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Totoro Quaternion Body Translation Array - Character File

HexTranslationMeaning
01 62 04 00112201122-.TRTA
01 00 00 063level 3
AD DEdeadnot used
13 001919 packages follow (one package is edged in black)
Below follows the first package.
00 00 00 000x-postition of the bodypart in connection to the TRIA file
00 00 00 000y-postition (height) of the bodypart in connection to the TRIA file
00 00 00 000z-postition of the bodypart in connection to the TRIA file

Check the TRTA site on wiki.oni2.net for detailed information.

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.


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