OBD:TRTA: Difference between revisions
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{{OBD_File_Header | type=TRTA | prev=TRSC | next=TSFF | name=Totoro Quaternion Body Translation Array | family=Character | align=center}} | {{OBD_File_Header | type=TRTA | prev=TRSC | next=TSFF | name=Totoro Quaternion Body Translation Array | family=Character | align=center}} | ||
[[image:trta_a.gif]] | |||
{{Table}} | {{Table}} | ||
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{{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | {{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | ||
{{OBDtr| 0x08 | char[22] |00FF00| AD DE... | dead | unused }} | {{OBDtr| 0x08 | char[22] |00FF00| AD DE... | dead | unused }} | ||
{{OBDtr| | {{OBDtr| 0x1E | int16 |00FFFF| 13 00 | 19 | array size }} | ||
{{OBDtrBK|First bone offset (black outline)}} | {{OBDtrBK|First bone offset (black outline)}} | ||
{{OBDtr| 0x00 | float |FFC8C8| 00 00 00 00 | 0 | x-offset of bone (pelvis) with respect to parent }} | {{OBDtr| 0x00 | float |FFC8C8| 00 00 00 00 | 0 | x-offset of bone (pelvis) with respect to parent }} | ||
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|} | |} | ||
;Skeleton | ;Skeleton | ||
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: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. | :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. | ||
{{OBD_File_Footer | type=TRTA | prev=TRSC | next=TSFF | name=Totoro Quaternion Body Translation Array | family=Character}} | {{OBD_File_Footer | type=TRTA | prev=TRSC | next=TSFF | name=Totoro Quaternion Body Translation Array | family=Character}} |
Revision as of 20:06, 2 September 2007
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 62 04 00 | 1122 | 01122-.TRTA |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[22] | AD DE... | dead | unused |
0x1E | int16 | 13 00 | 19 | array size |
First bone offset (black outline) | ||||
0x00 | float | 00 00 00 00 | 0 | x-offset of bone (pelvis) with respect to parent |
0x04 | float | 00 00 00 00 | 0 | y-offset of bone (pelvis) with respect to parent |
0x08 | float | 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 TRTA 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.
- Not sure how many different TRTA there are in Oni. Probably one for every major ONCC.
- 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.
ONI BINARY DATA |
---|
TRSC << Other file types >> TSFF |
TRTA : Totoro Quaternion Body Translation Array |
Character file |