OBD:TRAS: Difference between revisions
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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 | int32 |FFC8C8| 01 15 11 00 | 4373 | link to 04373-MURCOMstand_fire_arc.[[OBD:TRAM|TRAM]] }} | {{OBDtr| 0x08 | int32 |FFC8C8| 01 15 11 00 | 4373 | link to 04373-MURCOMstand_fire_arc.[[OBD:TRAM|TRAM]] }} | ||
{{OBDtr| 0x0C | float |FFFFC8| DB 0F C9 3F | 1.5708 | | {{OBDtr| 0x0C | float |FFFFC8| DB 0F C9 3F | 1.5708 | "left" keyframe size (in radians) }} | ||
{{OBDtr| 0x10 | float |FFFFC8| DB 0F C9 3F | 1.5708 | | {{OBDtr| 0x10 | float |FFFFC8| DB 0F C9 3F | 1.5708 | "right" keyframe size (in radians) }} | ||
{{OBDtr| 0x14 | int16 |C8FFC8| 01 00 | 1 | number of keyframes | {{OBDtr| 0x14 | int16 |C8FFC8| 01 00 | 1 | number of "left" keyframes }} | ||
{{OBDtr| 0x16 | int16 |C8FFC8| 01 00 | 1 | number of keyframes | {{OBDtr| 0x16 | int16 |C8FFC8| 01 00 | 1 | number of "right" keyframes }} | ||
{{OBDtr| 0x18 | float |C8FFFF| 92 0A 86 3F | 1.0472 | | {{OBDtr| 0x18 | float |C8FFFF| 92 0A 86 3F | 1.0472 | "down" keyframe size (in radians) }} | ||
{{OBDtr| 0x1C | float |C8FFFF| 92 0A 86 3F | 1.0472 | | {{OBDtr| 0x1C | float |C8FFFF| 92 0A 86 3F | 1.0472 | "up" keyframe size (in radians) }} | ||
{{OBDtr| 0x20 | int16 |FFC8FF| 01 00 | 1 | number of keyframes | {{OBDtr| 0x20 | int16 |FFC8FF| 01 00 | 1 | number of "down" keyframes }} | ||
{{OBDtr| 0x22 | int16 |FFC8FF| 01 00 | 1 | number of keyframes | {{OBDtr| 0x22 | int16 |FFC8FF| 01 00 | 1 | number of "up" keyframes }} | ||
|} | |} | ||
;Keyframes | ;Keyframes | ||
:The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few | :The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few zones. | ||
::(commonly 4, 8 for most rifle aiming screens, 2 for prone pistol aiming) | ::(commonly 4, 8 for most rifle aiming screens, 2 for prone pistol aiming) | ||
:Keyframes are placed at the nodes of that grid: commonly 9, 15 for most rifle aiming screens, 6 for prone pistol aiming. | :Keyframes are placed at the nodes of that grid: commonly 9, 15 for most rifle aiming screens, 6 for prone pistol aiming. | ||
::The corresponding bone rotations are stored in the associated TRAM. Not versus time like in ordinary TRAMs but as a list. | ::The corresponding bone rotations are stored in the associated TRAM. Not versus time like in ordinary TRAMs but as a list. | ||
:For a regular aiming screen (9 key frames), the storage is as follows: | :For a regular aiming screen (9 key frames), the storage is as follows: | ||
:*aiming high and to the left | |||
:*aiming high | |||
:*aiming high and to the right | :*aiming high and to the right | ||
:*aiming | :*aiming to the left | ||
:*aiming | :*aiming straight ahead | ||
:*aiming to the right | :*aiming to the right | ||
:*aiming low and to the left | |||
:*aiming low and to the | |||
:*aiming low | :*aiming low | ||
:*aiming low and to the | :*aiming low and to the right | ||
:All these take up one frame each, for every affected bone. | :All these take up one frame each, for every affected bone. | ||
::The last frame is duplicated at the end of the track. Not sure it's actually needed. | ::The last frame is duplicated at the end of the track. Not sure it's actually needed. |
Latest revision as of 14:23, 14 October 2010
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 16 11 00 | 4374 | 04374-MURCOMaim_screen_stand.TRAS |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | int32 | 01 15 11 00 | 4373 | link to 04373-MURCOMstand_fire_arc.TRAM |
0x0C | float | DB 0F C9 3F | 1.5708 | "left" keyframe size (in radians) |
0x10 | float | DB 0F C9 3F | 1.5708 | "right" keyframe size (in radians) |
0x14 | int16 | 01 00 | 1 | number of "left" keyframes |
0x16 | int16 | 01 00 | 1 | number of "right" keyframes |
0x18 | float | 92 0A 86 3F | 1.0472 | "down" keyframe size (in radians) |
0x1C | float | 92 0A 86 3F | 1.0472 | "up" keyframe size (in radians) |
0x20 | int16 | 01 00 | 1 | number of "down" keyframes |
0x22 | int16 | 01 00 | 1 | number of "up" keyframes |
- Keyframes
- The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few zones.
- (commonly 4, 8 for most rifle aiming screens, 2 for prone pistol aiming)
- Keyframes are placed at the nodes of that grid: commonly 9, 15 for most rifle aiming screens, 6 for prone pistol aiming.
- The corresponding bone rotations are stored in the associated TRAM. Not versus time like in ordinary TRAMs but as a list.
- For a regular aiming screen (9 key frames), the storage is as follows:
- aiming high and to the left
- aiming high
- aiming high and to the right
- aiming to the left
- aiming straight ahead
- aiming to the right
- aiming low and to the left
- aiming low
- aiming low and to the right
- All these take up one frame each, for every affected bone.
- The last frame is duplicated at the end of the track. Not sure it's actually needed.
- The bones (body parts) affected by the keyframes are specified in the body of the TRAM.
- Overview
- See HERE for now.
ONI BINARY DATA |
---|
TRAM << Other file types >> TRBS |
TRAS : Totoro Aiming Screen |
Character file |