-- FF7 .A animation files -- --- brief info written by mirex -- Each animation file holds one character animation ( run, walk or some other). Some characters have more animation files. Animation is set of frames, in each frame are stored bone rotations. -- animation file contents -- name size in bytes header 24 unknown 12 frames frames_count * frame -- one frame, size is ( bones * 12 + 24 ) -- unknown 24 bytes = 6 floats rotations bones * 12 bytes = bones * 3 floats // header structure, 24 bytes struct { unsigned long x1; unsigned long frames_count; unsigned long bones_count; unsigned long x2, x3, x4; } anim_head; I understand only two values from the header, 'frames_count' which is number of animation frames and 'bones_count' which is suprisingly number of animated bones. ;) If you want to load all possible animations for the model (even anims of different models) then check if animation file has same number of bones as current model. After header there is 12 bytes of data that are unknown to me. It could be some center of coord system or anything. Frame starts with 6 floats (unknown), followed by rotations for each bone. Rotations are stored as 3 floats (float is 4byte floating-point number). mail: mirex on the mailserver "centrum.sk" web: http://mirex.mypage.sk