This section describes the actor's bones, including the hierarchy and pose position.
| Offset |
Type |
Description |
| 0x0 |
uint32 |
Orientation control pointer (relative to header). This is an SRT that holds the bone's pose position, can be null. |
| 0x4 |
uint32 |
Previous sibling bone pointer (relative to header) |
| 0x8 |
uint32 |
Next sibling bone pointer (relative to header) |
| 0xc |
uint32 |
Parent bone pointer (relative to header) |
| 0x10 |
uint32 |
First child bone pointer (relative to header) |
| 0x14 |
uint16 |
GEO file ID, which mesh in the mesh data this bone controls. I think if this is FFFF, the first mesh must be skinned and this bone controls a portion of it. |
| 0x16 |
uint16 |
Bone ID |
| 0x18 |
bool |
Is this bone positioned relative to its parent? (Usually true) |
| 0x19 |
uint8 |
Something about draw priority, usually 0 |
| 0x1a |
byte[2] |
Padding |
SRT stands for scale, rotation, transform.