Thanks: 33691 in 19 Posts
Ok. The picture attached was taken from a randomly picked sim animation - just to clarify where to look for.
So, you select an ANIM resource with animation you want to verify or alter.
In the combobox in the red box "1", you select the joint name. Numbers in brackets after joint name may differ, they correspond to number of timecodes. 'rot' or 'trans' after the ( bracket represent type - rotation or translation - I didn't seen others so far.
Next, you see the tree with timecodes corresponding to the joint you've selected. 'Rotation' here also indicates that they correspond to rotation animation. (I suppose you can apply translation to this joint in an external editor, but not sure if SimPE
will 'eat' it.)
Each timecode can have up to 3 parameters - X, Y, Z - they define coordinates (in case of translation) or angles (in case of rotation) of this joint at this point of time. You need to check/alter Z parameter - select it in the tree as I did.
After parameter is selected, look right, to the value in the red editbox "3". This is the actual rotation/translation value - in angles for rotation, in don't-know-what-but-1-is-cell-width for translation. Other editboxes in this row are filled automatically as you alter this cell - looks like just one of these values is actually stored in package, and different interpretations are given just for our convenience.
In the example given on screenshot, joint root_rot is rotated at about 20 degrees. You probably need 180 - check with your animation.