OBD:TRTA: Difference between revisions
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TRSC << Other file types >> TSFF
Character file
TRSC << TRTA >> TSFF
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<CENTER>[[OBD:TRSC|< | <CENTER>[[OBD:TRSC|TRSC]] << [[OBD:File types|Other file types]] >> [[OBD:TSFF|TSFF]] | ||
<FONT SIZE= | <br><FONT SIZE=5>TRTA : Totoro Quaternion Body Translation Array</FONT> | ||
<FONT SIZE=2>[[OBD: | <BR><FONT SIZE=2>[[OBD:File types/Character|Character file]]</FONT></CENTER> | ||
Line 30: | Line 30: | ||
| BGCOLOR="#00FFFF" | 13 00 | | BGCOLOR="#00FFFF" | 13 00 | ||
| 19 | | 19 | ||
| ALIGN=LEFT | 19 | | ALIGN=LEFT | 19 bone offsets in array (first bone offset is outlined in black) | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000" | ||
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF"> | | COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Structure of a bone offset (example : pelvis)</FONT> | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC8C8" | 00 00 00 00 | | BGCOLOR="#FFC8C8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | x- | | ALIGN=LEFT | x-offset of bone (pelvis) with respect to parent | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFFFC8" | 00 00 00 00 | | BGCOLOR="#FFFFC8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | y- | | ALIGN=LEFT | y-offset of bone (pelvis) with respect to parent | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#C8FFC8" | 00 00 00 00 | | BGCOLOR="#C8FFC8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | z- | | ALIGN=LEFT | z-offset of bone (pelvis) with respect to parent | ||
|} | |} | ||
;Skeleton | |||
:The hierarchy of the bones (parents, children, siblings) is defined in the [[OBD:TRIA|TRIA]] file (linked to from the same [[OBD:TRCM|TRCM]] file as the TRTA). | |||
: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, you get something like this : "o" is a pivot (yeah, the shoulders are attached to the neck), and ":)" is a smiley :) | |||
15-o-14-o-13-o-12-o 4-o-3-o-2-o ^ z | |||
| | ^ | |||
:)11-o-10-o-9-o-8-o-1 < < <^< < < | |||
| | x ^ | |||
19-o-18-o-17-o-16-o 7-o-6-o-5-o ^ | |||
;XYZ offsets | |||
:The xyz-offsets in the TRIA are offsets (aka "translations") of a ''bone'' relative to its ''parent'' in that system of coordinates (see above). | |||
:Thus they effectively specify the relative positions of the joints. | |||
;Pelvis | |||
:Pelvis is further translated with respect to the root bone by the [[OBD:TRAM/raw0x0C|height track]] of [[OBD:TRAM|TRAM]] | |||
:The root bone is translated by TRAM as well as by the physics engine (jumps, blasts). | |||
:''Maybe'' [[OBD:TRAM/raw0x34#Compression_size_16|overlay TRAMs]] generate extra translations of the bones, too. | |||
;Relevant offsets | |||
:You may notice that X and Y offset for thighs and shoulders is very small (it's the left/right i.e. Z that matters there). | |||
:For all the other bones, the offset is essentially along X (i.e. along the main axis of the bone meshes). Y and Z offsets are very small. | |||
:So X/Y offsets of shoulders and thighs can basically be set to zero, as well as Y/Z offsets of all the other bones. | |||
:A skeleton is primarily defined by the Z offsets of shoulders and thighs (broad/narrow shoulders and hips), and by the X offset (effectively, the length) of all the other bones. | |||
<HR> | <HR> | ||
<CENTER>[[OBD:TRSC| | <CENTER>[[OBD:TRSC|TRSC]] << '''TRTA''' >> [[OBD:TSFF|TSFF]]</CENTER> | ||
<HR> | <HR> | ||
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File | [[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> TRTA |
Revision as of 00:33, 17 May 2006
Main Page >> Oni Binary Data >> File types >> TRTA
TRTA : Totoro Quaternion Body Translation Array
Character file
Hex | Translation | Meaning |
01 62 04 00 | 1122 | 01122-.TRTA |
01 00 00 06 | 3 | level 3 |
AD DE | dead | not used |
13 00 | 19 | 19 bone offsets in array (first bone offset is outlined in black) |
Structure of a bone offset (example : pelvis) | ||
00 00 00 00 | 0 | x-offset of bone (pelvis) with respect to parent |
00 00 00 00 | 0 | y-offset of bone (pelvis) with respect to parent |
00 00 00 00 | 0 | z-offset of bone (pelvis) with respect to parent |
- Skeleton
- The hierarchy of the bones (parents, children, siblings) is defined in the TRIA file (linked to from the same TRCM file as the TRTA).
- 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, you get something like this : "o" is a pivot (yeah, the shoulders are attached to the neck), and ":)" is a smiley :)
15-o-14-o-13-o-12-o 4-o-3-o-2-o ^ z | | ^ :)11-o-10-o-9-o-8-o-1 < < <^< < < | | x ^ 19-o-18-o-17-o-16-o 7-o-6-o-5-o ^
- XYZ offsets
- The xyz-offsets in the TRIA are offsets (aka "translations") of a bone relative to its parent in that system of coordinates (see above).
- Thus they effectively specify the relative positions of the joints.
- Pelvis
- Pelvis is further translated with respect to the root bone by the height track of TRAM
- The root bone is translated by TRAM as well as by the physics engine (jumps, blasts).
- Maybe overlay TRAMs generate extra translations of the bones, too.
- Relevant offsets
- You may notice that X and Y offset for thighs and shoulders is very small (it's the left/right i.e. Z that matters there).
- For all the other bones, the offset is essentially along X (i.e. along the main axis of the bone meshes). Y and Z offsets are very small.
- So X/Y offsets of shoulders and thighs can basically be set to zero, as well as Y/Z offsets of all the other bones.
- A skeleton is primarily defined by the Z offsets of shoulders and thighs (broad/narrow shoulders and hips), and by the X offset (effectively, the length) of all the other bones.
Main Page >> Oni Binary Data >> File types >> TRTA