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Totoro Aiming Screen - Character File - The credit for this site goes to geyser.

HexTranslationMeaning
01 16 11 00437404374-MURCOMaim_screen_stand.TRAS
01 00 00 063level 3
01 15 11 004373link to 04373-MURCOMstand_fire_arc.TRAM
DB 0F C9 3F1.570796max. rightwards deviation of the aiming vector (1.57 = pi / 2 = 90 degrees)
DB 0F C9 3F1.570796 max. leftwards deviation of the aiming vector (1.57 = pi / 2 = 90 degrees)
01 001number of keyframes to the max. rightwards deviation
01 001number of keyframes to the max. leftwards deviation
92 0A 86 3F1.047196max. upwards deviation of the aiming vector (1.04 = pi / 3 = 60 degrees)
92 0A 86 3F1.047196max. downwards deviation of the aiming vector (1.04 = pi / 3 = 60 degrees)
01 001number of keyframes to the max. upwards deviation
01 001number of keyframes to the max. downwards deviation
AD DEdeadnot used

Deviations They're in radians, of course. Lateral deviation I might have mixed left and right. Too lazy to check. Keyframes The aiming screen (zone comprised between the extreme values of the aiming vector) is divided in a few rectangles. (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 right * aiming high * aiming high and to the left * aiming to the right * aiming straight ahead * aiming to the left * aiming low and to the right * aiming low * aiming low and to the left 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.


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