for SKA file structure from previous posts
struct _Headers
{
uint Unknown1; //uint tick; //from LightSong
uint Unknown2; //uint interval;
uint Unknown3; //uint type; type==0 - position vector, type==1 - rotation quaternion
uint Unknown4; //uint boneId; same as CSkSkeleton.Bones[].Version (uint Version)
} Headers[Length];
int Length6;
uint Unknown1[Length6]; //float times[Length6]
struct _Unknown2 //animation keyFrames, if type==0 Point(valX,valY,valZ), if type==1 Quaternion(valX,valY,valZ,valW)
{
uint Unknown1; //float valX
uint Unknown2; //float valY
uint Unknown3; //float valZ
uint Unknown4; //float valW //for type==0 valW==1
uint Unknown5; //float tanX //tangents for animation curve
uint Unknown6; //float tanY
uint Unknown7; //float tanZ
uint Unknown8; //float tanW //for type==0 tanW==0
} Unknown2[Length6];