# OBD talk:TRCM

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when composing a *static* body of them (i.e. when *not animating* the character), one at first rotates a particular body part in the order: x, y, z; then translates the bodypart to the vector from the TRTA array, and then applies parent body part's transformation to it

the rotation values for OpenGL coordinate system are: (took it from OniBrowser and modified some angles)

(PI/2, PI, PI/2), // pelvis (0, PI, 0), // left thigh (0, 0, 0), // left calf (0, 0, 0), // left foot (0, PI, 0), // right thigh (0, 0, 0), // right calf (0, 0, 0), // right foot (0, 0, 0), // mid (0, 0, 0), // chest (0, 0, 0), // neck (0, 0, 0), // head (PI/2, PI/2, PI/2), // left shoulder (0, -PI/2, -PI), // left arm (0, 0, 0), // left wrist (-PI/2, 0, 0), // left fist (-PI/2, -PI/2, PI/2), // right shoulder (0, PI/2, -PI), // right arm (0, 0, 0), // right wrist (PI/2, 0, 0) // right fist

- ku4um
- Please don't "modify some angles".
- Or at least don't confuse people :)
- Your angles are
*your*business. - As far as Oni cares, they're all 0.
- geyser 00:53, 23 December 2007 (CET)

- ok, i think i've got what you mean
- just haven't read the animation viewer code yet
- <..>
- oh, really, seems that these angles are only for static model viewing
- Kuchumovn 11:56, 23 December 2007 (CET)

Yes, the angles are there to allow viewing of ONCC/TRBS/TRCM things. It's just a hack because you can's see a body without an animation. Perhpas a better way would be to use the first frame of a specific animation like idle for example.