OBD:TRTA

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Revision as of 16:22, 26 March 2018 by Geyser (talk | contribs) (it is now known that the overlay TRAMs have rotations stored as quaternions, not matrices or other storage that may accommodate translations)
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ONI BINARY DATA
TRSC << Other file types >> TSFF
TRTA : Totoro Quaternion Body Translation Array
switch to XML:TRTA page
Overview @ Oni Stuff
OBD.png


Trta a.gif


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 (yes, the shoulders are attached to the neck), and ":)" is a smiley :)
14-o-13-o-12-o-11-o 3-o-2-o-1-o       ^ z
                  |           |       ^
           :)10-o-9-o-8-o-7-o-0  < < <^< < <
                  |           |   x   ^
18-o-17-o-16-o-15-o 6-o-5-o-4-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.
The different TRTA occurring in Oni are detailed HERE.
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).
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