pos)
return getattr(self, '_m_tex_coords', None)
@property
def triangles(self):
if hasattr(self, '_m_triangles'):
return self._m_triangles
_pos = self._io.pos()
self._io.seek(self.ofs_triangles)
self._m_triangles = []
for i in range(self.num_triangles):
self._m_triangles.append(Quake2Md2.Triangle(self._io, self, self._root))
self._io.seek(_pos)
return getattr(self, '_m_triangles', None)
@property
def frames(self):
if hasattr(self, '_m_frames'):
return self._m_frames
_pos = self._io.pos()
self._io.seek(self.ofs_frames)
self._raw__m_frames = []
self._m_frames = []
for i in range(self.num_frames):
self._raw__m_frames.append(self._io.read_bytes(self.bytes_per_frame))
_io__raw__m_frames = KaitaiStream(BytesIO(self._raw__m_frames[i]))
self._m_frames.append(Quake2Md2.Frame(_io__raw__m_frames, self, self._root))
self._io.seek(_pos)
return getattr(self, '_m_frames', None)
@property
def anim_names(self):
if hasattr(self, '_m_anim_names'):
return self._m_anim_names
self._m_anim_names = [u"stand", u"run", u"attack", u"pain1", u"pain2", u"pain3", u"jump", u"flip", u"salute", u"taunt", u"wave", u"point", u"crstnd", u"crwalk", u"crattak", u"crpain", u"crdeath", u"death1", u"death2", u"death3"]
return getattr(self, '_m_anim_names', None)
@property
def gl_cmds(self):
if hasattr(self, '_m_gl_cmds'):
return self._m_gl_cmds
_pos = self._io.pos()
self._io.seek(self.ofs_gl_cmds)
self._raw__m_gl_cmds = self._io.read_bytes((4 * self.num_gl_cmds))
_io__raw__m_gl_cmds = KaitaiStream(BytesIO(self._raw__m_gl_cmds))
self._m_gl_cmds = Quake2Md2.GlCmdsList(_io__raw__m_gl_cmds, self, self._root)
self._io.seek(_pos)
return getattr(self, '_m_gl_cmds', None)
@property
def skins(self):
if hasattr(self, '_m_skins'):
return self._m_skins
_pos = self._io.pos()
self._io.seek(self.ofs_skins)
self._m_skins = []
for i in range(self.num_skins):
self._m_skins.append((KaitaiStream.bytes_terminate(self._io.read_bytes(64), 0, False)).decode(u"ascii"))
self._io.seek(_pos)
return getattr(self, '_m_skins', None)
@property
def anim_start_indices(self):
if hasattr(self, '_m_anim_start_indices'):
return self._m_anim_start_indices
self._m_anim_start_indices = b"\x00\x28\x2E\x36\x3A\x3E\x42\x48\x54\x5F\x70\x7B\x87\x9A\xA0\xA9\xAD\xB2\xB8\xBE"
return getattr(self, '_m_anim_start_indices', None)