OBD:TRCM
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| Offset | Type | Raw Hex | Value | Description |
|---|---|---|---|---|
| 0x00 | res_id | 01 0A 04 00 | 1034 | 01034-.TRCM |
| 0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
| 0x08 | uint32 | 00 00 00 00 | 0 | was going to be "polygon count" but is always 0 or 0xDEAD |
| 0x0C | uint16 | 13 00 | 19 | number of body parts (always 19) |
| 0x0E | pad[2] | AD DE | padding | |
| 0x10 | char[64] | Kon002_xlow.mme | name of source file, used for debugging purposes | |
| 0x50 | uint32 | 40 A3 9D 0E | runtime pointer to body part geometries | |
| 0x54 | uint32 | C0 A3 9D 0E | runtime pointer to body part translations | |
| 0x58 | uint32 | E0 A4 9D 0E | runtime pointer to body part indexes | |
| 0x5C | link | 01 0B 04 00 | 1035 | link to 01035-.TRGA |
| 0x60 | link | 01 62 04 00 | 1122 | link to 01122-.TRTA |
| 0x64 | link | 01 63 04 00 | 1123 | link to 01123-.TRIA |
- Body overview
Contained by TRBS as one of (up to) five LOD models for a given character, TRCM is the type responsible for containing all geometry for a specific model. There are 19 bones per character body with individual 3D models (TRGA). The translation array (TRTA) specifies the XYZ translation of every bone with respect to its parent, assembling the body. The index array (TRIA) specifies the hierarchy of the bones.
- Source file name
The body models for the characters were authored in 3DS Max with the Character Studio plugin and then exported in a custom format using a plugin Bungie West wrote for Max called "Matrix Model Export", which is the origin of the .mme file extension preserved in this field.
| ONI BINARY DATA |
|---|
| TRBS << Other file types >> TRGA |
| TRCM : Totoro Quaternion Body |
| Character file |

