12 byte header;
int unk;
int unk ;
string name; //name of the animation
int duration;
int framesPerSecond;
int unk;
int keyframeCount;
int[keyframeCount] keyframes; // timings of the keyframes, so you can interpolate between two poses.
int boneCount; // Amount of bones that have transformations that are diffrent from their bind poses.
for(int i = 0; i < boneCount;i++)
{
string boneName;
int count; // same as keyframeCount
for(int p = 0; p < count;p++)
{
Quaternion rotation;
Vector3 translation;
//These two together give you the transformation Matrix relative to it's partent bone/joint.
}
}
//End of file