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}}


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http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/trta_a.gif
[[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| 0x0e | int16    |00FFFF| 13 00      | 19  | array size }}
{{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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|}
|}


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;Skeleton
;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).
: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.
: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 :)  
:Viewed from above, you get something like this : "o" is a pivot (yes, 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
  14-o-13-o-12-o-11-o 3-o-2-o-1-o      ^ z
                   |           |      ^
                   |           |      ^
             :)11-o-10-o-9-o-8-o-1 < < <^< < <
             :)10-o-9-o-8-o-7-o-0 < < <^< < <
                   |           |  x  ^
                   |           |  x  ^
  19-o-18-o-17-o-16-o 7-o-6-o-5-o      ^
  18-o-17-o-16-o-15-o 6-o-5-o-4-o      ^
;XYZ offsets
;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).
: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.
: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.
:The different TRTA occurring in Oni are detailed [[OBD_talk:TRTA|HERE]].
;Pelvis
;Pelvis
:Pelvis is further translated with respect to the root bone by the [[OBD:TRAM/raw0x0C|height track]] of [[OBD:TRAM|TRAM]]
: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).
: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
;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).
: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).
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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.


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{{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}}
{{OBD}}