OBD:TRAM/raw0x34: Difference between revisions

m
Line 295: Line 295:
In this example, there are only two keyframes for every bone, and the orientation is identical for both keyframes : in fact, Shinatama remains completely frozen during the whole anim.
In this example, there are only two keyframes for every bone, and the orientation is identical for both keyframes : in fact, Shinatama remains completely frozen during the whole anim.
====Origin and direction of the angles====
====Origin and direction of the angles====
If the (0°, 0°, 0°) orientation is set for every bone, then all the bones point along the x axis of the character (from left to right) and face upwards
If the (0°, 0°, 0°) orientation is set for every bone, then all the bones point along the x axis of the character (from right to left) and face upwards
 
Viewed from above (front is now up), you get something like this : "o" is a pivot (yeah, the shoulders are attached to the neck); ":)" is a smiley :)
15-o-14-o-13-o-12-o  4-o-3-o-2-o
                  |            |
            :)11-o-10-o-9-o-8-o-1
                  |            |
19-o-18-o-17-o-16-o  7-o-6-o-5-o
Every angle triplet defines the rotation of a bone with respect to its parent (the "parent" of the pelvis lies on its back with its head pointing left, as above...). The orientation of the parent defines an (x,y,z) axis set : assuming the parent is aligned as above, this is simply the normal coordinate system (x=left, y=up, z=front).
 
The first rotation is about the x axis, the second one is about the ''new'' y axis, and the last one is about the ''newest'' z axis. All rotations are in the normal trigonometric direction (clockwise if looking in the direction of the axis).
 
Effectively, the first angle is the "twist" of the bone with respect to its parent (because the direction of the parent ''is'' the "x axis", i.e. the axis of the first rotation).
 
A leg's orientation is quite intuitive : if you set everything to (0°, 0°, 0°) except the orientation of the thighs (both set to (0°, 0°, 180°)), you get "normal" legs. Arms are a bit more complicated.


Viewed from above, you get something like this (yeah, the shoulders are attached to the neck)
o-5-o-6-o-7  o-16-o-17-o-18-o-19
|            |
1-o-8-o-9-o-10-o-11
|            |
o-2-o-3-o-4  o-12-o-13-o-14-o-15
More, later...
More, later...


===Compression size 16===
===Compression size 16===