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|0x00||res_id||01 16 11 00||4374||04374-MURCOMaim_screen_stand.TRAS|
|0x04||lev_id||01 00 00 06||3||level 3|
|0x08||int32||01 15 11 00||4373||link to 04373-MURCOMstand_fire_arc.TRAM|
|0x0C||float||DB 0F C9 3F||1.5708||"left" keyframe size (in radians)|
|0x10||float||DB 0F C9 3F||1.5708||"right" keyframe size (in radians)|
|0x14||int16||01 00||1||number of "left" keyframes|
|0x16||int16||01 00||1||number of "right" keyframes|
|0x18||float||92 0A 86 3F||1.0472||"down" keyframe size (in radians)|
|0x1C||float||92 0A 86 3F||1.0472||"up" keyframe size (in radians)|
|0x20||int16||01 00||1||number of "down" keyframes|
|0x22||int16||01 00||1||number of "up" keyframes|
- The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few zones.
- (commonly 4, 8 for most rifle aiming screens, 2 for prone pistol aiming)
- Keyframes are placed at the nodes of that grid: commonly 9, 15 for most rifle aiming screens, 6 for prone pistol aiming.
- The corresponding bone rotations are stored in the associated TRAM. Not versus time like in ordinary TRAMs but as a list.
- For a regular aiming screen (9 key frames), the storage is as follows:
- aiming high and to the left
- aiming high
- aiming high and to the right
- aiming to the left
- aiming straight ahead
- aiming to the right
- aiming low and to the left
- aiming low
- aiming low and to the right
- All these take up one frame each, for every affected bone.
- The last frame is duplicated at the end of the track. Not sure it's actually needed.
- The bones (body parts) affected by the keyframes are specified in the body of the TRAM.
- See HERE for now.
|ONI BINARY DATA|
|TRAM << Other file types >> TRBS|
|TRAS : Totoro Aiming Screen|